PGRData/Script/matrix/xmanager/XLuaUiManager.lua

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CsXUiType = CS.XUiType
-- CsXUiResType = CS.XUiResType
CsXUiManager = CS.XUiManager
-- CsIBaseEventListener = CS.IBaseEventListener
CsXGameEventManager = CS.XGameEventManager
-- CsXLuaEventProxy = CS.XLuaEventProxy
-- CsXUi = CS.XUi
-- CsXChildUi = CS.XChildUi
-- CsXGameUi = CS.XGameUi
-- CsXMaskManager = CS.XMaskManager
-- CsXUguiEventListener = CS.XUguiEventListener
-- CsXUiData = CS.XUiData
-- CsXUiStackContainer = CS.XUiStackContainer
-- CsXUiListContainer = CS.XUiListContainer
-- CsXUiChildContainer = CS.XUiChildContainer
CsXUiHelper = CS.XUiHelper
CsXTextManagerGetText = CS.XTextManager.GetText
CSXTextManagerGetText = CsXTextManagerGetText
CSObjectInstantiate = CS.UnityEngine.Object.Instantiate
Vector2 = CS.UnityEngine.Vector2
Vector3 = CS.UnityEngine.Vector3
------------------------------------------------LuaUI---------------------------------------------------------
XLuaUi = XClass(nil, "XLuaUi")
function XLuaUi:Ctor(name, uiProxy)
self.Name = name
self.UiProxy = uiProxy
self.Ui = uiProxy.Ui
-- 页面自动关闭时间id
self.AutoCloseTimerId = nil
self.OpenAutoClose = false
self.AutoCloseEndTime = 0
self.AutoCloseCallback = nil
self.AutoCloseIntervalTime = nil
self.AutoCloseDelayTime = nil
self.ChildUis = {}
end
-- PS:如果页面重写了OnEnable和OnDisable使用时必须在OnEnable和OnDisable调用下父类方法
-- XXX.Super.OnEnable(self)
-- interval : 间隔多少毫秒执行,默认是一秒
-- delay : 初次延迟多少毫秒执行,默认是一秒
function XLuaUi:SetAutoCloseInfo(endTime, callback, interval, delay)
interval = interval or XScheduleManager.SECOND
delay = delay or XScheduleManager.SECOND
self.OpenAutoClose = endTime ~= nil
self.AutoCloseEndTime = endTime or 0
self.AutoCloseCallback = callback
self.AutoCloseIntervalTime = interval
self.AutoCloseDelayTime = delay
end
function XLuaUi:SetGameObject()
self.Transform = self.Ui.Transform
self.GameObject = self.Ui.GameObject
self.UiAnimation = self.Ui.UiAnimation
self.UiSceneInfo = self.Ui.UiSceneInfo
self.UiModelGo = self.Ui.UiModelGo
self.UiModel = self.Ui.UiModel
self:InitUiObjects()
end
function XLuaUi:OnAwake()
end
function XLuaUi:OnStart()
end
function XLuaUi:OnEnable()
if self.OpenAutoClose then
self:_StartAutoCloseTimer()
end
end
function XLuaUi:OnDisable()
if self.OpenAutoClose then
self:_StopAutoCloseTimer()
end
end
function XLuaUi:OnDestroy()
self:ReleaseRedPoint()
end
function XLuaUi:_StartAutoCloseTimer()
self.AutoCloseTimerId = XScheduleManager.ScheduleForever(
function()
local time = XTime.GetServerNowTimestamp()
if time > self.AutoCloseEndTime then
if self.AutoCloseCallback then
self.AutoCloseCallback(true)
end
self:_StopAutoCloseTimer()
else
if self.AutoCloseCallback then
self.AutoCloseCallback(false)
end
end
-- PS:-1 * self.AutoCloseIntervalTime 这么处理是因为XScheduleManager.ScheduleForever里计算时间自动叠加多一次Interval
end,
self.AutoCloseIntervalTime,
self.AutoCloseDelayTime + -1 * self.AutoCloseIntervalTime
)
end
function XLuaUi:_StopAutoCloseTimer()
if self.AutoCloseTimerId then
XScheduleManager.UnSchedule(self.AutoCloseTimerId)
self.AutoCloseTimerId = nil
end
end
