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GameLovers UI Service

Unity Version License: MIT Version

A powerful and flexible UI management system for Unity that provides a robust abstraction layer for handling game UI with support for layers, async loading, and UI sets. This service streamlines UI development by managing the complete lifecycle of UI presenters, from loading and initialization to display and cleanup.

Table of Contents

Key Features

  • 🎭 UI Presenter Pattern - Clean separation of UI logic with lifecycle management
  • 📚 Layer-based Organization - Organize UI elements by depth layers
  • 🔄 Async Loading - Load UI assets asynchronously with UniTask support
  • 📦 UI Sets - Group related UI elements for batch operations
  • 💾 Memory Management - Efficient loading/unloading of UI assets
  • 🎯 Type-safe API - Generic methods for compile-time safety
  • 📱 Responsive Design - Built-in support for safe areas and screen size adjustments
  • 🔧 Addressables Integration - Seamless integration with Unity's Addressables system
  • 🎨 UI Toolkit Support - Compatible with both uGUI and UI Toolkit

System Requirements

  • Unity 6000.0 or higher
  • Addressables 1.22.0 or higher
  • UniTask 2.5.10 or higher
  • TextMeshPro 3.0.9 or higher
  • Git (for installation via Package Manager)

Installation

Via Unity Package Manager (Recommended)

  1. Open Unity Package Manager (WindowPackage Manager)
  2. Click the + button and select Add package from git URL
  3. Enter the following URL:
    https://github.com/CoderGamester/com.gamelovers.uiservice.git
    

Via manifest.json

Add the following line to your project's Packages/manifest.json:

{
  "dependencies": {
    "com.gamelovers.uiservice": "https://github.com/CoderGamester/com.gamelovers.uiservice.git"
  }
}

Quick Start

1. Create UI Configuration

First, create a UI configuration asset:

  1. Right-click in Project View
  2. Navigate to CreateScriptableObjectsConfigsUiConfigs
  3. Configure your UI presenters in the created asset

2. Initialize the UI Service

using UnityEngine;
using GameLovers.UiService;

public class GameInitializer : MonoBehaviour
{
    [SerializeField] private UiConfigs _uiConfigs;
    private IUiServiceInit _uiService;
    
    void Start()
    {
        // Create and initialize the UI service
        _uiService = new UiService();
        _uiService.Init(_uiConfigs);
    }
}

3. Create Your First UI Presenter

using UnityEngine;
using GameLovers.UiService;

public class MainMenuPresenter : UiPresenter
{
    [SerializeField] private Button _playButton;
    [SerializeField] private Button _settingsButton;
    
    protected override void OnInitialized()
    {
        _playButton.onClick.AddListener(OnPlayClicked);
        _settingsButton.onClick.AddListener(OnSettingsClicked);
    }
    
    protected override void OnOpened()
    {
        Debug.Log("Main menu opened!");
        // Perform opening animations or setup
    }
    
    protected override void OnClosed()
    {
        Debug.Log("Main menu closed!");
        // Cleanup or save state
    }
    
    private void OnPlayClicked()
    {
        Close(destroy: false);
        _uiService.OpenUiAsync<GameplayHudPresenter>();
    }
    
    private async void OnSettingsClicked()
    {
        var settings = await _uiService.OpenUiAsync<SettingsPresenter>();
        // Settings is now open and ready
    }
}

4. Open and Manage UI

public class GameManager : MonoBehaviour
{
    private IUiService _uiService;
    
    async void Start()
    {
        // Open main menu
        var mainMenu = await _uiService.OpenUiAsync<MainMenuPresenter>();
        
        // Check if a UI is visible
        if (_uiService.IsVisible<MainMenuPresenter>())
        {
            Debug.Log("Main menu is currently visible");
        }
        
        // Close specific UI
        _uiService.CloseUi<MainMenuPresenter>();
        
        // Close all UI
        _uiService.CloseAllUi();
    }
}

Core Concepts

UI Presenter

The UiPresenter is the base class for all UI elements in the system. It provides:

  • Lifecycle callbacks - OnInitialized(), OnOpened(), OnClosed()
  • State management - Track open/closed state
  • Service integration - Direct access to UI service

Basic UI Presenter

public class BasicPopup : UiPresenter
{
    protected override void OnInitialized()
    {
        // Called once when the presenter is first loaded
        // Set up UI elements, subscribe to events
    }
    
    protected override void OnOpened()
    {
        // Called every time the UI is shown
        // Start animations, refresh data
    }
    
    protected override void OnClosed()
    {
        // Called when the UI is hidden
        // Stop animations, save state
    }
}

UI Presenter with Data

For UI that needs initialization data:

public struct PlayerProfileData
{
    public string PlayerName;
    public int Level;
    public Sprite Avatar;
}

public class PlayerProfilePresenter : UiPresenter<PlayerProfileData>
{
    [SerializeField] private Text _nameText;
    [SerializeField] private Text _levelText;
    [SerializeField] private Image _avatarImage;
    
    protected override void OnSetData()
    {
        // Called when data is set
        _nameText.text = Data.PlayerName;
        _levelText.text = $"Level {Data.Level}";
        _avatarImage.sprite = Data.Avatar;
    }
}

// Usage
var profileData = new PlayerProfileData 
{ 
    PlayerName = "Hero", 
    Level = 42,
    Avatar = avatarSprite
};

await _uiService.OpenUiAsync<PlayerProfilePresenter, PlayerProfileData>(profileData);

UI Layers

UI elements are organized into layers, where higher layer numbers appear on top:

// Configure layers in your UiConfigs asset
// Layer 0: Background UI
// Layer 1: Game HUD
// Layer 2: Menus
// Layer 3: Popups
// Layer 4: System messages

// Close all UI in a specific layer
_uiService.CloseAllUi(layer: 2);

UI Sets

Group related UI elements for batch operations:

// Define UI sets in your UiConfigs
// Set 1: Main Menu Set (logo, menu, background)
// Set 2: Gameplay Set (HUD, minimap, controls)
// Set 3: Shop Set (shop window, inventory, currency display)

// Load entire UI set
var loadTasks = _uiService.LoadUiSetAsync(setId: 2);
await UniTask.WhenAll(loadTasks);

// Close entire UI set
_uiService.CloseAllUiSet(setId: 2);

// Unload UI set from memory
_uiService.UnloadUiSet(setId: 2);

UI Configuration

Configure your UI in the UiConfigs ScriptableObject:

  1. Type - The presenter class type
  2. Prefab Reference - Addressable reference to the UI prefab
  3. Layer - Which layer the UI belongs to
  4. Load Synchronously - Whether to load synchronously (use sparingly)
  5. UI Set ID - Optional grouping ID

API Documentation

Creating UI Presenters

Simple Presenter

public class NotificationPresenter : UiPresenter
{
    [SerializeField] private TextMeshProUGUI _messageText;
    [SerializeField] private float _displayDuration = 3f;
    
    public void SetMessage(string message)
    {
        _messageText.text = message;
    }
    
    protected override void OnOpened()
    {
        // Auto-close after duration
        StartCoroutine(AutoClose());
    }
    
    private IEnumerator AutoClose()
    {
        yield return new WaitForSeconds(_displayDuration);
        Close(destroy: false);
    }
}

Delayed UI Presenter

For UI with opening/closing animations:

public class AnimatedPopup : DelayUiPresenter
{
    [SerializeField] private Animator _animator;
    [SerializeField] private float _openDuration = 0.5f;
    [SerializeField] private float _closeDuration = 0.3f;
    
    protected override void ConfigureDelayers()
    {
        // Use animation-based delays
        OpeningDelayer = new AnimationDelayer(_animator, "Open");
        ClosingDelayer = new AnimationDelayer(_animator, "Close");
        
