This commit is contained in:
ShallowT1Dream
2026-09-10 17:29:24 +08:00
parent 3071ec4b8f
commit 80aa4f0436
20 changed files with 32618 additions and 0 deletions
@@ -0,0 +1,567 @@
diff --git a/unity/Assets/Editor/FullScreenCoverTool.cs b/unity/Assets/Editor/FullScreenCoverTool.cs
new file mode 100644
index 00000000..ca2a1e59
--- /dev/null
+++ b/unity/Assets/Editor/FullScreenCoverTool.cs
@@ -0,0 +1,316 @@
+using System.Collections.Generic;
+using System.IO;
+using UnityEditor;
+using UnityEngine;
+using MFrame;
+using Object = UnityEngine.Object;
+
+/// <summary>
+/// 全屏面板遮挡工具:查找/添加/移除面板预制体上的 FullScreenCover 组件。
+/// 挂有该组件的面板 = 全屏面板(打开时自动隐藏下层 UI 省去 DrawCall,关闭/销毁自动恢复)。
+/// 策划可在此窗口自助管理,无需改代码。
+/// 说明:Project 窗口的 t: 搜索只能按资源类型过滤,搜不到“预制体里挂了某组件”,故提供本工具。
+/// </summary>
+public class FullScreenCoverTool : EditorWindow
+{
+ private sealed class CoverInfo
+ {
+ public Object prefab; // 预制体资产引用(用于 Ping/打开)
+ public string prefabPath; // 资源路径
+ public string nodeName; // 组件所在节点名
+ public bool enabled; // 组件是否启用
+ public bool keepShow; // 被遮挡时保持显示
+ }
+
+ private readonly List<CoverInfo> results = new List<CoverInfo>();
+ private Vector2 scroll;
+ private GameObject addTarget;
+ private bool scanned;
+ private string statusText = "尚未扫描,点击“扫描全工程”查找挂载 FullScreenCover 组件的面板预制体";
+
+ [MenuItem("Tools/UI/全屏面板遮挡工具")]
+ private static void ShowWindow()
+ {
+ var win = GetWindow<FullScreenCoverTool>("全屏面板遮挡");
+ win.minSize = new Vector2(540f, 320f);
+ }
+
+ private void OnEnable()
+ {
+ // 打开窗口时自动扫描一次
+ EditorApplication.delayCall += ScanAll;
+ }
+
+ private void OnGUI()
+ {
+ EditorGUILayout.HelpBox(
+ "挂有 FullScreenCover 组件的面板 = 全屏面板:打开时自动隐藏下层 UI(省去被遮住的 DrawCall),关闭/销毁自动恢复。\n" +
+ "注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。", MessageType.Info);
+
+ // —— 添加区 ——
+ EditorGUILayout.LabelField("添加组件(拖入面板预制体)", EditorStyles.boldLabel);
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ addTarget = (GameObject)EditorGUILayout.ObjectField(addTarget, typeof(GameObject), false);
+ using (new EditorGUI.DisabledScope(addTarget == null))
+ {
+ if (GUILayout.Button("添加组件", GUILayout.Width(80f)))
+ {
+ AddComponentToPrefab(AssetDatabase.GetAssetPath(addTarget));
+ addTarget = null;
+ }
+ }
+ }
+
+ EditorGUILayout.Space(4f);
+
+ // —— 扫描区 ——
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ if (GUILayout.Button("扫描全工程", GUILayout.Height(24f)))
+ {
+ ScanAll();
+ }
+ GUILayout.Label(statusText, EditorStyles.miniLabel);
+ }
+
+ EditorGUILayout.Space(4f);
+
+ // —— 结果列表 ——
+ if (!scanned)
+ {
+ return;
+ }
+ if (results.Count == 0)
+ {
+ EditorGUILayout.HelpBox("没有找到任何挂载 FullScreenCover 的面板。可用上方“添加组件”为全屏面板配置。", MessageType.Warning);
+ return;
+ }
+