function XLuaUi:OnReleaseInstOnly()
XLuaUiManager.SetUiData(self.Name, self:OnReleaseInst())
end
function XLuaUi:OnReleaseInst()
end
function XLuaUi:OnResumeUi()
self:OnResume(XLuaUiManager.GetUiData(self.Name))
XLuaUiManager.RemoveUiData(self.Name)
end
function XLuaUi:OnResume()
end
--用于释放lua的内存
function XLuaUi:OnRelease()
--self.Name = nil
self.UiProxy = nil
self.Ui = nil
self.Transform = nil
self.GameObject = nil
self.UiAnimation = nil
self.UiSceneInfo = nil
self.UiModelGo = nil
self.UiModel = nil
-- 释放自动关闭数据
-- 做个防御,避免外部使用错误导致没有释放
self:_StopAutoCloseTimer()
self.AutoCloseTimerId = nil
self.OpenAutoClose = nil
self.AutoCloseEndTime = 0
self.AutoCloseCallback = nil
self.AutoCloseIntervalTime = nil
self.AutoCloseDelayTime = nil
-- 释放信号数据
if self.SignalData then
self.SignalData:Release()
self.SignalData = nil
end
if self.ChildSignalDatas then
for _, signalData in ipairs(self.ChildSignalDatas) do
signalData:Release()
end
self.ChildSignalDatas = nil
end
if self._GridsDic then
self._GridsDic = nil
end
--释放ViewModel层已绑定对象
if self._ViewModelDic then
for viewModel in pairs(self._ViewModelDic) do
viewModel:UnBindUiObjs(self.Name)
end
self._ViewModelDic = nil
end
if self.Obj and self.Obj:Exist() then
local nameList = self.Obj.NameList
for _, v in pairs(nameList) do
self[v] = nil
end
self.Obj = nil
end
for k, v in pairs(self) do
local t = type(v)
if t == "userdata" and CsXUiHelper.IsUnityObject(v) then
self[k] = nil
end
end
end
--CS.XEventId.EVENT_UI_ALLOWOPERATE 允许UI操作事件可以理解为动画播放完成后的回调
function XLuaUi:OnNotify(evt, ...)
end
function XLuaUi:OnGetEvents()
end
function XLuaUi:SetUiSprite(image, spriteName, callBack)
self.UiProxy:SetUiSprite(image, spriteName, callBack)
end
--快捷隐藏界面(不建议使用)
function XLuaUi:SetActive(active)
local temp = active and true or false
self.UiProxy:SetActive(temp)
end
--快捷关闭界面
function XLuaUi:Close()
if self.UiProxy == nil then
XLog.Error(self.Name .. "重复Close")
else
for k, _ in pairs(self.ChildUis) do
self:CloseChildUi(k)
end
self.UiProxy:Close()
end
end
--快捷移除UI,移除的UI不会播放进场、退场动画
--不允许用于移除栈顶的UI 使用时注意!!!
function XLuaUi:Remove()
if self.UiProxy then
self.UiProxy:Remove()
end
end
--注册点击事件
function XLuaUi:RegisterClickEvent(button, handle, clear)
clear = clear and true or false
self.UiProxy:RegisterClickEvent(
button,
function(eventData)
if handle then
handle(self, eventData)
end
end,
clear
)
end
--返回指定名字的子节点的Component
--@name 子节点名称
--@type Component类型
function XLuaUi:FindComponent(name, type)
return self.UiProxy:FindComponent(name, type)
end
--通过名字查找GameObject 例如:A/B/C
--@name 要查找的名字
function XLuaUi:FindGameObject(name)
return self.UiProxy:FindGameObject(name)
end
--通过名字查找Transfrom 例如:A/B/C
--@name 要查找的名字
function XLuaUi:FindTransform(name)
return self.UiProxy:FindTransform(name)
end
--打开一个子UI
--@childUIName 子UI名字
--@... 传到OnStart的参数
function XLuaUi:OpenChildUi(childUIName, ...)
self.ChildUis[childUIName] = 1
self.UiProxy:OpenChildUi(childUIName, ...)
end
--打开一个子UI,会关闭其他已显示的子UI
--@childUIName 子UI名字
--@... 传到OnStart的参数
function XLuaUi:OpenOneChildUi(childUIName, ...)
self.ChildUis[childUIName] = 1
self.UiProxy:OpenOneChildUi(childUIName, ...)
