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CanvasManager.cs
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#region Header
/* ============================================
* 작성자 : Strix
* 작성일 : 2019-10-21 오후 12:46:22
* 개요 :
============================================ */
#endregion Header
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UIFramework.UIWidgetContainerManager_Logic;
namespace UIFramework
{
[System.Flags]
public enum EDebugLevelFlags
{
None = 0,
/// <summary>
/// <see cref="CanvasManager{CLASS_DRIVEN_MANAGER,ENUM_CANVAS_NAME}"/> 클래스의 일반 로직(뭐가 Show됐는지, Hide됐는지) 디버깅용
/// </summary>
Manager = 1 << 0,
/// <summary>
/// <see cref="CanvasManager{CLASS_DRIVEN_MANAGER,ENUM_CANVAS_NAME}"/> 클래스의 코어 로직(뭐가 List에서 Add됐는지, Remove됐는지) 디버깅용
/// </summary>
Manager_Core = 1 << 1,
/// <summary>
/// <see cref="ICanvasManager_Logic"/> 로직 디버깅용
/// </summary>
ManagerLogic = 1 << 2,
Detail = 1 << 3,
}
public static class UIDebug
{
static Dictionary<EDebugLevelFlags, string> _mapColorCode = new Dictionary<EDebugLevelFlags, string>()
{
{EDebugLevelFlags.Manager, "#aaaa00"},
{EDebugLevelFlags.Manager_Core, "#ffff00"},
{EDebugLevelFlags.ManagerLogic, "#ff0000"},
{EDebugLevelFlags.Detail, "#ff00ff"},
};
public static string LogFormat(EDebugLevelFlags eLogType)
{
return $"<color={_mapColorCode[eLogType]}>[{eLogType}]</color> ";
}
}
public abstract class CanvasManager<TDRIVEN_MANAGER, TENUM_CANVAS_NAME> : UIObjectManagerBase<TDRIVEN_MANAGER, ICanvas>
where TDRIVEN_MANAGER : CanvasManager<TDRIVEN_MANAGER, TENUM_CANVAS_NAME>
{
/* const & readonly declaration */
// static readonly EDebugLevelFlags eDebugLevel = EDebugLevelFlags.Manager | EDebugLevelFlags.ManagerLogic | EDebugLevelFlags.Detail | EDebugLevelFlags.Manager_Core;
// static readonly EDebugLevelFlags eDebugLevel = EDebugLevelFlags.Manager | EDebugLevelFlags.Manager_Core | EDebugLevelFlags.ManagerLogic;
static readonly EDebugLevelFlags eDebugLevel = EDebugLevelFlags.None;
/* enum & struct declaration */
#region Wrapper
/// <summary>
/// <see cref="ICanvas"/> 래퍼
/// <para>1. <see cref="TENUM_CANVAS_NAME"/> 관리</para>
/// <para>2. <see cref="ICanvasManager_Logic"/> 관리</para>
/// <para>3. <see cref="EUIObjectState"/> 관리</para>
/// <para>4. Show/Hide Coroutine 관리</para>
/// </summary>
public class CanvasWrapper
{
public EUIObjectState eState { get; private set; }
public TENUM_CANVAS_NAME eName { get; private set; }
public ICanvas pInstance { get; private set; }
// 로직 캐싱 - 일일이 파싱체크 방지
Dictionary<EUIObjectState, List<CanvasManager_LogicUndo_Wrapper>> mapUndoLogic = new Dictionary<EUIObjectState, List<CanvasManager_LogicUndo_Wrapper>>()
{
{ EUIObjectState.Process_Before_ShowCoroutine, new List<CanvasManager_LogicUndo_Wrapper>() },
{ EUIObjectState.Process_Before_HideCoroutine, new List<CanvasManager_LogicUndo_Wrapper>() },
{ EUIObjectState.Process_After_ShowCoroutine, new List<CanvasManager_LogicUndo_Wrapper>() },
{ EUIObjectState.Process_After_HideCoroutine, new List<CanvasManager_LogicUndo_Wrapper>() },
{ EUIObjectState.Showing, new List<CanvasManager_LogicUndo_Wrapper>() },
{ EUIObjectState.Disable, new List<CanvasManager_LogicUndo_Wrapper>() },
{ EUIObjectState.Destroyed, new List<CanvasManager_LogicUndo_Wrapper>() },
};
List<IUIWidget> _listChildrenWidget = new List<IUIWidget>();
List<Coroutine> _listCoroutine = new List<Coroutine>();
List<Coroutine> _listManager_CoroutineLogic = new List<Coroutine>();
List<Coroutine> _listManager_Coroutine_UndoLogic = new List<Coroutine>();
System.Func<CanvasWrapper, IEnumerator, Coroutine> _OnStartCoroutine;
System.Action<Coroutine> _OnStopCoroutine;
public void DoInit(TENUM_CANVAS_NAME eName, System.Func<CanvasWrapper, IEnumerator, Coroutine> OnStartCoroutine, System.Action<Coroutine> OnStopCoroutine)
{
this.eName = eName; this.pInstance = pInstance; this._OnStartCoroutine = OnStartCoroutine; this._OnStopCoroutine = OnStopCoroutine;
DoSet_State(EUIObjectState.Creating);
}
public void DoSet_CanvasInstance(ICanvas pInstance)
{
this.pInstance = pInstance;
pInstance.gameObject?.GetComponentsInChildren(true, _listChildrenWidget);
_listChildrenWidget.Clear();
