Files
ichni_Official/Assets/Scripts/UI/Base/UIPageBase.cs
2026-07-24 17:56:30 -04:00

81 lines
2.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
namespace Ichni.UI
{
public class UIPageBase : SerializedMonoBehaviour
{
public CanvasGroup mainCanvasGroup;
public UnityAction fadeInStartAction;
public UnityAction fadeInFinishAction;
public UnityAction fadeOutAction;
protected virtual void Awake()
{
CanvasGroup group = GetComponent<CanvasGroup>();
if (group != null)
{
mainCanvasGroup ??= group;
}
}
/// <summary>
/// 显示页面并播放淡入动画。
/// <paramref name="beforeFadeAction"/> 在 Canvas 已激活、保持完全透明且输入仍被阻断时执行,
/// 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。
/// </summary>
public virtual void FadeIn(float duration = 0.5f, bool ignoreTimeScale = false,
UnityAction action = null, UnityAction beforeFadeAction = null)
{
mainCanvasGroup.gameObject.SetActive(true);
// 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。
mainCanvasGroup.alpha = 0f;
mainCanvasGroup.interactable = false;
mainCanvasGroup.blocksRaycasts = false;
fadeInStartAction?.Invoke();
beforeFadeAction?.Invoke();
Tweener fade = mainCanvasGroup.DOFade(1f, duration).OnComplete(() =>
{
mainCanvasGroup.interactable = true;
mainCanvasGroup.blocksRaycasts = true;
fadeInFinishAction?.Invoke();
action?.Invoke();
});
if (ignoreTimeScale)
{
fade.SetUpdate(true);
}
fade.Play();
}
public virtual void FadeOut(float duration = 0.5f, bool ignoreTimeScale = false, UnityAction action = null)
{
mainCanvasGroup.interactable = false;
mainCanvasGroup.blocksRaycasts = false;
Tweener fade = mainCanvasGroup.DOFade(0f, duration).OnComplete(() =>
{
fadeOutAction?.Invoke();
action?.Invoke();
mainCanvasGroup.gameObject.SetActive(false);
});
if (ignoreTimeScale)
{
fade.SetUpdate(true);
}
fade.Play();
}
}
}