update stack logic and document

This commit is contained in:
NguyenVanDat
2026-03-05 10:26:21 +07:00
parent 8cfab19cf6
commit 78d29bc8cf
4 changed files with 125 additions and 44 deletions
@@ -657,7 +657,7 @@ namespace BrewMonster
public void ShowTest(bool isStack)
{
CECUIManager.Instance.ShowUI("Win_Disenchase",isStack);
CECUIManager.Instance.ShowUI("Win_Disenchase");
}
}
}
@@ -3413,7 +3413,7 @@ namespace BrewMonster.UI
// var dlgInstall =GetGameUIMan().GetDialog("Win_Enchase");
// dlgInstall.Show(true);
CECUIManager.Instance.ShowUI("Win_Enchase",true);
CECUIManager.Instance.ShowUI("Win_Enchase");
}
//pShow1 = m_pAUIManager.GetDialog("Win_Enchase");
//pShow2 = m_pAUIManager.GetDialog("Win_Inventory");
+57 -42
View File
@@ -17,6 +17,9 @@ public class CECUIManager : MonoSingleton<CECUIManager>
/// <summary>Stack of dialog names (front = index 0 = top / currently on top).</summary>
private readonly List<string> _uiStack = new();
/// <summary>Max number of dialogs in stack; when exceeded on Push, the top is popped once. 0 = unlimited.</summary>
[SerializeField] private int _maxStack = 1;
[SerializeField] private HUDNPC npsUI;
[SerializeField] private int currentTargetNPCID;
@@ -36,7 +39,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
// Task update timer / 任务更新计时器
private float _nextTaskUpdateTime = 0f;
private const float TASK_UPDATE_INTERVAL = .1f;
private const float TASK_UPDATE_INTERVAL = .1f;
protected override void Awake()
{
@@ -59,11 +62,14 @@ public class CECUIManager : MonoSingleton<CECUIManager>
ShowUI("Win_Hpmpxp");
}
private void Update()
{
// _fpsText.text = $"{Mathf.RoundToInt(1f / Time.deltaTime)}";
if (m_pDlgQuickBar1 != null)
{ m_pDlgQuickBar1.UpdateShortcuts(); }
{
m_pDlgQuickBar1.UpdateShortcuts();
}
// Periodically update task UI (DlgTask and DlgTaskTrace) / 定期更新任务UIDlgTask和DlgTaskTrace
if (Time.unscaledTime >= _nextTaskUpdateTime)
@@ -84,16 +90,16 @@ public class CECUIManager : MonoSingleton<CECUIManager>
if (inGameUIMan == null) return;
var dlgTaskDialog = inGameUIMan.GetDialog("Win_Quest");
var dlgTaskTraceDialog = inGameUIMan.GetDialog("Win_QuestMinion");
var dlgTaskTraceDialog = inGameUIMan.GetDialog("Win_QuestMinion");
if (dlgTaskDialog != null && dlgTaskDialog is BrewMonster.Scripts.Task.UI.DlgTask dlgTaskForTrace)
{
if (dlgTaskTraceDialog != null && dlgTaskTraceDialog.IsShow())
{
dlgTaskForTrace.RefreshTaskTrace();
}
dlgTaskForTrace.Tick();
}
}
catch (System.Exception)
{
@@ -127,10 +133,12 @@ public class CECUIManager : MonoSingleton<CECUIManager>
{
npsUI.gameObject.SetActive(false);
}
public CDlgQuickBar GetCDlgQuickBar()
{
return m_pDlgQuickBar1;
}
private void TryHideUINPC(NPCDiedEvent obj)
{
if (obj.NPCID != currentTargetNPCID) return;
@@ -143,41 +151,29 @@ public class CECUIManager : MonoSingleton<CECUIManager>
/// <param name="componentName">Name of component ("DlgTask", "EC_InventoryUI")</param>
/// <param name="isStack">If true, push onto stack (show + SetAsLastSibling + track); if false, just show.</param>
/// <param name="hideCurrentUI">just hide current ui- not pop</param>
public void ShowUI(string componentName, bool isStack = true, bool hideCurrentUI = true)
