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gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

185 lines
3.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
public class UIBase : MonoBehaviour
{
private bool loadOk;
private bool isAssetSetting;
private bool isOpen;
private List<string> m_loadBackgroundList = new List<string>();
private UIManager.ViewScene backSceneSave;
protected bool IsShowFooterMenu { get; set; }
private void Start()
{
IsShowFooterMenu = false;
onFirstStart();
}
private void FixedUpdate()
{
assetBundleSetting();
onMove();
}
public virtual bool IsGetOutOfScene(Action backupExec)
{
return true;
}
public virtual bool IsUseCommonBackground()
{
return false;
}
protected virtual void OnDestroy()
{
UnloadBackground();
}
private void assetBundleSetting()
{
if (!loadOk)
{
StartCoroutine(assetSetting());
loadOk = true;
assetBundleEnd();
}
}
public bool GetloadOk()
{
return loadOk;
}
public IEnumerator assetSetting()
{
if (isAssetSetting)
{
yield return null;
}
isAssetSetting = true;
bool flag = UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.Battle);
UIManager.GetInstance().AttachAtlas(base.gameObject, !flag);
SetBackground();
}
private void SetBackground()
{
ResourcesManager resMgr = Toolbox.ResourcesManager;
UIBase_Textuer[] componentsInChildren = base.gameObject.GetComponentsInChildren<UIBase_Textuer>(includeInactive: true);
foreach (UIBase_Textuer bgTex in componentsInChildren)
{
string texName = bgTex.TextuerName;
string assetTypePath = resMgr.GetAssetTypePath(texName, ResourcesManager.AssetLoadPathType.Background);
m_loadBackgroundList.Add(assetTypePath);
resMgr.StartCoroutine_LoadAssetGroupAsync(assetTypePath, delegate
{
if (bgTex != null)
{
bgTex.GetComponent<UITexture>().mainTexture = resMgr.LoadObject<Texture>(resMgr.GetAssetTypePath(texName, ResourcesManager.AssetLoadPathType.Background, isfetch: true));
}
});
}
}
private void UnloadBackground()
{
Toolbox.ResourcesManager.RemoveAssetGroup(m_loadBackgroundList);
m_loadBackgroundList.Clear();
}
protected void resetAssetBaundleSetting()
{
loadOk = false;
isAssetSetting = false;
UnloadBackground();
}
public virtual void onFirstStart()
{
Open();
}
public void Open()
{
if (!isOpen)
{
isOpen = true;
if (IsShowFooterMenu)
{
UIManager.GetInstance().ShowFooterMenu(isShow: true);
}
}
onOpen();
}
protected virtual void onOpen()
{
if (base.transform.localScale.x != 1f)
{
base.transform.localScale = new Vector3(1f, 1f, 1f);
}
}
public void Close()
{
if (isOpen)
{
isOpen = false;
if (IsShowFooterMenu)
{
UIManager.GetInstance().ShowFooterMenu(isShow: false);
}
onClose();
}
}
protected virtual void onClose()
{
if (GameMgr.GetIns() != null && GameMgr.GetIns().GetInputMgr() != null)
{
GameMgr.GetIns().GetInputMgr().isBackKeyEnable = true;
}
}
public virtual void onMove()
{
}
public virtual void PushTurnButton()
{
}
public virtual void assetBundleEnd()
{
}
public virtual void deleteAction()
{
}
public void setBackScene(UIManager.ViewScene scene)
{
backSceneSave = scene;
}
public UIManager.ViewScene getBackScene()
{
return backSceneSave;
}
public virtual List<NguiObjs> GetButtonList()
{
return null;
}
}