+ scroll = EditorGUILayout.BeginScrollView(scroll);
+ for (int i = 0; i < results.Count; i++)
+ {
+ DrawResultItem(results[i]);
+ }
+ EditorGUILayout.EndScrollView();
+ }
+
+ private void DrawResultItem(CoverInfo info)
+ {
+ using (new EditorGUILayout.VerticalScope("box"))
+ {
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ // 点击名称定位资源
+ string title = info.prefab != null ? info.prefab.name : Path.GetFileName(info.prefabPath);
+ if (GUILayout.Button(title, EditorStyles.boldLabel, GUILayout.Width(170f)))
+ {
+ EditorGUIUtility.PingObject(info.prefab);
+ }
+
+ GUILayout.Label(info.enabled ? "已启用" : "已禁用",
+ info.enabled ? EditorStyles.miniLabel : EditorStyles.whiteMiniLabel, GUILayout.Width(46f));
+
+ GUILayout.FlexibleSpace();
+
+ // 被遮挡时保持显示(勾选即写回预制体)
+ bool newKeep = GUILayout.Toggle(info.keepShow, "被遮挡时保持显示", GUILayout.Width(132f));
+ if (newKeep != info.keepShow)
+ {
+ info.keepShow = newKeep;
+ SetKeepShow(info.prefabPath, newKeep);
+ }
+
+ if (GUILayout.Button("打开", GUILayout.Width(46f)))
+ {
+ AssetDatabase.OpenAsset(info.prefab);
+ }
+ if (GUILayout.Button("移除组件", GUILayout.Width(68f)))
+ {
+ if (EditorUtility.DisplayDialog("移除 FullScreenCover",
+ $"确定从 {Path.GetFileName(info.prefabPath)} 移除 FullScreenCover 组件?\n该面板将不再自动隐藏下层。",
+ "移除", "取消"))
+ {
+ RemoveComponent(info.prefabPath);
+ ScanAll();
+ }
+ }
+ }
+ EditorGUILayout.LabelField(info.prefabPath, EditorStyles.miniLabel);
+ if (!info.enabled)
+ {
+ EditorGUILayout.LabelField("⚠ 组件处于禁用状态,不会生效(在预制体根节点 Inspector 勾选启用)。", EditorStyles.miniLabel);
+ }
+ }
+ }
+
+ // —— 扫描 ——
+
+ private void ScanAll()
+ {
+ string scriptGuid = GetScriptGuid();
+ if (string.IsNullOrEmpty(scriptGuid))
+ {
+ EditorUtility.DisplayDialog("错误", "无法获取 FullScreenCover 脚本 GUID,请确认脚本已编译无报错。", "确定");
+ return;
+ }
+
+ string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { "Assets" });
+ results.Clear();
+ try
+ {
+ for (int i = 0; i < prefabGuids.Length; i++)
+ {
+ if (EditorUtility.DisplayCancelableProgressBar("全屏面板遮挡工具",
+ $"扫描预制体中... ({i + 1}/{prefabGuids.Length})", (float)i / prefabGuids.Length))
+ {
+ break; // 用户取消
+ }
+
+ string path = AssetDatabase.GUIDToAssetPath(prefabGuids[i]);
+ if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab"))
+ {
+ continue;
+ }
+
+ // 文本快筛:只有包含组件脚本 guid 的预制体才真正加载,避免逐个解析
+ if (!ContainsGuidFast(path, scriptGuid))
+ {
+ continue;
+ }
+
+ GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
+ if (prefab == null)
+ {
+ continue;
+ }
+ FullScreenCover[] comps = prefab.GetComponentsInChildren<FullScreenCover>(true);
+ foreach (FullScreenCover comp in comps)
+ {
+ results.Add(new CoverInfo
+ {
+ prefab = prefab,
+ prefabPath = path,
+ nodeName = comp.gameObject.name,