        // Or use time-based delays
        // OpeningDelayer = new TimeDelayer(_openDuration);
        // ClosingDelayer = new TimeDelayer(_closeDuration);
    }
    
    protected override void OnOpened()
    {
        base.OnOpened();
        // UI is fully open and animation complete
    }
}

Managing UI Lifecycle

Loading and Unloading

// Load UI into memory without opening
var ui = await _uiService.LoadUiAsync<InventoryPresenter>();

// Load and immediately open
var ui = await _uiService.LoadUiAsync<InventoryPresenter>(openAfter: true);

// Check if loaded
if (_uiService.LoadedPresenters.ContainsKey(typeof(InventoryPresenter)))
{
    // UI is loaded in memory
}

// Unload from memory
_uiService.UnloadUi<InventoryPresenter>();

Opening and Closing

// Open UI (loads if necessary)
var shop = await _uiService.OpenUiAsync<ShopPresenter>();

// Open with data
var questData = new QuestData { QuestId = 101, Title = "Dragon Slayer" };
await _uiService.OpenUiAsync<QuestPresenter, QuestData>(questData);

// Close UI (keeps in memory)
_uiService.CloseUi<ShopPresenter>();

// Close and destroy
_uiService.CloseUi<ShopPresenter>(destroy: true);

// Get UI if loaded
var hud = _uiService.GetUi<GameHudPresenter>();

Working with UI Sets

// Load all UI in a set
var loadTasks = _uiService.LoadUiSetAsync(setId: 1);
var presenters = await UniTask.WhenAll(loadTasks);

// Add runtime UI to service
var dynamicUi = Instantiate(uiPrefab);
_uiService.AddUi(dynamicUi, layer: 3, openAfter: true);

// Remove UI set and get removed presenters
var removedPresenters = _uiService.RemoveUiSet(setId: 2);
foreach (var presenter in removedPresenters)
{
    Destroy(presenter.gameObject);
}

Async Operations

All async operations use UniTask for better performance and WebGL support:

// Sequential loading
var menu = await _uiService.OpenUiAsync<MainMenuPresenter>();
var settings = await _uiService.OpenUiAsync<SettingsPresenter>();

// Parallel loading
var menuTask = _uiService.OpenUiAsync<MainMenuPresenter>();
var hudTask = _uiService.OpenUiAsync<GameHudPresenter>();
await UniTask.WhenAll(menuTask, hudTask);

// With cancellation
var cts = new CancellationTokenSource();
try
{
    await _uiService.OpenUiAsync<LoadingPresenter>()
        .AttachExternalCancellation(cts.Token);
}
catch (OperationCanceledException)
{
    Debug.Log("UI loading was cancelled");
}

Advanced Features

Delayed UI Presenters

The DelayUiPresenter class provides built-in support for opening/closing animations:

public class SlideInPanel : DelayUiPresenter
{
    [SerializeField] private RectTransform _panel;
    [SerializeField] private float _slideDuration = 0.5f;
    
    protected override void ConfigureDelayers()
    {
        OpeningDelayer = new TimeDelayer(_slideDuration);
        ClosingDelayer = new TimeDelayer(_slideDuration);
    }
    
    protected override void OnPreOpen()
    {
        // Position panel off-screen
        _panel.anchoredPosition = new Vector2(-1000, 0);
    }
    
    protected override void OnOpening()
    {
        // Animate panel sliding in
        _panel.DOAnchorPosX(0, _slideDuration);
    }
    
    protected override void OnClosing()
    {
        // Animate panel sliding out
        _panel.DOAnchorPosX(-1000, _slideDuration);
    }
}

UI Toolkit Integration

For UI Toolkit (UI Elements) support:

public class UIToolkitMenu : UiToolkitPresenter
{
    [SerializeField] private UIDocument _document;
    
    private Button _playButton;
    private Label _titleLabel;
    
    protected override void OnInitialized()
    {
        var root = _document.rootVisualElement;
        