for (int i = 0; i < _listChildrenWidget.Count; i++)
{
if (_listChildrenWidget[i] is IUIObject_Managed)
_listChildrenWidget.RemoveAt(i--);
}
DoSet_State(EUIObjectState.Disable);
}
public IEnumerator DoExecute_ShowCoroutine<CLASS_DRIVEN_CANVAS>(Canvas pCanvas, UICommandHandle<CLASS_DRIVEN_CANVAS> sUICommandHandle)
where CLASS_DRIVEN_CANVAS : IUIObject
{
StopCoroutine();
if (pInstance.IsNull())
yield break;
_listChildrenWidget.ForEach(p => p.IUIWidget_OnBeforeShow());
SettingUI(pCanvas);
sUICommandHandle.Event_OnShow_BeforeAnimation();
StartCoroutine_Show();
yield return _listCoroutine.GetEnumerator_Safe();
}
public IEnumerator DoExecute_HideCoroutine()
{
StopCoroutine();
if (pInstance.IsNull())
yield break;
StartCoroutine_Hide();
yield return _listCoroutine.GetEnumerator_Safe();
}
public IEnumerator DoExecute_Manager_CoroutineLogic(MonoBehaviour pManager, EUIObjectState eEvent, IEnumerable<ICanvasManager_Logic> listManagerLogic, System.Func<ICanvasManager_Logic, CanvasManager_LogicUndo_Wrapper> GetUndoLogic, EDebugLevelFlags eDebugLevel)
{
_listManager_CoroutineLogic.Clear();
if (eEvent == EUIObjectState.Process_After_HideCoroutine)
{
foreach (ICanvasManager_Logic pLogic in listManagerLogic)
{
Coroutine pCoroutine = _OnStartCoroutine(this, pLogic.Execute_LogicCoroutine(pManager, pInstance, eDebugLevel));
if (pCoroutine != null)
_listManager_CoroutineLogic.Add(pCoroutine);
}
Clear_Manager_UndoLogic();
}
else
{
foreach (ICanvasManager_Logic pLogic in listManagerLogic)
{
_listManager_CoroutineLogic.Add(_OnStartCoroutine(this, pLogic.Execute_LogicCoroutine(pManager, pInstance, eDebugLevel)));
CanvasManager_LogicUndo_Wrapper pUndoLogic = GetUndoLogic(pLogic);
if (pUndoLogic == null)
continue;
mapUndoLogic[pUndoLogic.eWhenUndo].Add(pUndoLogic);
}
}
return _listManager_CoroutineLogic.GetEnumerator_Safe();
}
public IEnumerator DoExecute_Manager_UndoLogic_Coroutine(MonoBehaviour pManager, EUIObjectState eEvent)
{
List<CanvasManager_LogicUndo_Wrapper> listUndoLogic = mapUndoLogic[eEvent];
_listManager_Coroutine_UndoLogic.Clear();
for (int i = 0; i < listUndoLogic.Count; i++)
_listManager_Coroutine_UndoLogic.Add(_OnStartCoroutine(this, listUndoLogic[i].Execute_UndoLogic_Coroutine(pManager, pInstance, eDebugLevel)));
listUndoLogic.Clear();
return _listManager_Coroutine_UndoLogic.GetEnumerator_Safe();
}
public void DoExecute_Manager_UndoLogic(MonoBehaviour pManager, EUIObjectState eEvent)
{
List<CanvasManager_LogicUndo_Wrapper> listUndoLogic = mapUndoLogic[eEvent];
for (int i = 0; i < listUndoLogic.Count; i++)
listUndoLogic[i].Execute_UndoLogic_NotCoroutine(pManager, pInstance, eDebugLevel);
listUndoLogic.Clear();
}
public void DoSet_State_IsEnable()
{
DoSet_State(EUIObjectState.Showing);
}
public void DoSet_State_Is_Disable_Force()
{
if (pInstance.Equals(null) == false)
pInstance.gameObject?.SetActive(false);
DoSet_State(EUIObjectState.Disable);
}
public void DoSet_State(EUIObjectState eState)
{
if((eDebugLevel & EDebugLevelFlags.Manager_Core) != 0)
Debug.LogWarning($"{UIDebug.LogFormat(EDebugLevelFlags.Manager_Core)} {nameof(DoSet_State)} eName : {eName} State : {eState}");
this.eState = eState;
}
public bool Check_IsEnable()
{
if ((eDebugLevel & EDebugLevelFlags.Manager_Core) != 0)
Debug.LogWarning($"{UIDebug.LogFormat(EDebugLevelFlags.Manager_Core)} {nameof(Check_IsEnable)} eName : {eName} State : {eState} Result : {EUIObjectState.Process_Before_ShowCoroutine <= eState && eState < EUIObjectState.Disable}");
return EUIObjectState.Process_Before_ShowCoroutine <= eState && eState < EUIObjectState.Disable;
}
public bool Check_IsDisable()
{
return eState == EUIObjectState.Disable;
}
public void Clear_Manager_UndoLogic()
{
foreach (var pUndoLogicList in mapUndoLogic.Values)
pUndoLogicList.Clear();
}
public string GetObjectName()
{
return pInstance.GetObjectName_Safe();
}
private void StartCoroutine_Show()
{
_listCoroutine.Add(_OnStartCoroutine(this, pInstance.OnShowCoroutine()));
for (int i = 0; i < _listChildrenWidget.Count; i++)
_listCoroutine.Add(_OnStartCoroutine(this, _listChildrenWidget[i].OnShowCoroutine()));
}
private void StartCoroutine_Hide()
{
_listCoroutine.Add(_OnStartCoroutine(this, pInstance.OnHideCoroutine()));