public void ShowUI(string componentName)
{
if (string.IsNullOrEmpty(componentName) || canvasDlg == null)
{
if (canvasDlg == null) Debug.LogError("canvasDlg chưa được gán");
return;
}
if (hideCurrentUI)
var currentDialogue = GetCurrentDialog();
if (currentDialogue != null)
{
var currentDialogue = GetCurrentDialog();
if(currentDialogue !=null)
{
currentDialogue.Show(false);
}
currentDialogue.Show(false);
}
if (isStack)
{
Push(componentName);
return;
}
var dialogue = GetInGameUIMan().GetDialog(componentName);
dialogue.Show(true);
dialogue.transform.SetAsLastSibling();
Push(componentName);
}
public void HideCurrentUIInStack()
{
var currentDialogue = GetCurrentDialog();
Debug.Log(_uiStack.Count);
Pop();
Debug.Log(_uiStack.Count);
//show next one
currentDialogue = GetCurrentDialog();
if(currentDialogue !=null)
var currentDialogue = GetCurrentDialog();
if (currentDialogue != null)
{
currentDialogue.Show(true);
}
@@ -192,6 +188,9 @@ public class CECUIManager : MonoSingleton<CECUIManager>
_uiStack.Remove(componentName);
if (_maxStack > 0 && _uiStack.Count >= _maxStack)
Pop();
var dlg = GetInGameUIMan().GetDialog(componentName);
if (dlg == null) return;
@@ -267,6 +266,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
if (dlg != null) dlg.Show(false);
}
}
_uiStack.Clear();
}
@@ -282,10 +282,12 @@ public class CECUIManager : MonoSingleton<CECUIManager>
{
Debug.LogError("DlgMessageBox not found in InGameUIMan");
}
return null;
}
public CDlgMessageBox ShowMessageBox(string title, string message, MessageBoxType messageBoxType, Action onClickedYes = null, Action onClickedNo = null)
public CDlgMessageBox ShowMessageBox(string title, string message, MessageBoxType messageBoxType,
Action onClickedYes = null, Action onClickedNo = null)
{
var msgBox = GetInGameUIMan().GetDialog("DlgMessageBox") as CDlgMessageBox;
if (msgBox != null)
@@ -304,8 +306,10 @@ public class CECUIManager : MonoSingleton<CECUIManager>
{
Debug.LogError("DlgMessageBox not found in InGameUIMan");
}
return null;
}
public void UpdateSkillRelatedUI()
{
// ¸üм¼ÄÜÏà¹ØµÄ½çÃæÏÔʾ
@@ -343,7 +347,8 @@ public class CECUIManager : MonoSingleton<CECUIManager>
}
else
{
Debug.LogWarning("[CECUIManager] CDlgSkillTooltip not found in dialog resource. Tooltip will not be displayed.");
Debug.LogWarning(
"[CECUIManager] CDlgSkillTooltip not found in dialog resource. Tooltip will not be displayed.");
return;
}
}
@@ -382,14 +387,14 @@ public class CECUIManager : MonoSingleton<CECUIManager>
if (string.Equals(pDlg.GetName(), "Game_Quit", StringComparison.OrdinalIgnoreCase))
{
}
else if ((string.Equals(pDlg.GetName(), "Game_TeachSkill", StringComparison.OrdinalIgnoreCase) && DialogBoxCommandIDs.IDOK == iRetVal) ||
(string.Equals(pDlg.GetName(), "Game_LearnSkill", StringComparison.OrdinalIgnoreCase) && DialogBoxCommandIDs.IDOK == iRetVal))
else if ((string.Equals(pDlg.GetName(), "Game_TeachSkill", StringComparison.OrdinalIgnoreCase) &&
DialogBoxCommandIDs.IDOK == iRetVal) ||
(string.Equals(pDlg.GetName(), "Game_LearnSkill", StringComparison.OrdinalIgnoreCase) &&
DialogBoxCommandIDs.IDOK == iRetVal))