--self.UiProxy:OpenOneChildUi(childUIName, ...)
end
--关闭子UI
--@childUIName 子UI名字
function XLuaUi:CloseChildUi(childUIName)
if self.ChildUis[childUIName] then
self.ChildUis[childUIName] = nil
end
self.UiProxy:CloseChildUi(childUIName)
end
--查找子窗口对应的lua对象
--@childUiName 子窗口名字
function XLuaUi:FindChildUiObj(childUiName)
local childUi = self.UiProxy:FindChildUi(childUiName)
if childUi then
return childUi.UiProxy.UiLuaTable
end
end
function XLuaUi:InitUiObjects()
self.Obj = self.Transform:GetComponent("UiObject")
if self.Obj ~= nil then
for i = 0, self.Obj.NameList.Count - 1 do
self[self.Obj.NameList[i]] = self.Obj.ObjList[i]
end
end
end
function XLuaUi:InitChildUis()
if self.Ui == nil then
return
end
if not self.Ui.UiData.HasChildUi then
return
end
local childUis = self.Ui:GetAllChildUis()
if childUis == nil then
return
end
--子UI初始化完成后可在父UI通过self.Child+子UI名称的方式直接获取句柄
local childUiName
for k, v in pairs(childUis) do
childUiName = "Child" .. k
if self[childUiName] then
XLog.Error(string.format("%s该名字已被占用", childUiName))
else
self[childUiName] = v.UiProxy.UiLuaTable
end
end
end
--播放动画只支持Timeline模式
-- 符合以下命名的动画将会自动播放无须手动调用AnimStart、AnimEnable、AnimDisable、AnimDestroy
function XLuaUi:PlayAnimation(animName, callback, beginCallback, wrapMode)
self.UiProxy:PlayAnimation(
animName,
callback,
beginCallback,
wrapMode or CS.UnityEngine.Playables.DirectorWrapMode.Hold
)
end
--播放动画只支持Timeline模式, 增加Mask阻止操作打断动画
function XLuaUi:PlayAnimationWithMask(animName, callback, beginCallback, wrapMode)
self.UiProxy:PlayAnimation(
animName,
function(state)
XLuaUiManager.SetMask(false)
if callback then
callback(state)
end
end,
function()
XLuaUiManager.SetMask(true)
if beginCallback then
beginCallback()
end
end,
wrapMode or CS.UnityEngine.Playables.DirectorWrapMode.Hold
)
end
--获取Open传递的参数
function XLuaUi:GetArgs()
return self.UiProxy:GetArgs()
end
-- 加载(切换)ui场景
function XLuaUi:LoadUiScene(sceneUrl, modelUrl, cb, force)
if force == nil then
force = true
end
self.Ui:LoadUiScene(sceneUrl, modelUrl, force)
self.UiModelGo = self.Ui.UiModelGo
self.UiModel = self.Ui.UiModel
if cb then
cb(sceneUrl, modelUrl)
end
end
-- 异步加载(切换)ui场景
function XLuaUi:LoadUiSceneAsync(sceneUrl, modelUrl, cb)
self.Ui:LoadUiSceneAsync(sceneUrl, modelUrl, function()
self.UiModelGo = self.Ui.UiModelGo
self.UiModel = self.Ui.UiModel
if cb then
cb(sceneUrl, modelUrl)
end
end)
end
-- 根据名字查找虚拟相机位置
function XLuaUi:FindVirtualCamera(virtualCamName)
local virtualCamTrans = nil
local sceneVirtualCamRoot = self.UiSceneInfo.Transform:FindTransform("UiCamContainer")
if sceneVirtualCamRoot then
virtualCamTrans = sceneVirtualCamRoot:FindTransform(virtualCamName)
if virtualCamTrans then
return virtualCamTrans
end
end
virtualCamTrans = self.UiModelGo:FindTransform(virtualCamName)
return virtualCamTrans
end
-- 默认ui场景路径
function XLuaUi:GetDefaultSceneUrl()
return self.Ui.UiData.SceneUrl
end
-- 默认ui场景模型路径
function XLuaUi:GetDefaultUiModelUrl()
return self.Ui.UiData.UiModelUrl
end
-- 绑定返回/主界面按钮
function XLuaUi:BindExitBtns(btnBack, btnMainUi)
btnBack = btnBack or self.BtnBack
btnMainUi = btnMainUi or self.BtnMainUi
self:RegisterClickEvent(
btnBack,
function()
self:Close()
end
)
self:RegisterClickEvent(
btnMainUi,
function()
XLuaUiManager.RunMain()
end
)
end
-- 绑定帮助按钮
function XLuaUi:BindHelpBtn(btn, helpDataKey, cb)
btn = btn or self.BtnHelp
helpDataKey = helpDataKey or self.Name
if not btn then
XLog.Error("XLuaUi.BindHelpBtn Error: Buttton Is Nil")
return
end
if not helpDataKey then
