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UICommandHandle.cs
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#region Header
/* ============================================
* 작성자 : Strix
* 작성일 : 2019-10-08 오후 2:21:29
* 개요 :
============================================ */
#endregion Header
using System;
using System.Collections;
using System.Collections.Generic;
using UIFramework;
using UnityEngine;
// ReSharper disable PossibleNullReferenceException
public class UICommandHandle<TUIObject> : System.IDisposable
where TUIObject : IUIObject
{
#region Static
public static bool g_bIsDebug = false;
public static int g_iInstanceCount => g_mapHandle.Count;
// 이걸 map 으로 바꿔야하나? key를 TUIObject로 해서..?
static Dictionary<TUIObject, UICommandHandle<TUIObject>> g_mapHandle = new Dictionary<TUIObject, UICommandHandle<TUIObject>>();
static SimplePool<UICommandHandle<TUIObject>> g_pPool;
public static UICommandHandle<TUIObject> GetInstance(TUIObject pObject_OrNull)
{
if (pObject_OrNull != null && g_mapHandle.TryGetValue(pObject_OrNull, out UICommandHandle<TUIObject> pHandle))
return pHandle;
if (g_pPool == null)
g_pPool = new SimplePool<UICommandHandle<TUIObject>>(iCount => new UICommandHandle<TUIObject>(iCount), null, 1);
pHandle = g_pPool.DoPop();
if (pObject_OrNull != null)
{
if (g_mapHandle.ContainsKey(pObject_OrNull) == false)
g_mapHandle.Add(pObject_OrNull, pHandle);
pHandle.Set_UIObject(pObject_OrNull);
}
return pHandle.DoReset();
}
public static UICommandHandle<TUIObject> GetInstance_Used_OrNull(TUIObject pObject_OrNull)
{
g_mapHandle.TryGetValue(pObject_OrNull, out var pHandle);
return pHandle;
}
public static void ReturnInstance(UICommandHandle<TUIObject> pHandle)
{
pHandle.Set_UIState(EUIObjectState.Destroyed);
if (pHandle.pUIObject != null)
g_mapHandle.Remove(pHandle.pUIObject);
g_pPool.DoPush(pHandle);
}
#endregion
public event System.Action<TUIObject> OnBeforeShow;
public System.Func<System.Action<bool>, IEnumerator> OnChecking_IsShow;
public event System.Action<TUIObject> OnShow_BeforeAnimation;
public event System.Action<TUIObject> OnShow_AfterAnimation;
public event System.Action<TUIObject> OnHide;
/// <summary>
/// 호출한 직후는 null이며 한프레임 기다려야 합니다.
/// </summary>
public TUIObject pUIObject { get; private set; }
public EUIObjectState eState { get; private set; }
public int iID { get; private set; }
public bool bIsExecute_BeforeShow { get; private set; }
public bool bIsFinish_Animation { get; private set; }
public UICommandHandle<TUIObject> DoReset()
{
pUIObject = default;
Set_UIState(EUIObjectState.Creating);
// Null Check를 안하기 위해 Default Func Setting
OnBeforeShow = DefaultFunc;
OnChecking_IsShow = DefaultCo;
OnShow_BeforeAnimation = DefaultFunc;
OnShow_AfterAnimation = DefaultFunc;
OnHide = DefaultFunc;
return DoResetFlag();
}
public UICommandHandle<TUIObject> DoResetFlag()
{
bIsExecute_BeforeShow = false;
bIsFinish_Animation = false;
return this;
}
/// <summary>
/// 싱글톤 패턴을 위한 외부 접근가능한 생성자 제한
/// </summary>
protected UICommandHandle(int iID)
{
this.iID = iID;
}
/// <summary>
/// GC에 의해 소멸될 때 호출
/// </summary>
~UICommandHandle()
{
ReturnInstance(this);
}
public void Dispose()
{
ReturnInstance(this);
}
public void Set_UIObject(TUIObject pUIObject)
{
this.pUIObject = pUIObject;
if (g_mapHandle.ContainsKey(pUIObject) == false)
g_mapHandle.Add(pUIObject, this);
}
/// <summary>
/// 무한 Animation이 떠서 어쩔수 없이 캔슬되는 경우
/// 직후 Event를 호출해야 하기 때문에 CommandHandle도 State를 저장
/// </summary>
/// <param name="eState"></param>
public void Set_UIState(EUIObjectState eState)
{
this.eState = eState;
}
public UICommandHandle<T> Cast<T>()
where T : class, IUIObject
{
T pObjectCast = pUIObject as T;
if (pUIObject != null && pObjectCast == null)
Debug.LogError($"Type : {typeof(T).Name} - Casting Fail Name : {pUIObject?.gameObject.name}", pUIObject?.gameObject);
UICommandHandle<T> pCast = UICommandHandle<T>.GetInstance(pObjectCast);
pCast.bIsExecute_BeforeShow = this.bIsExecute_BeforeShow;
pCast.bIsFinish_Animation = this.bIsFinish_Animation;
ReturnInstance(this);
return pCast;
}
public void Event_OnBeforeShow() { bIsExecute_BeforeShow = true; OnBeforeShow(pUIObject); }
public IEnumerator DoExecute_Check_IsShowCoroutine(System.Action<bool> OnCheck_IsShow) { yield return OnChecking_IsShow(OnCheck_IsShow); }
public void Event_OnShow_BeforeAnimation() { OnShow_BeforeAnimation(pUIObject); }
public void Event_OnShow_AfterAnimation() { bIsFinish_Animation = true; OnShow_AfterAnimation(pUIObject); }
public void Event_OnHide(bool bExecute = true)
{
bIsFinish_Animation = true;
if (bExecute)
OnHide(pUIObject);
if (g_bIsDebug)
Debug.Log($"{pUIObject.gameObject.name} - {nameof(Event_OnHide)} - bExecute : {bExecute}", pUIObject.gameObject);
ReturnInstance(this);
}
public IEnumerator Yield_WaitForSetUIObject()
{
while (pUIObject == null)
{
yield return null;
}
}
/// <summary>
/// 애니메이션이 끝날때 까지 기다립니다.