for (int i = 0; i < _listChildrenWidget.Count; i++)
_listCoroutine.Add(_OnStartCoroutine(this, _listChildrenWidget[i].OnHideCoroutine()));
}
private void StopCoroutine()
{
for (int i = 0; i < _listCoroutine.Count; i++)
{
if (_listCoroutine[i] != null)
_OnStopCoroutine(_listCoroutine[i]);
}
_listCoroutine.Clear();
}
private void SettingUI(Canvas pCanvas)
{
Transform pTransformPopup = pInstance.transform;
if (pCanvas != null)
pTransformPopup.SetParent(pCanvas.transform);
pTransformPopup.gameObject.SetActive(true);
}
}
#endregion PopupInfo
/* public - Field declaration */
/* protected & private - Field declaration */
// ReSharper disable once StaticMemberInGenericType
static HashSet<System.IDisposable> g_setCommandHandle = new HashSet<System.IDisposable>();
protected Dictionary<TENUM_CANVAS_NAME, List<CanvasWrapper>> _mapWrapper = new Dictionary<TENUM_CANVAS_NAME, List<CanvasWrapper>>();
protected Dictionary<ICanvas, CanvasWrapper> _mapWrapper_Key_Is_Instance = new Dictionary<ICanvas, CanvasWrapper>();
Dictionary<EUIObjectState, List<ICanvasManager_Logic>> _mapManagerLogic = new Dictionary<EUIObjectState, List<ICanvasManager_Logic>>();
Dictionary<ICanvasManager_Logic, CanvasManager_LogicUndo_Wrapper> _mapManagerUndoLogic_Parser = new Dictionary<ICanvasManager_Logic, CanvasManager_LogicUndo_Wrapper>();
[SerializeField] // ForDebug
List<ICanvas> _list_CanvasShowInstance = new List<ICanvas>();
Dictionary<TENUM_CANVAS_NAME, KeyValuePair<CanvasWrapper, object>> _mapProcessCreating = new Dictionary<TENUM_CANVAS_NAME, KeyValuePair<CanvasWrapper, object>>();
SimplePool<CanvasWrapper> _pWrapperPool;
// ========================================================================== //
/* public - [Do] Function
* 외부 객체가 호출(For External class call)*/
/// <summary>
/// 캔버스를 Show합니다. 리턴하는 <see cref="UICommandHandle{CLASS_DRIVEN_CANVAS}"/>를 통해 주요 이벤트를 구독하여 사용합니다.
/// <para>이미 <see cref="EUIObjectState.Showing"/>인 상태인 캔버스가 있을 경우</para>
/// <para>아무 동작하지 않습니다.</para>
/// </summary>
/// <typeparam name="CLASS_DRIVEN_CANVAS"></typeparam>
/// <param name="eName">Show 할 캔버스 이름</param>
public static UICommandHandle<CLASS_DRIVEN_CANVAS> DoShow<CLASS_DRIVEN_CANVAS>(TENUM_CANVAS_NAME eName)
where CLASS_DRIVEN_CANVAS : class, ICanvas
{
TDRIVEN_MANAGER pInstance = instance;
UICommandHandle<CLASS_DRIVEN_CANVAS> pHandle;
if (pInstance._mapProcessCreating.TryGetValue(eName, out var sCreatingCanvas) == false)
{
pHandle = GetCommandHandle<CLASS_DRIVEN_CANVAS>(null);
pInstance.CreateInstance(eName, false, pHandle);
}
else
pHandle = (UICommandHandle<CLASS_DRIVEN_CANVAS>)sCreatingCanvas.Value;
return pHandle;
}
/// <summary>
/// 캔버스를 Show합니다. 리턴하는 <see cref="UICommandHandle{CLASS_DRIVEN_CANVAS}"/>를 통해 주요 이벤트를 구독하여 사용합니다.
/// <para>이미 <see cref="EUIObjectState.Showing"/>인 상태인 캔버스가 있을 경우</para>
/// <para>캔버스의 인스턴스를 새로 만들어서 보여줍니다</para>
/// </summary>
/// <typeparam name="CLASS_DRIVEN_CANVAS"></typeparam>
/// <param name="eName">Show 할 캔버스 이름</param>
public static UICommandHandle<CLASS_DRIVEN_CANVAS> DoShow_Multiple<CLASS_DRIVEN_CANVAS>(TENUM_CANVAS_NAME eName)
where CLASS_DRIVEN_CANVAS : class, ICanvas
{
TDRIVEN_MANAGER pInstance = instance;
UICommandHandle<CLASS_DRIVEN_CANVAS> pHandle = GetCommandHandle<CLASS_DRIVEN_CANVAS>(null);
pInstance.CreateInstance(eName, true, pHandle);
return pHandle;
}
/// <summary>
/// 캔버스를 Show합니다. <see cref="UICommandHandle{CLASS_DRIVEN_CANVAS}"/>를 통해 주요 이벤트를 구독하여 사용합니다.
/// <para>이미 <see cref="EUIObjectState.Showing"/>인 상태인 캔버스가 있을 경우</para>
/// <para>아무 동작하지 않습니다.</para>
/// </summary>
/// <param name="eName">Show 할 캔버스 이름</param>
public static UICommandHandle<ICanvas> DoShowOnly(TENUM_CANVAS_NAME eName)
{
TDRIVEN_MANAGER pInstance = instance;
UICommandHandle<ICanvas> pHandle;
if (pInstance._mapProcessCreating.TryGetValue(eName, out var sCreatingCanvas) == false)
{
pHandle = GetCommandHandle<ICanvas>(null);
pInstance.CreateInstance(eName, false, pHandle);
}
else
pHandle = (UICommandHandle<ICanvas>)sCreatingCanvas.Value;
return pHandle;
}
/// <summary>
/// 캔버스를 Hide합니다. 리턴하는 <see cref="UICommandHandle{CLASS_DRIVEN_CANVAS}"/>를 통해 주요 이벤트를 구독하여 사용합니다.