{
if (string.Equals(pDlg.GetName(), "Game_TeachSkill", StringComparison.OrdinalIgnoreCase))
{
}
else if (string.Equals(pDlg.GetName(), "Game_LearnSkill", StringComparison.OrdinalIgnoreCase))
@@ -416,12 +421,13 @@ public class CECUIManager : MonoSingleton<CECUIManager>
else if (12 == nCondition)
AddChatMessage(GetStringFromTable(11168), GP_CHAT_MISC);*/
}
}
else if (pDlg is DlgInstall dlgInstall && dlgInstall.GetInstallMode == DlgInstall.InstallMode.Disenchase && DialogBoxCommandIDs.IDOK == iRetVal)
{
UnityGameSession.c2s_CmdNPCSevClearEmbeddedChip(dlgInstall.FirstSlotIndex, dlgInstall.SelectedEquip.GetTemplateID());
else if (pDlg is DlgInstall dlgInstall && dlgInstall.GetInstallMode == DlgInstall.InstallMode.Disenchase &&
DialogBoxCommandIDs.IDOK == iRetVal)
{
UnityGameSession.c2s_CmdNPCSevClearEmbeddedChip(dlgInstall.FirstSlotIndex,
dlgInstall.SelectedEquip.GetTemplateID());
dlgInstall.Show(false);
pHost.EndNPCService();
// m_pCurNPCEssence = NULL;
@@ -567,6 +573,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
gameUI.SetDependency(dialogResouce, canvasDlg);
gameUI.Init();
}
return gameUI;
}
@@ -592,27 +599,29 @@ public class CECUIManager : MonoSingleton<CECUIManager>
//todo: change this code to other place
private int slot = 0;
public Sprite[] IconlistIvtr
public Sprite[] IconlistIvtr
{
get
get
{
if(m_iconlistIvtr == null || m_iconlistIvtr.Length == 0)
if (m_iconlistIvtr == null || m_iconlistIvtr.Length == 0)
{
m_iconlistIvtr = Resources.LoadAll<Sprite>("UI/IconSprites/iconlist_ivtrm_multisprite");
}
return m_iconlistIvtr;
}
return m_iconlistIvtr;
}
}
public Sprite GetSpriteInListIvtr(string name)
{
foreach(var item in IconlistIvtr)
foreach (var item in IconlistIvtr)
{
if (item.name.Equals(name))
{
return item;
}
}
return null;
}
@@ -622,6 +631,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
{
EC_Game.GetGameRun().StartGame(0, Vector3.zero);
}
CECShortcut pSC = EC_Game.GetGameRun().GetPoseCmdShortcuts().GetShortcut(slot);
if (pSC != null) // && pObjSrc->GetDataPtr("ptr_CECShortcut") == pSC
{
@@ -629,6 +639,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
pSC.Execute();
}
}
public void OnClickFly()
{
CECHostPlayer hostPlayer = EC_Game.GetGameRun()?.GetHostPlayer();
@@ -637,6 +648,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
hostPlayer.CmdFly(true);
}
}
public void OnChangeSkillShortcut()
{
CECHostPlayer hostPlayer = EC_Game.GetGameRun()?.GetHostPlayer();
@@ -665,10 +677,12 @@ public class CECUIManager : MonoSingleton<CECUIManager>
}
}
}
public struct MessageBoxEvent
{
public int iRetVal;
public AUIDialog pDlg;
public MessageBoxEvent(int retVal, AUIDialog dlg)
{
iRetVal = retVal;
@@ -696,6 +710,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
{
chars[pos + j] = '*';
}
pos += badLwr.Length;
}
}
+66
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@@ -0,0 +1,66 @@
# UI Manager (CECUIManager) V1
`CECUIManager` is a singleton that manages in-game dialogs and UI. Access it via `CECUIManager.Instance`. Dialogs are resolved by name through `GetInGameUIMan().GetDialog(componentName)` (e.g. `"Win_Quest"`, `"DlgMessageBox"`).
