99de67444b
-임시 로딩 UI, Intro UI 추가 -씬 전환에 따른 UI 컨트롤 기능 수정
172 lines
4.7 KiB
C#
172 lines
4.7 KiB
C#
using FirstVillain.Singleton;
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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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public class UIManager : UnitySingleton<UIManager>
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{
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[SerializeField] private Canvas _uiCanvas;
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private Dictionary<E_UI_ROOT_TYPE, Transform> _uiRootDict = new();
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private Dictionary<E_UI_TYPE, GameObject> _loadedUIDict = new();
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//Basic UI
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private Stack<UIBase> _uiStack = new();
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//Loading UI - Loading은 2개가 나오지 않을거라 생각되어 1개로
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private UIBase _loadingUI;
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public UIBase LoadingUI { get { return _loadingUI; } }
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//SystemUI
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private List<UIBase> _systemUIList = new();
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protected override void AwakeSingleton()
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{
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base.AwakeSingleton();
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InitRoot();
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}
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private void InitRoot()
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{
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for (int i = 0; i < _uiCanvas.transform.childCount; i++)
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{
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var root = _uiCanvas.transform.GetChild(i);
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//GetChild가 순차로 가져올 것 같긴 한데 혹시 몰라서 체크 후 대입
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foreach (E_UI_ROOT_TYPE rootType in System.Enum.GetValues(typeof(E_UI_ROOT_TYPE)))
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{
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if (rootType.ToString() == root.name)
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{
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_uiRootDict.Add(rootType, root);
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}
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}
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}
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}
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#region Open UI
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public void OpenUI(E_UI_TYPE type, Action<UIBase> onComplete = null)
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{
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if(_loadedUIDict.ContainsKey(type))
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{
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GenerateUI(_loadedUIDict[type], E_UI_ROOT_TYPE.UI, onComplete);
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}
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else
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{
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AddressableManager.Instance.LoadAssetAsync<GameObject>(type.ToString(), result =>
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{
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_loadedUIDict.Add(type, result);
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GenerateUI(result, E_UI_ROOT_TYPE.UI, onComplete);
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});
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}
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}
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//시스템 메시지, 토스트 메시지 - 최상단
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public void OpenSystemUI(E_UI_TYPE type, Action<UIBase> onComplete = null)
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{
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if (_loadedUIDict.ContainsKey(type))
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{
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GenerateUI(_loadedUIDict[type], E_UI_ROOT_TYPE.System, onComplete);
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}
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else
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{
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AddressableManager.Instance.LoadAssetAsync<GameObject>(type.ToString(), result =>
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{
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_loadedUIDict.Add(type, result);
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GenerateUI(result, E_UI_ROOT_TYPE.System, onComplete);
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});
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}
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}
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public void OpenLoadingUI(E_UI_TYPE type, Action<UIBase> onComplete = null)
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{
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if (_loadedUIDict.ContainsKey(type))
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{
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GenerateUI(_loadedUIDict[type], E_UI_ROOT_TYPE.Loading, onComplete);
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}
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else
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{
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AddressableManager.Instance.LoadAssetAsync<GameObject>(type.ToString(), result =>
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{
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_loadedUIDict.Add(type, result);
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GenerateUI(result, E_UI_ROOT_TYPE.Loading, onComplete);
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});
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}
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}
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#endregion OpenUI
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private void GenerateUI(GameObject uiObj, E_UI_ROOT_TYPE rootType, Action<UIBase> onComplete)
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{
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var obj = Instantiate(uiObj, _uiRootDict[rootType]);
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var uiBase = obj.GetComponent<UIBase>();
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uiBase.SetUIBaseType(rootType);
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switch (rootType)
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{
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case E_UI_ROOT_TYPE.UI:
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_uiStack.Push(uiBase);
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break;
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case E_UI_ROOT_TYPE.Loading:
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_loadingUI = uiBase;
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break;
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case E_UI_ROOT_TYPE.System:
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_systemUIList.Add(uiBase);
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break;
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}
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uiBase.Open();
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onComplete?.Invoke(uiBase);
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}
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public void CloseUI(UIBase ui)
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{
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switch(ui.UI_ROOT_TYPE)
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{
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case E_UI_ROOT_TYPE.UI:
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if(_uiStack.Count > 1)
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{
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var targetUI = _uiStack.Pop();
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targetUI.CloseAction();
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Destroy(targetUI.gameObject);
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}
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break;
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case E_UI_ROOT_TYPE.System:
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_systemUIList.Remove(ui);
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Destroy(ui.gameObject);
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break;
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}
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}
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public void CloseLoadingUI()
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{
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if(_loadingUI == null)
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{
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return;
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}
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StartCoroutine(DelayCloseLoading());
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}
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private IEnumerator DelayCloseLoading()
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{
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yield return new WaitForSeconds(1.5f);
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_loadingUI.CloseAction();
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Destroy(_loadingUI.gameObject);
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_loadingUI = null;
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}
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public void ReleaseUI()
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{
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while(_uiStack.Count > 0)
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{
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var ui = _uiStack.Pop();
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ui.CloseAction();
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Destroy(ui.gameObject);
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}
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foreach (var systemUI in _systemUIList)
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{
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Destroy(systemUI.gameObject);
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}
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_systemUIList = new();
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}
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}
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