/// <para>이미 <see cref="EUIObjectState.Showing"/>인 상태인 캔버스가 있을때만 동작합니다.</para>
/// </summary>
/// <typeparam name="CLASS_DRIVEN_CANVAS"></typeparam>
/// <param name="eName">Hide 할 캔버스 이름</param>
public static UICommandHandle<CLASS_DRIVEN_CANVAS> DoHide<CLASS_DRIVEN_CANVAS>(TENUM_CANVAS_NAME eName)
where CLASS_DRIVEN_CANVAS : class, ICanvas
{
TDRIVEN_MANAGER pInstance = instance;
UICommandHandle<CLASS_DRIVEN_CANVAS> pHandle = GetCommandHandle<CLASS_DRIVEN_CANVAS>(null);
pInstance.StartCoroutine(pInstance.Process_HideCoroutine(eName, pHandle));
return pHandle;
}
/// <summary>
/// 캔버스를 Hide합니다. <see cref="UICommandHandle{CLASS_DRIVEN_CANVAS}"/>를 통해 주요 이벤트를 구독하여 사용합니다.
/// <para>이미 <see cref="EUIObjectState.Showing"/>인 상태인 캔버스가 없을 경우</para>
/// <para>아무 동작하지 않습니다.</para>
/// </summary>
/// <param name="eName">Hide 할 캔버스 이름</param>
public static UICommandHandle<ICanvas> DoHideOnly(TENUM_CANVAS_NAME eName)
{
TDRIVEN_MANAGER pInstance = instance;
UICommandHandle<ICanvas> pHandle = GetCommandHandle<ICanvas>(null);
pInstance.StartCoroutine(pInstance.Process_HideCoroutine(eName, pHandle));
return pHandle;
}
/// <summary>
/// 모든 팝업을 닫습니다
/// </summary>
/// <param name="bPlayHideCoroutine"><see cref="IUIObject.OnHideCoroutine"/>실행 유무</param>
public static void DoAllHide_ShowedCanvas(System.Type[] arrIgnoreType, bool bPlayHideCoroutine = true)
{
List<ICanvas> listCanvas = GetAlreadyShow_CanvasList(arrIgnoreType);
if (bPlayHideCoroutine)
{
for (int i = 0; i < listCanvas.Count; i++)
listCanvas[i].DoHide_Coroutine();
}
else
{
for (int i = 0; i < listCanvas.Count; i++)
listCanvas[i].DoHide_NotPlayHideCoroutine();
}
instance?.OnAllHide_ShowedCanvas();
}
/// <summary>
/// 모든 팝업을 닫습니다
/// </summary>
/// <param name="bPlayHideCoroutine"><see cref="IUIObject.OnHideCoroutine"/>실행 유무</param>
public static void DoAllHide_ShowedCanvas(bool bPlayHideCoroutine = true)
{
List<ICanvas> listCanvas = GetAlreadyShow_CanvasList();
if (bPlayHideCoroutine)
{
for (int i = 0; i < listCanvas.Count; i++)
listCanvas[i].DoHide_Coroutine();
}
else
{
for (int i = 0; i < listCanvas.Count; i++)
listCanvas[i].DoHide_NotPlayHideCoroutine();
}
instance?.OnAllHide_ShowedCanvas();
}
/// <summary>
/// 이미 보여지고 있는 Canvas를 Return합니다. 없으면 null을 리턴합니다.
/// <para>여러개일 경우 오래된 Canvas 1개만 리턴합니다.</para>
/// </summary>
/// <typeparam name="CLASS_DRIVEN_CANVAS">형변환 할 Canvas 타입</typeparam>
/// <param name="eName">얻고자 하는 캔버스 이름</param>
public static CLASS_DRIVEN_CANVAS GetAlreadyShow_Canvas_OrNull<CLASS_DRIVEN_CANVAS>(TENUM_CANVAS_NAME eName)
where CLASS_DRIVEN_CANVAS : MonoBehaviour, ICanvas
{
var pCanvas = GetAlreadyShow_Canvas_OrNull(eName);
return pCanvas as CLASS_DRIVEN_CANVAS;
}
/// <summary>
/// 이미 보여지고 있는 Canvas를 Return합니다. 없으면 null을 리턴합니다.
/// <para>여러개일 경우 오래된 Canvas 1개만 리턴합니다.</para>
/// </summary>
/// <param name="eName">얻고자 하는 캔버스 이름</param>
public static ICanvas GetAlreadyShow_Canvas_OrNull(TENUM_CANVAS_NAME eName)
{
TDRIVEN_MANAGER pInstance = instance;
var listWrapper = pInstance.Get_MatchWrapperList(eName, (x) => x.Check_IsEnable());
if (listWrapper.Count > 0)
return listWrapper[0].pInstance;
else
return null;
}
/// <summary>
/// 이미 보여지고 있는 Canvas List를 Return합니다. 없으면 count == 0인 list를 리턴합니다.
/// </summary>
/// <typeparam name="CLASS_DRIVEN_CANVAS">형변환 할 Canvas 타입</typeparam>
/// <param name="eName">얻고자 하는 캔버스 이름</param>
public static List<ICanvas> GetAlreadyShow_CanvasList(TENUM_CANVAS_NAME eName)
{
if (_bApplication_IsQuit)
return new List<ICanvas>();
TDRIVEN_MANAGER pInstance = instance;
var listWrapper = pInstance.Get_MatchWrapperList(eName, (x) => x.Check_IsEnable());
return listWrapper.Where(p => p.pInstance.IsNull() == false).Select(p => p.pInstance).ToList();
}
/// <summary>
/// 이미 보여지고 있는 Canvas List를 Return합니다. 없으면 count == 0인 list를 리턴합니다.
