mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
326 lines
10 KiB
C#
326 lines
10 KiB
C#
using Fie.Camera;
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using Fie.UI;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Manager
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{
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public class FieGUIManager : FieManagerBehaviour<FieGUIManager>
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{
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public enum FieUILayer
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{
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FORWARD,
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DEFAULT,
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BACKWARD,
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BACKWORD_SECOND,
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BACKWORD_THIRD
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}
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public enum FieUIPositionTag
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{
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HEADER_ROOT,
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FOOTER_ROOT,
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ABILITY_ICON_1,
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ABILITY_ICON_2,
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ABILITY_ICON_3
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}
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private FieUICamera _uiCamera;
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private Dictionary<Type, GameObject> _asyncLoadObjectList = new Dictionary<Type, GameObject>();
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private Dictionary<Type, GameObject> _gameUIResouceList = new Dictionary<Type, GameObject>();
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private Dictionary<Type, List<FieGameUIBase>> _gameUIList = new Dictionary<Type, List<FieGameUIBase>>();
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private FieGameUIHeaderFooterManager _headerFooterManager;
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private FieGameUIDialogCaptionManager _dialogCaptionManager;
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private FieGameUIActivityWindowManager _activityWindowManager;
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private FieGameUIPlayerWindowManager _playerWindowManager;
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private FieGameUIGameOverWindowManager _gameOverWindowManager;
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public Dictionary<FieUIPositionTag, Transform> uiPositionList = new Dictionary<FieUIPositionTag, Transform>();
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private bool _isBooted;
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public FieUICamera uiCamera => _uiCamera;
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protected override void StartUpEntity()
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{
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if (!_isBooted)
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{
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if (_uiCamera == null)
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{
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_uiCamera = UnityEngine.Object.FindObjectOfType<FieUICamera>();
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if (_uiCamera == null)
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{
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GameObject gameObject = Resources.Load("Prefabs/Manager/GUICamera") as GameObject;
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if (gameObject == null)
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{
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throw new Exception("Missing the GUI camera prefab.");
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}
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GameObject gameObject2 = UnityEngine.Object.Instantiate(gameObject, Vector3.zero, Quaternion.identity);
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if (gameObject2 == null)
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{
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throw new Exception("Fiald to instantiate the GUI camera object.");
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}
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gameObject2.transform.parent = base.transform;
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_uiCamera = gameObject2.GetComponent<FieUICamera>();
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if (_uiCamera == null)
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{
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throw new Exception("GUI Camera component dosen't exists in GUI camera prefab.");
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}
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}
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}
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List<Type> uIComponentManagerList = getUIComponentManagerList();
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if (uIComponentManagerList != null && uIComponentManagerList.Count > 0)
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{
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for (int i = 0; i < uIComponentManagerList.Count; i++)
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{
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base.gameObject.AddComponent(uIComponentManagerList[i]);
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}
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PreloadInGameUIResouses();
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ReloadUIOwner();
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_headerFooterManager = GetComponent<FieGameUIHeaderFooterManager>();
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_dialogCaptionManager = GetComponent<FieGameUIDialogCaptionManager>();
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_activityWindowManager = GetComponent<FieGameUIActivityWindowManager>();
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_playerWindowManager = GetComponent<FieGameUIPlayerWindowManager>();
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_gameOverWindowManager = GetComponent<FieGameUIGameOverWindowManager>();
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_activityWindowManager.StartUp();
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_isBooted = true;
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}
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}
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}
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public void ReloadUIOwner()
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{
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setUIOwner(FieManagerBehaviour<FieUserManager>.I.gameOwnerCharacter);
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uiCamera.setGameCamera(FieManagerBehaviour<FieGameCameraManager>.I.gameCamera);
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}
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public void ReloadPlayerWindow()
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{
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if (!(_playerWindowManager == null))
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{
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_playerWindowManager.ReloadPlayerWindows();
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}
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}
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public void setUIOwner(FieGameCharacter gameCharacter)
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{
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if (!(gameCharacter == null))
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{
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FieGameUIComponentManagerBase[] components = GetComponents<FieGameUIComponentManagerBase>();
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if (components != null && components.Length > 0)
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{