/// </summary>
/// <returns></returns>
public IEnumerator Yield_WaitForAnimation()
{
while (bIsFinish_Animation == false)
{
yield return null;
}
}
/// <summary>
/// 애니메이션이 끝날때 까지 기다립니다. 타임아웃 시간이 지나면 에러와 함께 Yield Break합니다.
/// </summary>
/// <param name="fTimeOutSec">기다릴 시간</param>
public IEnumerator Yield_WaitForAnimation_TimeOut(float fTimeOutSec = 10f)
{
float fRemainTime = fTimeOutSec;
while (bIsFinish_Animation == false)
{
yield return null;
if (fRemainTime > 0f)
{
fRemainTime -= Time.unscaledDeltaTime;
if (fRemainTime < 0f)
break;
}
}
if (fRemainTime <= 0f)
{
bIsFinish_Animation = true;
Debug.LogError($"{pUIObject.GetObjectName_Safe()} is {nameof(Yield_WaitForAnimation_TimeOut)} Timeout Wait Time : {fTimeOutSec}");
OnForceCancel();
}
}
private void OnForceCancel()
{
switch (eState)
{
case EUIObjectState.Process_Before_ShowCoroutine:
Event_OnShow_BeforeAnimation();
break;
case EUIObjectState.Process_After_ShowCoroutine:
Event_OnShow_AfterAnimation();
break;
case EUIObjectState.Process_Before_HideCoroutine:
case EUIObjectState.Process_After_HideCoroutine:
Event_OnHide();
break;
}
}
public override string ToString()
{
return base.ToString() + "_" + iID;
}
void DefaultFunc(TUIObject pObject) { }
IEnumerator DefaultCo(System.Action<bool> OnCheckFinish) { OnCheckFinish(true); yield break; }
}
public static class UICommandHandleHelper
{
public static UICommandHandle<T> Set_OnCheck_IsShow<T>(this UICommandHandle<T> pHandle, System.Func<System.Action<bool>, IEnumerator> OnChecking_IsShow)
where T : IUIObject
{
pHandle.OnChecking_IsShow = OnChecking_IsShow;
return pHandle;
}
public static UICommandHandle<T> Set_OnBeforeShow<T>(this UICommandHandle<T> pHandle, System.Action<T> OnBeforeShow)
where T : IUIObject
{
if (pHandle.bIsExecute_BeforeShow)
OnBeforeShow(pHandle.pUIObject);
else
pHandle.OnBeforeShow += OnBeforeShow;
return pHandle;
}
public static UICommandHandle<T> Set_OnShow_BeforeAnimation<T>(this UICommandHandle<T> pHandle, System.Action<T> OnShow)
where T : IUIObject
{
pHandle.OnShow_BeforeAnimation += OnShow;
return pHandle;
}
public static UICommandHandle<T> Set_OnShow_AfterAnimation<T>(this UICommandHandle<T> pHandle, System.Action<T> OnShow)
where T : IUIObject
{
pHandle.OnShow_AfterAnimation += OnShow;
return pHandle;
}
public static UICommandHandle<T> Set_OnHide<T>(this UICommandHandle<T> pHandle, System.Action<T> OnHide)
where T : IUIObject
{
pHandle.OnHide += OnHide;
return pHandle;
}
public static UICommandHandle<T> GetHandle<T>(this T pCanvas)
where T : IUIObject
{
return UICommandHandle<T>.GetInstance_Used_OrNull(pCanvas);
}
}