/// </summary>
/// <typeparam name="CLASS_DRIVEN_CANVAS">형변환 할 Canvas 타입</typeparam>
/// <param name="eName">얻고자 하는 캔버스 이름</param>
public static List<CLASS_DRIVEN_CANVAS> GetAlreadyShow_CanvasList<CLASS_DRIVEN_CANVAS>(TENUM_CANVAS_NAME eName)
where CLASS_DRIVEN_CANVAS : class, ICanvas
{
if (_bApplication_IsQuit)
return new List<CLASS_DRIVEN_CANVAS>();
TDRIVEN_MANAGER pInstance = instance;
var listWrapper = pInstance.Get_MatchWrapperList(eName, (x) => x.Check_IsEnable());
return listWrapper.Where(p => p.pInstance is CLASS_DRIVEN_CANVAS && p.pInstance.IsNull() == false).Select(p => p.pInstance as CLASS_DRIVEN_CANVAS).ToList();
}
/// <summary>
/// 이미 보여지고 있는 Canvas List를 Return합니다. 없으면 count == 0인 list를 리턴합니다.
/// </summary>
public static List<ICanvas> GetAlreadyShow_CanvasList(System.Type[] arrIgnoreType)
{
if (_bApplication_IsQuit)
return new List<ICanvas>();
return new List<ICanvas>(instance._list_CanvasShowInstance
.Where(p => p.IsNull() == false)
.Where(p => arrIgnoreType.Contains(p.GetType()) == false));
}
/// <summary>
/// 이미 보여지고 있는 Canvas List를 Return합니다. 없으면 count == 0인 list를 리턴합니다.
/// </summary>
public static List<ICanvas> GetAlreadyShow_CanvasList()
{
if (_bApplication_IsQuit)
return new List<ICanvas>();
return new List<ICanvas>(instance._list_CanvasShowInstance.Where(p => p.IsNull() == false));
}
/// <summary>
/// 마지막에 Show를 한 Canvas를 리턴합니다. 없으면 Null을 리턴합니다.
/// </summary>
public static ICanvas GetLastShowCanvas_OrNull()
{
TDRIVEN_MANAGER pInstance = instance;
if (pInstance.IsNull())
return null;
return pInstance._list_CanvasShowInstance.LastOrDefault();
}
/// <summary>
/// 캔버스의 Key를 얻습니다. 리턴은 Key 얻기 유무입니다.
/// </summary>
/// <param name="pObject">Key를 얻을 캔버스 인스턴스</param>
/// <param name="eName">리턴받을 Key</param>
public static bool GetEnumKey(ICanvas pObject, out TENUM_CANVAS_NAME eName)
{
eName = default(TENUM_CANVAS_NAME);
if (pObject.IsNull())
return false;
TDRIVEN_MANAGER pInstance = instance;
if (pInstance.IsNull())
return false;
bool bGet_IsSuccess = true;
if (pInstance._mapWrapper_Key_Is_Instance.TryGetValue(pObject, out CanvasWrapper pWrapper))
{
eName = pWrapper.eName;
}
else
{
bGet_IsSuccess = pInstance.GetEnumKey_Custom(pObject, out eName);
if (bGet_IsSuccess == false)
Debug.LogWarning("GetEnumKey - Fail " + pObject.gameObject.name);
}
return bGet_IsSuccess;
}
// ========================================================================== //
/* protected - Override & Unity API */
/// <summary>
/// 매니져의 인스턴스가 생성될 때
/// </summary>
protected override void OnCreate_ManagerInstance()
{
base.OnCreate_ManagerInstance();
_pWrapperPool = new SimplePool<CanvasWrapper>((iCount) => new CanvasWrapper(), null, 10);
CanvasManagerLogicFactory pFactory = new CanvasManagerLogicFactory();
int iLoopMax = (int)EUIObjectState.MAX;
if ((eDebugLevel & EDebugLevelFlags.Manager) != 0)
{
for (int i = 0; i < iLoopMax; i++)
pFactory.DoAddLogic((EUIObjectState)i, new Print_CanvasState((EUIObjectState)i));
}
OnInit_ManagerLogic(pFactory);
// Null 체크를 안하기 위해, 개발편의를 위해 Empty List 삽입
_mapManagerLogic = new Dictionary<EUIObjectState, List<ICanvasManager_Logic>>(pFactory.mapLogicContainer);
for (int i = 0; i < iLoopMax; i++)
{
if(_mapManagerLogic.ContainsKey((EUIObjectState)i) == false)
_mapManagerLogic.Add((EUIObjectState)i, new List<ICanvasManager_Logic>());
}
Init_ManagerUndoLogic();
}
/// <summary>
/// 매니져의 인스턴스가 파괴될 때
/// </summary>
protected override void OnDestroy_ManagerInstance()
{
base.OnDestroy_ManagerInstance();
DoAllHide_ShowedCanvas(false);
TDRIVEN_MANAGER pInstance = instance;
if (pInstance.IsNull())
return;
foreach (var pHandle in g_setCommandHandle)
pHandle.Dispose();
g_setCommandHandle.Clear();
List<CanvasWrapper>[] arrData = pInstance._mapWrapper.Values.ToArray();
for (int i = 0; i < arrData.Length; i++)
{