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for (int i = 0; i < components.Length; i++)
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{
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components[i].setComponentManagerOwner(gameCharacter);
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components[i].StartUp();
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}
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}
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}
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}
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public void ShowHeaderFooter()
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{
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if (!(_headerFooterManager == null))
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{
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_headerFooterManager.Show();
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}
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}
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public void HideHeaderFooter()
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{
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if (!(_headerFooterManager == null))
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{
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_headerFooterManager.Hide();
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}
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}
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public FieGameUIActivityWindow.ActivityWindowState GetActivityWindowState()
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{
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if (_activityWindowManager == null)
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{
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return FieGameUIActivityWindow.ActivityWindowState.BUSY;
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}
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return _activityWindowManager.GetActivityWindowState();
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}
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private void PreloadInGameUIResouses()
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{
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Dictionary<Type, string> gameUIPrefabList = getGameUIPrefabList();
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foreach (KeyValuePair<Type, string> item in gameUIPrefabList)
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{
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if (item.Key.IsSubclassOf(typeof(FieGameUIBase)))
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{
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GameObject gameObject = Resources.Load(item.Value) as GameObject;
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if (gameObject == null)
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{
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Debug.LogError("faild to load resource of " + item.Key.ToString());
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}
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else
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{
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_gameUIResouceList[item.Key] = gameObject;
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FieManagerBehaviour<FieGUIManager>.I.StartCoroutine(FieManagerBehaviour<FieGUIManager>.I.AsyncInstantiateToBuffer(item.Key, gameObject));
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}
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}
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}
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}
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public void AssignGameUIObject<T>(string prefabPath) where T : FieGameUIBase
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{
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if (!_gameUIResouceList.ContainsKey(typeof(T)))
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{
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GameObject gameObject = Resources.Load(prefabPath) as GameObject;
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if (!(gameObject == null))
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{
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_gameUIResouceList[typeof(T)] = gameObject;
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FieManagerBehaviour<FieGUIManager>.I.StartCoroutine(FieManagerBehaviour<FieGUIManager>.I.AsyncInstantiateToBuffer(typeof(T), gameObject));
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}
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}
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}
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public T CreateGui<T>(FieGameCharacter ownerCharacter) where T : FieGameUIBase
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{
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if (!typeof(T).IsSubclassOf(typeof(FieGameUIBase)))
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{
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return (T)null;
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}
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if (!_gameUIList.ContainsKey(typeof(T)))
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{
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Debug.LogError(typeof(T).ToString() + " has not been assigned. You must assign this object before instantiate.");
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return (T)null;
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}
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int num = -1;
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for (int i = 0; i < _gameUIList[typeof(T)].Count; i++)
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{
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if (!_gameUIList[typeof(T)][i].gameObject.activeSelf)
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{
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_gameUIList[typeof(T)][i].ownerCharacter = ownerCharacter;
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_gameUIList[typeof(T)][i].uiActive = true;
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num = i;
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break;
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}
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}
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int num2 = 0;
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for (int j = 0; j < _gameUIList[typeof(T)].Count; j++)
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{
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if (_gameUIList[typeof(T)][j].gameObject.activeSelf)
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{
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num2++;
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}
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}
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if (num2 >= _gameUIList[typeof(T)].Count)
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{
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FieManagerBehaviour<FieGUIManager>.I.StartCoroutine(FieManagerBehaviour<FieGUIManager>.I.AsyncInstantiateToBuffer(typeof(T), _gameUIResouceList[typeof(T)]));
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}
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if (num >= 0)
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{
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return _gameUIList[typeof(T)][num] as T;
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}
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GameObject gameObject = CreateUIByBuffer(typeof(T), Vector3.zero, Quaternion.identity, useBuffer: false);
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T component = gameObject.GetComponent<T>();
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if ((UnityEngine.Object)component == (UnityEngine.Object)null)
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{
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return (T)null;
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}
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component.ownerCharacter = ownerCharacter;