XLog.Error("XLuaUi.BindHelpBtn Error: HelpDataKey Is Nil")
return
end
if CS.XTool.ConfirmObjectType(btn, "XUiButton") then
btn.CallBack = function()
XUiManager.ShowHelpTip(helpDataKey, cb)
end
return
end
if CS.XTool.ConfirmObjectType(btn, "Button") then
self:RegisterClickEvent(
btn,
function()
XUiManager.ShowHelpTip(helpDataKey, cb)
end
)
return
end
XLog.Error("XLuaUi.BindHelpBtn Faild")
end
function XLuaUi:BindHelpBtnNew(btn, getHelpDataFunc, cb)
if not btn then
XLog.Error("XLuaUi.BindHelpBtn Error: Buttton Is Nil")
return
end
if not getHelpDataFunc then
XLog.Error("XLuaUi.BindHelpBtn Error: GetHelpDataFunc Is Nil")
return
end
if CS.XTool.ConfirmObjectType(btn, "XUiButton") then
btn.CallBack = function()
XUiManager.ShowHelpTipNew(getHelpDataFunc, cb)
end
return
end
if CS.XTool.ConfirmObjectType(btn, "Button") then
self:RegisterClickEvent(
btn,
function()
XUiManager.ShowHelpTipNew(getHelpDataFunc, cb)
end
)
return
end
XLog.Error("XLuaUi.BindHelpBtnNew Faild")
end
function XLuaUi:BindHelpBtnOnly(btn)
-- TODO 对帮助按钮进行统一隐藏
end
--添加红点绑定接口优化红点释放问题如果页面重写了OnDisable使用时需要手动在子类调用ReleaseRedPoint方法
function XLuaUi:BindRedPoint(node, func, listener, conditionGroup, args, isCheck)
if not self.RedEventDic then
self.RedEventDic = {}
end
if self.RedEventDic[node] then
return
end
local id = XRedPointManager.AddRedPointEvent(node, func, listener, conditionGroup, args, isCheck)
self.RedEventDic[node] = id
end
function XLuaUi:ReleaseRedPoint()
if XTool.IsTableEmpty(self.RedEventDic) then
return
end
for _, redPointId in ipairs(self.RedEventDic) do
XRedPointManager.RemoveRedPointEvent(redPointId)
end
end
function XLuaUi:AwaitSignal(signalName, fromObj)
if self.SignalData == nil then
self.SignalData = XSignalData.New()
end
return self.SignalData:AwaitSignal(signalName, fromObj)
end
function XLuaUi:EmitSignal(signalName, ...)
if self.SignalData == nil then
return
end
self.SignalData:EmitSignal(signalName, ...)
end
function XLuaUi:CheckHasSignal(signalName, fromObj)
if self.SignalData == nil then
return false
end
return self.SignalData:CheckHasSignal(signalName, fromObj)
end
-- 连接单个信号
function XLuaUi:ConnectSignal(path, event, callback, caller, returnArgKey)
if self.ChildSignalDatas == nil then
-- 对子信号的一个管理,方便页面释放
self.ChildSignalDatas = {}
end
table.insert(self.ChildSignalDatas, XTool.ConnectSignal(self, path, event, callback, caller, returnArgKey))
end
-- 连接多个信号
function XLuaUi:ConnectSignals(path, event, callback, caller)
if self.ChildSignalDatas == nil then
-- 对子信号的一个管理,方便页面释放
self.ChildSignalDatas = {}
end
appendArray(self.ChildSignalDatas, XTool.ConnectSignals(self, path, event, callback, caller))
end
function XLuaUi:GetSignalData()
if self.SignalData == nil then
self.SignalData = XSignalData.New()
end
return self.SignalData
end
-- value : XSignalData
function XLuaUi:AddChildSignalData(value)
if self.ChildSignalDatas == nil then
self.ChildSignalDatas = {}
end
table.insert(self.ChildSignalDatas, value)
end
--[[ 绑定ViewModel层属性到Ui对象单向绑定
@param viewModel:XDataEntityBase
@param propertyName:viewModel字段名称
@param func:更新函数闭包
]]
function XLuaUi:BindViewModelPropertyToObj(viewModel, func, propertyName)
self._ViewModelDic = self._ViewModelDic or {}
self._ViewModelDic[viewModel] = self._ViewModelDic[viewModel] or viewModel
viewModel:BindPropertyToObj(self.Name, func, propertyName)
end
--[[ 绑定ViewModel层属性到Ui对象单向多重绑定
@param viewModel:XDataEntityBase
@param func:更新函数闭包
@param ...:多个viewModel字段名称
]]
function XLuaUi:BindViewModelPropertiesToObj(viewModel, func, ...)