var list = arrData[i];
for (int j = 0; j < list.Count; j++)
pInstance.RemoveWrapper(list[j]);
}
pInstance._mapWrapper.Clear();
pInstance._mapWrapper_Key_Is_Instance.Clear();
pInstance._mapProcessCreating.Clear();
pInstance._list_CanvasShowInstance.Clear();
pInstance._mapManagerLogic.Clear();
pInstance._mapManagerUndoLogic_Parser.Clear();
pInstance._pWrapperPool.DoDestroyPool();
}
#region IUIWidgetContainerManager
public override UICommandHandle<CLASS_UIOBJECT> IUIManager_Show<CLASS_UIOBJECT>(CLASS_UIOBJECT pUIObject)
{
UICommandHandle<CLASS_UIOBJECT> pHandle = null;
if (pUIObject.IsNull() == false)
{
GetWrapper_And_Handle(pUIObject, out var pWrapper, out pHandle);
GetEnumKey_Custom(pUIObject as ICanvas, out var eName);
StartCoroutine(Process_ShowCoroutine(eName, pWrapper, pHandle));
}
return pHandle;
}
public override UICommandHandle<CLASS_UIOBJECT> IUIManager_Hide<CLASS_UIOBJECT>(CLASS_UIOBJECT pUIObject, bool bPlayHideCoroutine)
{
UICommandHandle<CLASS_UIOBJECT> pHandle = null;
if (pUIObject.IsNull() == false)
{
GetWrapper_And_Handle(pUIObject, out var pWrapper, out pHandle);
if (bPlayHideCoroutine)
StartCoroutine(Process_HideCoroutine(pWrapper, pHandle));
else
Process_Hide(pWrapper, pHandle);
}
return pHandle;
}
public override EUIObjectState IUIManager_GetUIObjectState<CLASS_UIOBJECT>(CLASS_UIOBJECT pUIObject)
{
ICanvas pCanvas = pUIObject as ICanvas;
if (_mapWrapper_Key_Is_Instance.TryGetValue(pCanvas, out var pCanvasWrapper) == false)
return EUIObjectState.Error;
return pCanvasWrapper.eState;
}
#endregion
/* protected - [abstract & virtual] */
/// <summary>
/// 매니져의 로직을 Init할 때, 매개변수의 Dictionary에 원하는 `로직`을 Add를 해야 합니다.
/// <para>`로직`은 <see cref="ICanvasManager_Logic"/>을 상속받은 클래스입니다.</para>
/// </summary>
/// <param name="pLogicFactory"></param>
protected abstract void OnInit_ManagerLogic(CanvasManagerLogicFactory pLogicFactory);
/// <summary>
/// 컨테이너의 인스턴스를 만드는 방법을 구현합니다.
/// <para> 컨테이너의 인스턴스가 없는 경우에만 호출됩니다. </para>
/// </summary>
/// <param name="eName">인스턴스를 만들 팝업 이름 Enum</param>
/// <param name="bIsMultiple">이미 같은 팝업이 떴을 때 또 띄울지</param>
/// <param name="OnFinish">인스턴스를 만들었을 때</param>
protected abstract IEnumerator OnCreate_Instance(TENUM_CANVAS_NAME eName, bool bIsMultiple, System.Action<ICanvas> OnFinish);
/// <summary>
/// 인스턴스에 알맞는 캔버스를 얻어오는 방법을 구현합니다.
/// </summary>
/// <param name="eName">캔버스가 필요한 이름 Enum</param>
/// <param name="pCanvas">캔버스가 필요한 인스턴스</param>
public abstract Canvas GetParentCanvas(TENUM_CANVAS_NAME eName, ICanvas pCanvas);
/// <summary>
/// 오브젝트가 켜질 때 호출됩니다.
/// <para> 매니져 Show(OnBeforeShow) -> <see cref="IUIObject.OnShowCoroutine"/> -> 매니져 Show(OnShow) -> 이 함수 순으로 호출됩니다. </para>
/// </summary>
/// <param name="eName">켜지는 오브젝트의 이름 Enum</param>
/// <param name="pInstance">켜지는 오브젝트의 인스턴스</param>
protected virtual void OnShow_BeforeAnimation(TENUM_CANVAS_NAME eName, ICanvas pInstance) { }
/// <summary>
/// 오브젝트가 켜질 때 호출됩니다.
/// <para> 매니져 Show(OnBeforeShow) -> <see cref="IUIObject.OnShowCoroutine"/> -> 매니져 Show(OnShow) -> 이 함수 순으로 호출됩니다. </para>
/// </summary>
/// <param name="eName">켜지는 오브젝트의 이름 Enum</param>
/// <param name="pInstance">켜지는 오브젝트의 인스턴스</param>
protected virtual void OnShow_AfterAnimation(TENUM_CANVAS_NAME eName, ICanvas pInstance) { }
/// <summary>
/// 오브젝트가 꺼질 때 호출됩니다.
/// <para> <see cref="IUIObject.OnHideCoroutine"/> -> 매니져 Hide(OnHide) -> 이 함수 순으로 호출됩니다. </para>
/// </summary>
/// <param name="eName">꺼지는 오브젝트의 이름 Enum</param>
/// <param name="pInstance">꺼지는 오브젝트의 인스턴스</param>
/// <param name="iInstanceCount">현재 켜져있는 인스턴스의 개수</param>
protected virtual void OnHide(TENUM_CANVAS_NAME eName, ICanvas pInstance, int iInstanceCount) { }
protected virtual void OnAllHide_ShowedCanvas() { }
/// <summary>
/// Default <see cref="GetEnumKey(ICanvas, out TENUM_CANVAS_NAME)"/>를 Fail하면 호출되는 함수입니다.