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component.uiActive = true;
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return component;
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}
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private IEnumerator AsyncInstantiateToBuffer(Type uiObjectType, GameObject instantTargetObject)
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{
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_asyncLoadObjectList[uiObjectType] = null;
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GameObject uiObject = UnityEngine.Object.Instantiate(instantTargetObject, Vector3.zero, Quaternion.identity);
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FieGameUIBase uiBase = uiObject.GetComponent<FieGameUIBase>();
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if (uiBase != null)
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{
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uiBase.uiActive = false;
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uiObject.transform.SetParent(base.transform);
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_asyncLoadObjectList[uiObjectType] = uiObject;
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if (!_gameUIList.ContainsKey(uiObjectType))
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{
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_gameUIList[uiObjectType] = new List<FieGameUIBase>();
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}
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_gameUIList[uiObjectType].Add(uiBase);
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}
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else if (uiObject != null)
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{
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Debug.Log("unknown ui object was instantiated. this object does'nt extend FieGameUIBase.Type:" + uiObject.ToString());
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UnityEngine.Object.Destroy(uiObject);
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}
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yield return (object)null;
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/*Error: Unable to find new state assignment for yield return*/;
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}
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private GameObject CreateUIByBuffer(Type uiObjectType, Vector3 initPosition, Quaternion initRotation, bool useBuffer = true)
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{
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if (useBuffer && _asyncLoadObjectList[uiObjectType] != null)
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{
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GameObject gameObject = _asyncLoadObjectList[uiObjectType];
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gameObject.transform.position = initPosition;
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gameObject.transform.rotation = initRotation;
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gameObject.SetActive(value: true);
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FieManagerBehaviour<FieGUIManager>.I.StartCoroutine(FieManagerBehaviour<FieGUIManager>.I.AsyncInstantiateToBuffer(uiObjectType, _gameUIResouceList[uiObjectType]));
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return gameObject;
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}
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GameObject gameObject2 = UnityEngine.Object.Instantiate(_gameUIResouceList[uiObjectType], initPosition, initRotation);
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if (gameObject2 == null)
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{
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return null;
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}
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FieGameUIBase component = gameObject2.GetComponent<FieGameUIBase>();
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if (component == null)
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{
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return null;
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}
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if (!_gameUIList.ContainsKey(uiObjectType))
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{
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_gameUIList[uiObjectType] = new List<FieGameUIBase>();
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}
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_gameUIList[uiObjectType].Add(component);
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return gameObject2;
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}
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private Dictionary<Type, string> getGameUIPrefabList()
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{
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Dictionary<Type, string> dictionary = new Dictionary<Type, string>();
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dictionary.Add(typeof(FieGameUIHeaderFooter), "Prefabs/UI/HeaderFooter/HeaderFooter");
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dictionary.Add(typeof(FieGameUIEnemyLifeGauge), "Prefabs/UI/LifeGauge/EnemyLifeGauge");
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dictionary.Add(typeof(FieGameUIPlayerWindow), "Prefabs/UI/PlayerWindow/PlayerWindow");
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dictionary.Add(typeof(FieGameUISplitLine), "Prefabs/UI/SplitLine/SplitLine");
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dictionary.Add(typeof(FieGameUIPlayerLifeGauge), "Prefabs/UI/LifeGauge/PlayerLifeGauge");
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dictionary.Add(typeof(FieGameUIFriendshipGauge), "Prefabs/UI/FriendshipGauge/PlayerFriendshipGauge");
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dictionary.Add(typeof(FieGameUITargetIcon), "Prefabs/UI/TargetIcon/TargetIcon");
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dictionary.Add(typeof(FieGameUIDamageCounter), "Prefabs/UI/DamageCounter/FieUIDamageCounter");
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dictionary.Add(typeof(FieGameUIDialogCaption), "Prefabs/UI/Dialog/FieDialog");
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dictionary.Add(typeof(FieGameUIActivityWindow), "Prefabs/UI/ActivityWindow/ActivityWindow");
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dictionary.Add(typeof(FieGameUIIndicator), "Prefabs/UI/Indicator/Indicator");
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dictionary.Add(typeof(FieGameUIGameOverWindow), "Prefabs/UI/GameOverWindow/GameOverWindow");
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return dictionary;
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}
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private List<Type> getUIComponentManagerList()
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{
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List<Type> list = new List<Type>();
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list.Add(typeof(FieGameUIHeaderFooterManager));
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list.Add(typeof(FieGameUIPlayerWindowManager));
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list.Add(typeof(FieGameUIEnemyLifeGaugeManager));
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list.Add(typeof(FieGameUIDamageCounterManager));
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list.Add(typeof(FieGameUIAbilitiesIconManager));
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list.Add(typeof(FieGameUIDialogCaptionManager));
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list.Add(typeof(FieGameUIActivityWindowManager));
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list.Add(typeof(FieGameUIIndicatorManager));
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list.Add(typeof(FieGameUIGameOverWindowManager));
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return list;
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}
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}
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}
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