self._ViewModelDic = self._ViewModelDic or {}
self._ViewModelDic[viewModel] = self._ViewModelDic[viewModel] or viewModel
viewModel:BindPropertiesToObj(self.Name, func, ...)
end
--根据指定模板创建一批格子并刷新对应格子视图数据
function XLuaUi:RefreshTemplateGrids(templateGo, dataList, parents, ctor, name, refreshFunc)
self._GridsDic = self._GridsDic or {}
name = name or "_DefualtGrids"
local grids = self._GridsDic[name] or {}
local multiTemplateGo = false --有些情况下无需copy格子直接传入UI做好的格子gameobject
if type(templateGo) == "table" then
multiTemplateGo = true
for _, go in pairs(templateGo) do
go.gameObject:SetActiveEx(false)
end
else
templateGo.gameObject:SetActiveEx(false)
end
--有些情况下可能需要挂载不同的父节点
local multiParents = type(parents) == "table"
for index, data in ipairs(dataList) do
local grid = grids[index]
if not grid then
local parent = multiParents and parents[index] or parents
local go
if multiTemplateGo then
go = templateGo[index]
else
if parent then
go = CSObjectInstantiate(templateGo, parent)
else
go = templateGo
end
end
if ctor then
if type(ctor) == "function" then
grid = ctor()
else
grid = ctor.New()
end
else
grid = {}
end
--统一构造函数,省略冗余代码
grid.Index = index
grid.GameObject = go.gameObject
grid.Transform = go.transform
grid.Parent = self
XTool.InitUiObject(grid)
if grid.Init then
grid:Init()
end
grids[index] = grid
end
if refreshFunc then
refreshFunc(grid, data)
elseif grid.Refresh then
grid:Refresh(data)
end
grid.GameObject:SetActiveEx(true)
end
for index = #dataList + 1, #grids do
grids[index].GameObject:SetActiveEx(false)
end
self._GridsDic[name] = grids
end
--根据数据列表获取已经创建过的格子
function XLuaUi:GetGrid(index, name)
if XTool.IsTableEmpty(self._GridsDic) then
return
end
name = name or "_DefualtGrids"
return self._GridsDic[name] and self._GridsDic[name][index]
end
------------------------------------------------------------------------------------------------------------------------
XLuaUiCheckGC = XClass(XLuaUi, "XLuaUiCheckGC")
function XLuaUiCheckGC:Ctor()
XLog.Warning(string.format("====================%sUi已创建", self.Name))
local metatable = getmetatable(self)
-- metatable.__mode = "kv"
metatable.__gc = function()
XLog.Warning(string.format("====================%sUi已释放", self.Name))
end
setmetatable(self, metatable)
end
-- function XLuaUiCheckGC:OnRelease()
-- XLuaUiCheckGC.Super.OnRelease(self)
-- end
------------------------------------------------------------------------------------------------------------------------
XLuaUiManager = XClass(nil, "XLuaUiManager")
local UiData = {}
local ClassType = {}
local ImportModule = {}
local XUiPrefix = "XUi/X%s/X%s"
local UiMainName = "UiMain"
local Registry = require("UiRegistry")
--注册UI
-- @super 父类
-- @uiName UI名字
function XLuaUiManager.Register(super, uiName)
super = super or XLuaUi
local uiObject = XClass(super, uiName)
ClassType[uiName] = uiObject
return uiObject
end
--创建一个LuaUI的实例
--@name LuaUI脚本名字
--@gameUI C#的GameUI
function XLuaUiManager.New(uiName, uiProxy)
local baseName = uiName
local class = ClassType[baseName]
if not class then
local register = Registry[baseName]
if register then
require(register)
end
class = ClassType[baseName]
end
if not class then
baseName = string.match(baseName, "%w*[^(%d)$*]") -- 解析包含数字后缀的界面
class = ClassType[baseName]
if not class then
XLog.Error("XLuaUiManager.New error, class not exist, name: " .. uiName)
return nil
end
end
local obj = class.New(uiName, uiProxy)
uiProxy:SetLuaTable(obj)
return obj
end
--打开UI
--@uiName 打开的UI名字
function XLuaUiManager.Open(uiName, ...)