/// </summary>
/// <param name="pInstance"></param>
/// <param name="eName"></param>
/// <returns></returns>
protected virtual bool GetEnumKey_Custom(ICanvas pInstance, out TENUM_CANVAS_NAME eName) { eName = default(TENUM_CANVAS_NAME); return false; }
protected virtual ICanvas Get_CanvasInstance(TENUM_CANVAS_NAME eName)
{
if (Get_UnUsedWrapper(eName, out var pContainer))
return pContainer.pInstance;
else
return default(ICanvas);
}
// ========================================================================== //
#region Private
protected IEnumerator Process_ShowCoroutine<CLASS_DRIVEN_CANVAS>(TENUM_CANVAS_NAME eName, CanvasWrapper pWrapper, UICommandHandle<CLASS_DRIVEN_CANVAS> sUICommandHandle)
where CLASS_DRIVEN_CANVAS : IUIObject
{
if ((eDebugLevel & EDebugLevelFlags.Manager_Core) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager_Core)}/{nameof(Process_ShowCoroutine)} - Name : {eName} // {pWrapper.GetObjectName()} Start");
if (pWrapper == null || pWrapper.pInstance.IsNull())
{
Debug.LogWarning(name + " " + eName + " CoProcess_Showing - pWrapper == null || pWrapper.pInstance.Equals(null)", this);
yield break;
}
bool bIsShow = false;
yield return sUICommandHandle.DoExecute_Check_IsShowCoroutine(
(bIsShowParameter) => bIsShow = bIsShowParameter);
if (bIsShow == false)
{
sUICommandHandle.Event_OnHide(false);
pWrapper.DoSet_State_Is_Disable_Force();
yield break;
}
_list_CanvasShowInstance.Add(pWrapper.pInstance);
sUICommandHandle.DoResetFlag();
OnShow_BeforeAnimation(pWrapper.eName, pWrapper.pInstance);
// BeforeShow만 Handle 이벤트를 임시로 CanvasManager Logic 전에 호출
sUICommandHandle.Event_OnBeforeShow();
yield return Execute_ManagerLogicCoroutine(EUIObjectState.Process_Before_ShowCoroutine, pWrapper, sUICommandHandle);
Canvas pCanvas = GetParentCanvas(pWrapper.eName, pWrapper.pInstance);
yield return pWrapper.DoExecute_ShowCoroutine(pCanvas, sUICommandHandle);
yield return Execute_ManagerLogicCoroutine(EUIObjectState.Process_After_ShowCoroutine, pWrapper, sUICommandHandle);
sUICommandHandle.Event_OnShow_AfterAnimation();
OnShow_AfterAnimation(pWrapper.eName, pWrapper.pInstance);
yield return Execute_ManagerLogicCoroutine(EUIObjectState.Showing, pWrapper, sUICommandHandle);
// _list_CanvasShow.Add(pWrapper);
if ((eDebugLevel & EDebugLevelFlags.Manager_Core) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager_Core)} {nameof(Process_ShowCoroutine)} - Name : {eName} // {pWrapper.GetObjectName()} Finish");
}
protected virtual IEnumerator Process_HideCoroutine<CLASS_DRIVEN_CANVAS>(CanvasWrapper pWrapper, UICommandHandle<CLASS_DRIVEN_CANVAS> sUICommandHandle)
where CLASS_DRIVEN_CANVAS : IUIObject
{
if ((eDebugLevel & EDebugLevelFlags.Manager_Core) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager_Core)}/{nameof(Process_HideCoroutine)} - Wrapper : {pWrapper.GetObjectName()}");
if (pWrapper == null)
yield break;
_list_CanvasShowInstance.Remove(pWrapper.pInstance);
if (pWrapper.eState == EUIObjectState.Process_Before_HideCoroutine)
yield break;
sUICommandHandle.DoResetFlag();
yield return Execute_ManagerLogicCoroutine(EUIObjectState.Process_Before_HideCoroutine, pWrapper, sUICommandHandle);
yield return pWrapper.DoExecute_HideCoroutine();
yield return Execute_ManagerLogicCoroutine(EUIObjectState.Process_After_HideCoroutine, pWrapper, sUICommandHandle);
// Hide와 Enable을 빠르게 교차시
// CreateInstance 중 Enable 상태를 물어볼 때
// 큐에서 제거되서 Create는 되었는데 Wrapper List에 없는 버그가 있음
// 일단 관련 Undo 로직은 전부 Process_After_HideCoroutine이 아닌 Disable로 처리했고,
// Handle Event도 Disable 이후로 이동함
//sUICommandHandle.Event_OnHide();
//int iInstanceCount = Get_MatchWrapperList(pWrapper.eName, x => x.Check_IsEnable()).Count;
//OnHide(pWrapper.eName, pWrapper.pInstance, iInstanceCount);
yield return Execute_ManagerLogicCoroutine(EUIObjectState.Disable, pWrapper, sUICommandHandle);
sUICommandHandle.Event_OnHide();
int iInstanceCount = Get_MatchWrapperList(pWrapper.eName, x => x.Check_IsEnable()).Count;
OnHide(pWrapper.eName, pWrapper.pInstance, iInstanceCount);
DisableWrapper(pWrapper);
}
protected virtual void Process_Hide<CLASS_DRIVEN_CANVAS>(CanvasWrapper pWrapper, UICommandHandle<CLASS_DRIVEN_CANVAS> sUICommandHandle)
where CLASS_DRIVEN_CANVAS : IUIObject
{
if ((eDebugLevel & EDebugLevelFlags.Manager_Core) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager_Core)} {name}.{nameof(Process_Hide)} - Wrapper : {pWrapper.GetObjectName()} Start");