---
## Stack / Push / Pop
The manager keeps an internal **UI stack**: an ordered list of dialog names. The **top** of the stack (index 0) is the dialog currently shown on top; Unity draws it last via `SetAsLastSibling()` on the canvas. Pushing adds to the top; popping removes from the top.
### Behaviour
- **Show UI (stacked)**
`ShowUI(string componentName)` hides the current top dialog (if any) and **pushes** the named dialog: it is shown, added to the front of the stack, and brought to front in the hierarchy. If the same name is already in the stack, it is moved to the top.
- **Max stack size**
A `_maxStack` limit (Inspector, default 1) caps how many dialogs can be in the stack. When the stack is already at or above this limit and a new dialog is pushed, the **top** dialog is **popped once** (hidden and removed from the stack), then the new dialog is pushed. If `_maxStack <= 0`, the stack is unlimited.
- **Hide current / pop**
`HideCurrentUIInStack()` **pops** the top dialog (hides it and removes it from the stack), then shows the new top (if any) and brings it to front.
### Stack-related API
| Method | Description |
|--------|--------------|
| `ShowUI(string componentName)` | Hides current top dialog and pushes the named dialog (show + add to front of stack + SetAsLastSibling). |
| `HideCurrentUIInStack()` | Pops the top dialog, then shows and brings to front the new top if the stack is not empty. |
| `GetCurrentUI()` | Returns the **name** of the dialog at the top of the stack, or `null` if the stack is empty. |
| `GetCurrentDialog()` | Returns the **AUIDialog** instance at the top of the stack, or `null` if empty. |
| `GetStackCount()` | Returns the number of dialogs in the stack (0 when empty). |
| `IsInStack(string componentName)` | Returns whether the given dialog name is in the stack. |
| `PeekStack(int index = 0)` | Returns the dialog **name** at `index` (0 = top) without removing it; returns `null` if index is out of range. |
| `ClearStack(bool hideAll = true)` | Clears the stack. If `hideAll` is true, calls `Show(false)` on every dialog in the stack before clearing. |
### Internal notes
- Stack is stored as `List<string>`; front = index 0 = top.
- Push is implemented internally (show, insert at 0, SetAsLastSibling); when at capacity, the top is popped once before pushing.
- Pop is implemented internally (remove top, hide it, SetAsLastSibling on new top if any).
---
## Other APIs
- **Message box**
`ShowMessageBox(MessageBoxData)` / `ShowMessageBox(string title, string message, MessageBoxType, ...)` show the DlgMessageBox with the given data or title/message/type.
- **Skill tooltip**
`ShowSkillTooltip(string hintText, RectTransform sourceButton)` show skill tooltip; `HideSkillTooltip()` hide it.
- **In-game UI / dialogs**
`GetInGameUIMan()` returns `CECGameUIMan`; use it to resolve dialogs by name and call `Show`/other methods as needed.
- **Player options**
`ShowPlayerOptionsDialog(int characterId, Vector2 position)` show the player options menu for the given character at the given position.
- **Misc**
`GetCDlgQuickBar()`, `GetCurrentTargetNPCID()`, `FilterBadWords(ref string str)`, etc. as used elsewhere.
---
## File reference
- Manager: `Assets/Scripts/CECUIManager.cs`
- Base dialog: `Assets/PerfectWorld/Scripts/UI/Dialogs/AUIDialog.cs`
- In-game UI manager: `Assets/PerfectWorld/Scripts/UI/GamePlay/EC_GameUIMan.cs`