CsXUiManager.Instance:Open(uiName, ...)
end
--打开UI完成后执行回调
--@uiName 打开的UI名称
--@callback 打开完成回调
--@... 传递到OnStart的参数
function XLuaUiManager.OpenWithCallback(uiName, callback, ...)
CsXUiManager.Instance:OpenWithCallback(uiName, callback, ...)
end
--关闭UI完成后执行回调
--@uiName 打开的UI名称
--@callback 打开完成回调
function XLuaUiManager.CloseWithCallback(uiName, callback)
CsXUiManager.Instance:CloseWithCallback(uiName, callback)
end
--针对Normal类型的管理关闭上一个界面然后打开下一个界面无缝切换
--@uiName 需要打开的UI名字
--@... 传递到OnStart的参数
function XLuaUiManager.PopThenOpen(uiName, ...)
CsXUiManager.Instance:PopThenOpen(uiName, ...)
end
--针对Normal类型的管理关闭栈中所有界面然后打开下一个界面无缝切换
--@uiName 需要打开的UI名字
--@... 传递到OnStart的参数
function XLuaUiManager.PopAllThenOpen(uiName, ...)
CsXUiManager.Instance:PopAllThenOpen(uiName, ...)
end
--关闭UI
--@uiName 关闭的UI名字(只能关闭当前显示的UI)
function XLuaUiManager.Close(uiName)
CsXUiManager.Instance:Close(uiName)
end
--移除UI,移除的UI不会播放进场、退场动画
--@uiName 关闭的UI名字可以关闭非当前显示UI
function XLuaUiManager.Remove(uiName)
CsXUiManager.Instance:Remove(uiName)
end
--某个UI是否显示
function XLuaUiManager.IsUiShow(uiName)
return CsXUiManager.Instance:IsUiShow(uiName)
end
--某个UI是否已经加载
function XLuaUiManager.IsUiLoad(uiName)
return CsXUiManager.Instance:IsUiLoad(uiName)
end
--设置maskvisible=true时不能操作
function XLuaUiManager.SetMask(visible)
visible = visible and true or false
CsXUiManager.Instance:SetMask(visible)
end
--设置animationMasktag标签,visible=true时不能操作delay(默认2秒)后会展示菊花
function XLuaUiManager.SetAnimationMask(tag, visible, delay)
visible = visible and true or false
CsXUiManager.Instance:SetAnimationMask(tag, visible, delay)
end
function XLuaUiManager.ClearMask(resetMaskCount)
resetMaskCount = resetMaskCount and true or false
CsXUiManager.Instance:ClearMask(resetMaskCount)
end
function XLuaUiManager.ClearAnimationMask()
CsXUiManager.Instance:ClearAnimationMask()
end
function XLuaUiManager.ClearAllMask(resetMaskCount)
XLuaUiManager.ClearMask(resetMaskCount)
CsXUiManager.Instance:ClearAnimationMask()
end
function XLuaUiManager.TryImportLuaFile(name)
local module = ImportModule[name]
if module then
return
end
local str = string.format(XUiPrefix, name, name)
XLog.Error(str)
require(str)
ImportModule[name] = 1
end
--返回主界面
function XLuaUiManager.RunMain(notDialogTip)
--CsXUiManager.Instance:Clear()
local needClearUiName = {
"UiFubenMainLineChapter",
"UiFubenMainLineChapterFw",
"UiFubenMainLineChapterDP",
"UiPrequel"
}
for _, uiName in pairs(needClearUiName) do
XLuaUiManager.RemoveUiData(uiName)
end
if XDataCenter.RoomManager.RoomData then
if notDialogTip then
XDataCenter.RoomManager.Quit(
function()
CsXUiManager.Instance:RunMain()
end
)
return
end
-- 如果在房间中,需要先弹确认框
local title = CsXTextManagerGetText("TipTitle")
local cancelMatchMsg
local stageId = XDataCenter.RoomManager.RoomData.StageId
local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