if (pWrapper == null)
return;
_list_CanvasShowInstance.Remove(pWrapper.pInstance);
if (pWrapper.eState == EUIObjectState.Process_Before_HideCoroutine)
return;
Execute_ManagerUndoLogic(EUIObjectState.Process_Before_HideCoroutine, pWrapper, sUICommandHandle);
// pWrapper.DoExecute_HideCoroutine();
Execute_ManagerUndoLogic(EUIObjectState.Process_After_HideCoroutine, pWrapper, sUICommandHandle);
Execute_ManagerUndoLogic(EUIObjectState.Disable, pWrapper, sUICommandHandle);
sUICommandHandle.Event_OnHide();
// 기존 방식은 OnHide -> Set Disable -> DisableWrapper 였으나,
// Set Disable ->
// OnHide에서 override로 구현한 Destroy->Destroy Immediate로 인해
// DisableWrapper에서 Object의 null 체크 이후 Wrapper를 제거 하는식으로 해야함
// 안그럼 같은 프레임에서 Hide and Show를 할 때
// Set Disable 직후 DisableWrapper에서 인스턴스가 null인 Wrapper가 남고,
// Destroy이 예약된 애를 꺼내와서 Show하고, 한프레임 뒤 제거됨
int iInstanceCount = Get_MatchWrapperList(pWrapper.eName, x => x.Check_IsEnable()).Count;
OnHide(pWrapper.eName, pWrapper.pInstance, iInstanceCount);
DisableWrapper(pWrapper);
}
IEnumerator Process_CreateInstance<T>(TENUM_CANVAS_NAME eName, CanvasWrapper pWrapper, bool bCreateInstance, bool bIsMultiple, UICommandHandle<T> pUICommandHandle)
where T : class, ICanvas
{
if ((eDebugLevel & EDebugLevelFlags.Manager) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager)} - {nameof(Process_CreateInstance)} eName : {eName} bCreateInstance : {bCreateInstance} bIsMultiple : {bIsMultiple} - Start");
if (bCreateInstance)
{
ICanvas pInstance = null;
yield return OnCreate_Instance(eName, bIsMultiple,
(pCanvas) =>
{
if (pCanvas.IsNull())
Debug.LogError($"Error {eName} - OnCreate_Instance Fail");
pInstance = pCanvas;
});
if (pInstance.IsNull())
{
RemoveWrapper(pWrapper);
Debug.LogError($"{name}.{nameof(Process_CreateInstance)} Create Instance Fail(pInstance == null) eName : {eName}", this);
yield break;
}
Wrapper_SetCanvasInstance(pWrapper, pInstance);
_mapProcessCreating.Remove(eName);
if ((eDebugLevel & EDebugLevelFlags.Manager_Core) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager_Core)}{name} Removed {nameof(_mapProcessCreating)} eName : {eName}");
}
if (pWrapper == null || pWrapper.pInstance.IsNull())
yield break;
if (pWrapper.Check_IsEnable())
{
pUICommandHandle.Set_UIObject(pWrapper.pInstance as T);
yield break;
}
EnableWrapper(pWrapper, pUICommandHandle);
yield return Process_ShowCoroutine(eName, pWrapper, pUICommandHandle);
if ((eDebugLevel & EDebugLevelFlags.Manager) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager)} - {nameof(Process_CreateInstance)} eName : {eName} bCreateInstance : {bCreateInstance} bIsMultiple : {bIsMultiple} - Finish");
}
IEnumerator Process_HideCoroutine<T>(TENUM_CANVAS_NAME eName, UICommandHandle<T> pUICommandHandle)
where T : class, ICanvas
{
if ((eDebugLevel & EDebugLevelFlags.Manager) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager)} - {nameof(Process_HideCoroutine)} eName : {eName} - Start");
var listEnableWrapper = Get_MatchWrapperList(eName, (x) => x.Check_IsEnable());
if (listEnableWrapper.Count == 0)
{
// Hiding 요청이 왔는데 Canvas Instance가 없는 경우
Debug.LogWarning($"{UIDebug.LogFormat(EDebugLevelFlags.Manager)}{nameof(Process_HideCoroutine)} eName : {eName} listEnableWrapper.Count == 0 // Wrapper Count : {GetWrapper(eName).Count}", this);
pUICommandHandle.Event_OnHide();
yield break;
}
CanvasWrapper pWrapper = listEnableWrapper[0];
EnableWrapper(pWrapper, pUICommandHandle);
yield return Process_HideCoroutine(pWrapper, pUICommandHandle);
if ((eDebugLevel & EDebugLevelFlags.Manager) != 0)
Debug.Log($"{UIDebug.LogFormat(EDebugLevelFlags.Manager)} - {nameof(Process_HideCoroutine)} eName : {eName} - Finish");
}
private void EnableWrapper<T>(CanvasWrapper pWrapper, UICommandHandle<T> pUICommandHandle)
where T : class, ICanvas
{
pWrapper.DoSet_State_IsEnable();
pUICommandHandle.Set_UIObject(pWrapper.pInstance as T);
}
private void DisableWrapper(CanvasWrapper pWrapper)
{
pWrapper.DoSet_State_Is_Disable_Force();
if (Check_Wrapper_IsNull(pWrapper))
RemoveWrapper(pWrapper);
}
private static UICommandHandle<CLASS_DRIVEN_CANVAS> GetCommandHandle<CLASS_DRIVEN_CANVAS>(CLASS_DRIVEN_CANVAS pInstance_OrNull)
where CLASS_DRIVEN_CANVAS : IUIObject
{
UICommandHandle<CLASS_DRIVEN_CANVAS> pHandle = UICommandHandle<CLASS_DRIVEN_CANVAS>.GetInstance(pInstance_OrNull);
g_setCommandHandle.Add(pHandle);
return pHandle;
}
#region Manage_Wrapper