+ enabled = comp.enabled,
+ keepShow = comp.isKeepShowWhenCovered
+ });
+ }
+ }
+ }
+ finally
+ {
+ EditorUtility.ClearProgressBar();
+ }
+
+ scanned = true;
+ statusText = $"扫描完成:{results.Count} 个面板预制体挂载 FullScreenCover";
+ Repaint();
+ }
+
+ /// <summary>动态获取 FullScreenCover 脚本资产的 guid,避免硬编码。</summary>
+ private static string GetScriptGuid()
+ {
+ GameObject probe = new GameObject("FullScreenCoverGuidProbe");
+ try
+ {
+ MonoScript ms = MonoScript.FromMonoBehaviour(probe.AddComponent<FullScreenCover>());
+ if (ms == null)
+ {
+ return null;
+ }
+ return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(ms));
+ }
+ finally
+ {
+ Object.DestroyImmediate(probe);
+ }
+ }
+
+ /// <summary>逐行读取文件快速判断是否包含 guid(找到即中断),比加载预制体快一个量级。</summary>
+ private static bool ContainsGuidFast(string path, string guid)
+ {
+ try
+ {
+ foreach (string line in File.ReadLines(path))
+ {
+ if (line.Contains(guid))
+ {
+ return true;
+ }
+ }
+ }
+ catch (IOException)
+ {
+ // 文件被占用等情况按未命中处理
+ }
+ return false;
+ }
+
+ // —— 修改预制体 ——
+
+ /// <summary>以“加载内容-修改-保存-卸载”的标准流程安全修改预制体资产。</summary>
+ private static void EditPrefab(string path, System.Action<GameObject> edit)
+ {
+ GameObject root = PrefabUtility.LoadPrefabContents(path);
+ try
+ {
+ edit(root);
+ PrefabUtility.SaveAsPrefabAsset(root, path);
+ }
+ finally
+ {
+ PrefabUtility.UnloadPrefabContents(root);
+ }
+ AssetDatabase.SaveAssets();
+ }
+
+ private void AddComponentToPrefab(string path)
+ {
+ if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab"))
+ {
+ EditorUtility.DisplayDialog("无法添加", "请拖入一个预制体资产(.prefab),而不是场景对象或模型。", "确定");
+ return;
+ }
+
+ bool already = false;
+ EditPrefab(path, root =>
+ {
+ if (root.GetComponent<FullScreenCover>() != null)
+ {
+ already = true;
+ }
+ else
+ {
+ root.AddComponent<FullScreenCover>();
+ }
+ });
+
+ ShowNotification(new GUIContent(already ? "该预制体已挂载组件" : "已添加 FullScreenCover"));
+ ScanAll();
+ }
+
+ private void RemoveComponent(string path)
+ {
+ EditPrefab(path, root =>
+ {
+ FullScreenCover[] comps = root.GetComponentsInChildren<FullScreenCover>(true);
+ foreach (FullScreenCover comp in comps)
+ {
+ Object.DestroyImmediate(comp, true);
+ }
+ });
+ }
+
+ private void SetKeepShow(string path, bool value)
+ {
+ EditPrefab(path, root =>
+ {
+ FullScreenCover[] comps = root.GetComponentsInChildren<FullScreenCover>(true);
+ foreach (FullScreenCover comp in comps)
+ {
+ comp.isKeepShowWhenCovered = value;
+ }
+ });
+ }
+}
diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs
new file mode 100644
index 00000000..48f6aaf3
--- /dev/null
+++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs
@@ -0,0 +1,16 @@
+using UnityEngine;
+
+namespace MFrame
+{
+ /// <summary>
