2025-06-06 10:14:55 -04:00
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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 DG.Tweening;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Events;
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2025-06-06 10:14:55 -04:00
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using UnityEngine.Serialization;
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namespace Ichni.UI
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{
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public class UIPageBase : SerializedMonoBehaviour
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{
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public CanvasGroup mainCanvasGroup;
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public UnityAction fadeInStartAction;
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public UnityAction fadeInFinishAction;
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public UnityAction fadeOutAction;
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protected virtual void Awake()
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{
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CanvasGroup group = GetComponent<CanvasGroup>();
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if (group != null)
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{
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mainCanvasGroup ??= group;
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}
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}
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2026-07-24 17:56:30 -04:00
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/// <summary>
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/// 显示页面并播放淡入动画。
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/// <paramref name="beforeFadeAction"/> 在 Canvas 已激活、保持完全透明且输入仍被阻断时执行,
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/// 适用于需要先完成视口定位、动态布局或数据绑定,再让玩家看见页面的场景。
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/// </summary>
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public virtual void FadeIn(float duration = 0.5f, bool ignoreTimeScale = false,
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UnityAction action = null, UnityAction beforeFadeAction = null)
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{
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mainCanvasGroup.gameObject.SetActive(true);
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// 明确重置为不可见、不可交互状态,保证 beforeFadeAction 的任何布局变化都不会闪现在屏幕上。
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mainCanvasGroup.alpha = 0f;
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mainCanvasGroup.interactable = false;
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mainCanvasGroup.blocksRaycasts = false;
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fadeInStartAction?.Invoke();
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beforeFadeAction?.Invoke();
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Tweener fade = mainCanvasGroup.DOFade(1f, duration).OnComplete(() =>
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{
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mainCanvasGroup.interactable = true;
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mainCanvasGroup.blocksRaycasts = true;
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fadeInFinishAction?.Invoke();
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action?.Invoke();
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});
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if (ignoreTimeScale)
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{
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fade.SetUpdate(true);
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}
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fade.Play();
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}
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public virtual void FadeOut(float duration = 0.5f, bool ignoreTimeScale = false, UnityAction action = null)
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{
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mainCanvasGroup.interactable = false;
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mainCanvasGroup.blocksRaycasts = false;
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Tweener fade = mainCanvasGroup.DOFade(0f, duration).OnComplete(() =>
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{
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fadeOutAction?.Invoke();
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action?.Invoke();
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mainCanvasGroup.gameObject.SetActive(false);
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});
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if (ignoreTimeScale)
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{
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fade.SetUpdate(true);
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}
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fade.Play();
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}
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}
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}
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