124 lines
2.7 KiB
C#
124 lines
2.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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public class UIBase : MonoBehaviour
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{
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private bool isAssetSetting;
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private bool isOpen;
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private List<string> m_loadBackgroundList = new List<string>();
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protected bool IsShowFooterMenu { get; set; }
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public virtual bool IsGetOutOfScene(Action backupExec)
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{
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return true;
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}
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public virtual bool IsUseCommonBackground()
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{
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return false;
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}
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protected virtual void OnDestroy()
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{
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UnloadBackground();
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}
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public IEnumerator assetSetting()
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{
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if (isAssetSetting)
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{
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yield return null;
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}
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isAssetSetting = true;
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bool flag = UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.Battle);
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UIManager.GetInstance().AttachAtlas(base.gameObject, !flag);
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SetBackground();
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}
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private void SetBackground()
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{
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ResourcesManager resMgr = Toolbox.ResourcesManager;
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UIBase_Textuer[] componentsInChildren = base.gameObject.GetComponentsInChildren<UIBase_Textuer>(includeInactive: true);
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foreach (UIBase_Textuer bgTex in componentsInChildren)
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{
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string texName = bgTex.TextuerName;
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string assetTypePath = resMgr.GetAssetTypePath(texName, ResourcesManager.AssetLoadPathType.Background);
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m_loadBackgroundList.Add(assetTypePath);
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resMgr.StartCoroutine_LoadAssetGroupAsync(assetTypePath, delegate
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{
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if (bgTex != null)
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{
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bgTex.GetComponent<UITexture>().mainTexture = resMgr.LoadObject<Texture>(resMgr.GetAssetTypePath(texName, ResourcesManager.AssetLoadPathType.Background, isfetch: true));
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}
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});
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}
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}
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private void UnloadBackground()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(m_loadBackgroundList);
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m_loadBackgroundList.Clear();
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}
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public virtual void onFirstStart()
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{
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Open();
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}
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public void Open()
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{
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if (!isOpen)
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{
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isOpen = true;
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if (IsShowFooterMenu)
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{
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UIManager.GetInstance().ShowFooterMenu(isShow: true);
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}
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}
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onOpen();
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}
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protected virtual void onOpen()
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{
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if (base.transform.localScale.x != 1f)
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{
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base.transform.localScale = new Vector3(1f, 1f, 1f);
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}
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}
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public void Close()
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{
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if (isOpen)
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{
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isOpen = false;
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if (IsShowFooterMenu)
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{
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UIManager.GetInstance().ShowFooterMenu(isShow: false);
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}
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onClose();
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}
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}
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protected virtual void onClose()
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{
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// Pre-Phase-5b: re-enable the back key on the ambient GameMgr's InputMgr.
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// Headless has no input manager; the branch was a no-op through the null-guards
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// anyway (GameMgr's InputMgr wasn't seeded), so dropping the ambient reach is safe.
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}
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public virtual void onMove()
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{
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}
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public virtual void assetBundleEnd()
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{
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}
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}
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