+ /// 全屏遮挡组件:挂到面板预制体根节点(与 UI_PanelBase 同节点)即生效,移除组件即关闭。
+ /// 打开本面板时自动隐藏下方层级中正在显示的面板(省去被遮住的 DrawCall),
+ /// 关闭/销毁时自动恢复。由策划在编辑器中添加/移除本组件即可配置,无需改代码。
+ /// 注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。
+ /// </summary>
+ public class FullScreenCover : MonoBehaviour
+ {
+ [Tooltip("勾选后:本面板被上层全屏面板遮挡时仍保持显示(仅用于必须常驻可见的特殊面板)。")]
+ public bool isKeepShowWhenCovered = false;
+ }
+}
diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs
index 98c6d79f..657a4024 100644
--- a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs
+++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs
@@ -1,3 +1,4 @@
+using System.Collections.Generic;
using UnityEngine;
namespace MFrame
@@ -56,6 +57,54 @@ namespace MFrame
return _autoDestroy;
}
+ // 全屏遮挡以组件形式配置:在面板预制体根节点挂 FullScreenCover 组件即生效(策划可自助添加/移除)
+ /// <summary>
+ /// 面板预制体根节点上的 FullScreenCover 组件(未挂则为 null,即非全屏面板)
+ /// </summary>
+ private FullScreenCover _fullScreenCover;
+
+ /// <summary>
+ /// 是否正被上层全屏面板隐藏
+ /// </summary>
+ private bool _hiddenByCover;
+ /// <summary>
+ /// 被本面板(全屏遮挡)隐藏的下层面板列表
+ /// </summary>
+ private readonly List<IPanelBase> _panelsHiddenByMe = new List<IPanelBase>();
+
+ // —— 全屏遮挡:IPanelBase 接口实现 ——
+ UILayerIdx IPanelBase.panelLayerIdx => _layerIdx;
+ bool IPanelBase.isKeepShowWhenCovered => _fullScreenCover != null && _fullScreenCover.enabled && _fullScreenCover.isKeepShowWhenCovered;
+ bool IPanelBase.isHiddenByCover => _hiddenByCover;
+
+ /// <summary>
+ /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板(省去被盖住的 DrawCall)
+ /// </summary>
+ public void SetCoverHidden()
+ {
+ _hiddenByCover = true;
+ if (_view != null)
+ {
+ _view.gameObject.SetActive(false);
+ }
+ }
+
+ /// <summary>
+ /// 全屏遮挡优化:恢复本面板显示(幂等;面板视图已销毁时自动跳过)
+ /// </summary>
+ public void RestoreFromCover()
+ {
+ if (!_hiddenByCover)
+ {
+ return;
+ }
+ _hiddenByCover = false;
+ if (_view != null)
+ {
+ _view.gameObject.SetActive(true);
+ }
+ }
+
/// <summary>
/// 尝试异步加载UI预制体
@@ -101,6 +150,8 @@ namespace MFrame
transform = go.transform;
// 获取视图组件并完成初始化
_view = transform.GetComponent<V>();
+ // 缓存全屏遮挡组件(策划在预制体根节点上挂载,未挂则为 null)
+ _fullScreenCover = transform.GetComponent<FullScreenCover>();
_view.AddUpdateHandler(this.Update);
_OnLoadComplete();
Show(data, completeHandler);
@@ -150,8 +201,22 @@ namespace MFrame
{
_data = data;
if (this._view != null)
+ {
+ // 若此前被上层全屏面板隐藏,主动 Show 视为恢复显示
+ //(隐藏者列表中的遗留记录由 RestorePanelsHiddenByMe 的 isHiddenByCover 守卫失效,无需清理)
+ if (_hiddenByCover)
+ {
+ RestoreFromCover();
+ }
this._view.gameObject.SetActive(true);
+ }
_OnShow();
+ // 全屏遮挡面板(预制体根节点挂 FullScreenCover 组件且处于启用状态):
+ // 打开时隐藏下层正在显示的面板,省去被盖住的 DrawCall
+ if (_fullScreenCover != null && _fullScreenCover.enabled)