        _playButton = root.Q<Button>("play-button");
        _titleLabel = root.Q<Label>("title-label");
        
        _playButton.clicked += OnPlayClicked;
    }
    
    private void OnPlayClicked()
    {
        Close(destroy: false);
    }
}

Helper Views

The package includes several helper components:

Safe Area Helper

Automatically adjusts UI for device safe areas (notches, rounded corners):

// Add SafeAreaHelperView component to UI panels that should respect safe areas
[RequireComponent(typeof(RectTransform))]
public class SafeAreaPanel : MonoBehaviour
{
    void Awake()
    {
        gameObject.AddComponent<SafeAreaHelperView>();
    }
}

Non-Drawing View

Optimize UI performance by making non-visible graphics non-rendering:

// Add to invisible UI elements that need to block raycasts
gameObject.AddComponent<NonDrawingView>();

Screen Size Fitter

Responsive UI that adjusts to screen size:

// Add AdjustScreenSizeFitterView for responsive layouts
var fitter = gameObject.AddComponent<AdjustScreenSizeFitterView>();
// Configure min/max sizes in the inspector

Interactable Text View

Make text elements interactive with clickable links:

// Add InteractableTextView to TextMeshPro components
var interactableText = gameObject.AddComponent<InteractableTextView>();
// Supports <link> tags in TextMeshPro for clickable URLs

Package Structure

<root>
  ├── package.json          # Package manifest with dependencies and metadata
  ├── README.md             # This documentation file
  ├── CHANGELOG.md          # Version history and release notes
  ├── LICENSE.md            # MIT license terms
  ├── Runtime/              # Core runtime scripts for the UI service
  │   ├── *.asmdef          # Assembly definition for runtime code
  │   ├── Core Services     # Main UI service implementation and interfaces
  │   ├── Presenters        # Base classes for UI presenters and UI Toolkit support
  │   ├── Configuration     # ScriptableObject configs for UI setup
  │   ├── Asset Loading     # Addressables integration and loading utilities
  │   ├── Delayers/         # Animation and time-based delay implementations
  │   └── Views/            # Helper components for responsive and optimized UI
  └── Editor/               # Unity Editor extensions and custom inspectors
      ├── *.asmdef          # Assembly definition for editor code
      ├── Config Editors    # Custom inspectors for UI configuration assets
      └── View Editors      # Custom editors for specialized UI components

Dependencies

This package requires:

Dependencies are automatically resolved when installing via Unity Package Manager.

Contributing

We welcome contributions from the community! Here's how you can help:

Reporting Issues

  • Use the GitHub Issues page
  • Include your Unity version, package version, and reproduction steps
  • Attach relevant code samples, error logs, or screenshots

Development Setup

  1. Fork the repository on GitHub
  2. Clone your fork: git clone https://github.com/yourusername/com.gamelovers.uiservice.git
  3. Create a feature branch: git checkout -b feature/amazing-feature
  4. Make your changes with tests
  5. Commit: git commit -m 'Add amazing feature'
  6. Push: git push origin feature/amazing-feature
  7. Create a Pull Request

Code Guidelines

  • Follow C# Coding Conventions
  • Add XML documentation to all public APIs
  • Include unit tests for new features
  • Maintain backward compatibility when possible
  • Update CHANGELOG.md for notable changes

Pull Request Process

  1. Ensure all tests pass
  2. Update documentation if needed
  3. Add changelog entry if applicable
  4. Request review from maintainers

Support

Documentation

  • API Reference: See inline XML documentation in code
  • Examples: Check sample implementations in this README
  • Changelog: See CHANGELOG.md for version history

Getting Help

Community

  • Follow @CoderGamester for updates
  • Star the repository if you find it useful
  • Share your projects using this package

License

This project is licensed under the MIT License - see the LICENSE.md file for details.


Made with ❤️ for the Unity community

If this package helps your project, please consider giving it a ⭐ on GitHub!

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This package provides a service to help manage an Unity's, game UGUI

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