if stageInfo.Type == XDataCenter.FubenManager.StageType.ArenaOnline then
cancelMatchMsg = CsXTextManagerGetText("ArenaOnlineInstanceQuitRoom")
else
cancelMatchMsg = CsXTextManagerGetText("OnlineInstanceQuitRoom")
end
XUiManager.DialogTip(
title,
cancelMatchMsg,
XUiManager.DialogType.Normal,
nil,
function()
XDataCenter.RoomManager.Quit(
function()
CsXUiManager.Instance:RunMain()
end
)
end
)
elseif XDataCenter.RoomManager.Matching then
if notDialogTip then
XDataCenter.RoomManager.CancelMatch(
function()
CsXUiManager.Instance:RunMain()
end
)
return
end
local title = CsXTextManagerGetText("TipTitle")
local cancelMatchMsg = CsXTextManagerGetText("OnlineInstanceCancelMatch")
XUiManager.DialogTip(
title,
cancelMatchMsg,
XUiManager.DialogType.Normal,
nil,
function()
XDataCenter.RoomManager.CancelMatch(
function()
CsXUiManager.Instance:RunMain()
end
)
end
)
else
local unionFightData = XDataCenter.FubenUnionKillRoomManager.GetUnionRoomData()
local unionInfo = XDataCenter.FubenUnionKillManager.GetUnionKillInfo()
local inActivity = false
if unionInfo and unionInfo.Id and unionInfo.Id > 0 then
inActivity = XFubenUnionKillConfigs.UnionKillInActivity(unionInfo.Id)
end
if inActivity and unionFightData and unionFightData.Id then
local title = CsXTextManagerGetText("TipTitle")
local cancelMatchMsg = CsXTextManagerGetText("UnionKillExitRoom")
XUiManager.DialogTip(
title,
cancelMatchMsg,
XUiManager.DialogType.Normal,
nil,
function()
XDataCenter.FubenUnionKillRoomManager.LeaveUnionTeamRoom(
function()
CsXUiManager.Instance:RunMain()
end
)
end
)
else
if XLoginManager.IsFirstOpenMainUi() then
CS.XCustomUi.Instance:GetData()
end
CsXUiManager.Instance:RunMain()
end
end
end
function XLuaUiManager.ShowTopUi()
CsXUiManager.Instance:ShowTopUi()
end
--获取ui状态
function XLuaUiManager.GetUiData(uiName)
if UiData then
return UiData[uiName]
end
end
--缓存ui状态
function XLuaUiManager.SetUiData(uiName, data)
UiData = UiData and UiData or {}
UiData[uiName] = data
end
function XLuaUiManager.RemoveUiData(uiName)
if UiData then
UiData[uiName] = nil
end
end
function XLuaUiManager.FindTopUi(uiname)
return CsXUiManager.Instance:FindTopUi(uiname)
end
function XLuaUiManager.GetTopUiName()
return CsXUiManager.Instance:GetTopUiName()
end
-- 等待uiname页面signalName信号
function XLuaUiManager.AwaitSignal(uiname, signalName, fromObj)
local luaUi = XLuaUiManager.FindTopUi(uiname)
if luaUi == nil then return XSignalCode.EMPTY_UI end
luaUi = luaUi.UiProxy
if luaUi == nil then return XSignalCode.EMPTY_UI end
luaUi = luaUi.UiLuaTable
if luaUi == nil then return XSignalCode.EMPTY_UI end
return luaUi:AwaitSignal(signalName, fromObj)
end
function XLuaUiManager.GetTopLuaUi(uiname)
local luaUi = XLuaUiManager.FindTopUi(uiname)
if luaUi == nil then return nil end
luaUi = luaUi.UiProxy
if luaUi == nil then return nil end
luaUi = luaUi.UiLuaTable
if luaUi == nil then return nil end
return luaUi
end