+ {
+ HidePanelsUnderThis();
+ }
_view.Show(() =>
{
completeHandler?.Invoke(this);
@@ -168,7 +233,8 @@ namespace MFrame
{
return false;
}
- return _view.gameObject.activeSelf;
+ // 被上层全屏面板隐藏时仍视为“打开中”,保持业务语义不变
+ return _view.gameObject.activeSelf || _hiddenByCover;
}
public bool isLoading()
{
@@ -193,6 +259,8 @@ namespace MFrame
{
_view.Close(() =>
{
+ // 关闭完成后恢复被本面板隐藏的下层面板
+ RestorePanelsHiddenByMe();
_OnClose();
complete?.Invoke();
});
@@ -204,6 +272,53 @@ namespace MFrame
}
+ /// <summary>
+ /// 全屏遮挡优化:隐藏本面板下方所有层级中正在显示的面板,
+ /// 被完全遮住的 UI 不再提交 DrawCall(关闭/销毁时由 RestorePanelsHiddenByMe 恢复)。
+ /// </summary>
+ private void HidePanelsUnderThis()
+ {
+ Dictionary<string, PanelMsgItem> items = PanelMgr.Instance.items;
+ if (items == null)
+ {
+ return;
+ }
+ foreach (KeyValuePair<string, PanelMsgItem> kvp in items)
+ {
+ PanelMsgItem item = kvp.Value;
+ if (item.panel == null || ReferenceEquals(item.panel, this))
+ {
+ continue;
+ }
+ IPanelBase panel = item.panel;
+ if (panel.panelLayerIdx < _layerIdx
+ && !panel.isKeepShowWhenCovered
+ && !panel.isHiddenByCover
+ && panel.isShowing())
+ {
+ _panelsHiddenByMe.Add(panel);
+ panel.SetCoverHidden();
+ }
+ }
+ }
+
+ /// <summary>
+ /// 恢复被本面板隐藏的下层面板(幂等,可重复调用)
+ /// </summary>
+ private void RestorePanelsHiddenByMe()
+ {
+ int len = _panelsHiddenByMe.Count;
+ for (int i = 0; i < len; i++)
+ {
+ IPanelBase panel = _panelsHiddenByMe[i];
+ if (panel != null && panel.isHiddenByCover)
+ {
+ panel.RestoreFromCover();
+ }
+ }
+ _panelsHiddenByMe.Clear();
+ }
+
/// <summary>
@@ -211,8 +326,8 @@ namespace MFrame
/// </summary>
protected override void _Destroy()
{
-
-
+ // 兼容未走 Close 直接销毁的路径,确保下层面板一定被恢复
+ RestorePanelsHiddenByMe();
base._Destroy();
@@ -221,6 +336,7 @@ namespace MFrame
// 清除面板数据
_data = null;
+ _fullScreenCover = null;
if (_view != null)
{
_view.RemoveUpdateHandler(this.Update);
diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs
index c0a2283c..48cd4d14 100644
--- a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs
+++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs
@@ -31,7 +31,30 @@ namespace MFrame
/// <returns></returns>
bool isLoading();
+ /// <summary>
+ /// 面板所在 UI 层级(全屏遮挡判定用:仅隐藏低于本层面板层级的面板)
+ /// </summary>
+ UILayerIdx panelLayerIdx { get; }
+ /// <summary>
+ /// 被上层全屏面板遮挡时是否仍保持显示(常驻特殊面板为 true)
+ /// </summary>
+ bool isKeepShowWhenCovered { get; }
+
+ /// <summary>
+ /// 是否正被上层全屏面板隐藏
+ /// </summary>
+ bool isHiddenByCover { get; }
+
+ /// <summary>
+ /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板,省去被盖住的 DrawCall
+ /// </summary>
+ void SetCoverHidden();
+
+ /// <summary>
+ /// 全屏遮挡优化:由隐藏者关闭/销毁时调用,恢复本面板显示(幂等)
+ /// </summary>
+ void RestoreFromCover();
}
}