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Unity_Stack<T>()的应用(多个次级界面后的返回逻辑)

2022-08-10 18:15:00 云小川

主要是利用Stack<T>();

堆栈(Stack)代表了一个后进先出的对象集合。

当需要对各项进行后进先出的访问时,则使用堆栈。

当在列表中添加一项,称为推入元素,

增加对象时要压入(push)
当从列表中移除一项时,称为弹出元素。

删除对象时要弹出(pop)
Stack 类的方法和属性
Count,代表了Stack中的元素个数

Clear(),清除所有Stack中的元素

Contains(Obj),判断obj(代表元素)是否存在于stack中

Peek(),返回在 Stack 的顶部的对象,但不移除它

Pop(),移除并返回在 Stack 的顶部的对象

Push( obj ),向 Stack 的顶部添加一个对象

ToArray(),复制所有的stack元素到一个数组中

1.使用的单利类

using UnityEngine;
/// <summary>
/// 通用Mono单例模板
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T>
{
    private static T ms_instance;

    public static T Instance
    {
        get
        {
            if (ms_instance == null)
            {
                ms_instance = Instantiate();
            }

            return ms_instance;
        }
    }

    protected static T Instantiate()
    {
        if (ms_instance != null) return ms_instance;

        // 在场景中查找T类型的Mono类
        ms_instance = (T)FindObjectOfType(typeof(T));
        if (FindObjectsOfType(typeof(T)).Length > 1)
        {
            return ms_instance;
        }

        if (ms_instance != null) return ms_instance;

        // 创建GameObject实例
        var singleton = new GameObject("[Singleton]" + typeof(T).Name);
        DontDestroyOnLoad(singleton); // 设置GameObject不被销毁
        if (singleton == null) return ms_instance;

        // 添加Mono单例脚本
        ms_instance = singleton.AddComponent<T>();
        // 初始化单例
        ms_instance.InitSingleton();

        return ms_instance;
    }

    protected virtual void InitSingleton()
    {
    }

    /// <summary>
    /// 使用预制体实例化时创建单例
    /// </summary>
    protected virtual void Awake()
    {
        if (ms_instance == null)
        {
            ms_instance = this as T;

            // 初始化单例
            InitSingleton();
        }
        else
        {
            // 如果已经存在实例,则需要销毁当前的GameObject
            GameObject.Destroy(this.gameObject);
        }
    }

    protected virtual void OnApplicationQuit()
    {
        ms_instance = null;
        // 销毁GameObject
        GameObject.Destroy(this.gameObject);
    }
}

2.逻辑类

using System.Collections.Generic;

public class UIBackManage : MonoSingleton<UIBackManage>
{
    public delegate void OnBackDelegate();
    Stack<OnBackDelegate> _OnBackStack = new Stack<OnBackDelegate>();

    /// <summary>
    /// 注册  (向 Stack 的顶部添加一个对象)
    /// </summary>
    /// <param name="cb"></param>
    public void PushOnBack(OnBackDelegate cb)
    {
        _OnBackStack.Push(cb); 
    }
    /// <summary>
    /// 移除并返回在 Stack 的顶部的对象
    /// </summary>
    public void PopOnBack()
    {
        if (_OnBackStack.Count > 0)
        {

            _OnBackStack.Pop();
        }
    }
    public void ClearOnBackStack()
    {
        _OnBackStack.Clear();
    }
    /// <summary>
    /// 使用返回  (移除并返回在 Stack 的顶部的对象)
    /// </summary>
    public void OnBack()
    {
        if (_OnBackStack.Count > 0)
        {
            OnBackDelegate BD = _OnBackStack.Pop();
            if (BD != null)
            {
                BD();
            }
        }
    }
}

3.下面是 三个UI  相互 返回  调用

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

/// <summary>
/// UI 1
/// </summary>
public class Test02 : MonoSingleton<Test02>
{
    public Button Fanhui;
    public Button XiayiGe;
    public GameObject MaskGo;
    void Start()
    {
        Fanhui.onClick.AddListener(OnFanhui);
        XiayiGe.onClick.AddListener(OnXiayiGe);
    }
    void OnEnable()
    {
        
    }
    public void SetSteat(bool bo)
    {
        MaskGo.SetActive(bo);
    }
    public void OnFanhui()
    {
        UIBackManage.Instance.OnBack();
        MaskGo.SetActive(false);
    }
    public void OnXiayiGe()
    {
        UIBackManage.Instance.PushOnBack(() => { SetSteat(true); });
        Test01.Instance.SetSteat(true);
        MaskGo.SetActive(false);
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

/// <summary>
/// UI 1
/// </summary>
public class Test02 : MonoSingleton<Test02>
{
    public Button Fanhui;
    public Button XiayiGe;
    public GameObject MaskGo;
    void Start()
    {
        Fanhui.onClick.AddListener(OnFanhui);
        XiayiGe.onClick.AddListener(OnXiayiGe);
    }
    void OnEnable()
    {
        
    }
    public void SetSteat(bool bo)
    {
        MaskGo.SetActive(bo);
    }
    public void OnFanhui()
    {
        UIBackManage.Instance.OnBack();
        MaskGo.SetActive(false);
    }
    public void OnXiayiGe()
    {
        UIBackManage.Instance.PushOnBack(() => { SetSteat(true); });
        Test03.Instance.SetSteat(true);
        MaskGo.SetActive(false);
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// UI 3
/// </summary>
public class Test03 : MonoSingleton<Test03>
{
    public Button Fanhui;
    public Button XiayiGe;
    public GameObject MaskGo;
    void Start()
    {
        Fanhui.onClick.AddListener(OnFanhui);
        XiayiGe.onClick.AddListener(OnXiayiGe);
    }
    void OnEnable()
    {

    }
    public void SetSteat(bool bo)
    {
        MaskGo.SetActive(bo);
    }
    public void OnFanhui()
    {
        UIBackManage.Instance.OnBack();
        MaskGo.SetActive(false);
    }
    public void OnXiayiGe()
    {
        UIBackManage.Instance.PushOnBack(() => { SetSteat(true); });
        Test01.Instance.SetSteat(true);
        MaskGo.SetActive(false);
    }
}

二:以上 方式  适用于  一个UI接下一个UI 的返回 方式

如果返回按钮 在最顶上呢,只有一个返回按钮时  则不适用,

方法:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// ui1
/// </summary>
public class Test01 : MonoSingleton<Test01>
{
    //public Button Fanhui;
    public Button XiayiGe;
    public GameObject MaskGo;
    void Start()
    {
        XiayiGe.onClick.AddListener(OnXiayiGe);
    }
    void OnEnable()
    {
        
    }
    public void SetSteat(bool bo)
    {
        MaskGo.SetActive(bo);
    }
   
    /// <summary>
    /// 打开 下一个UI(打开下一个UI时,就把关闭下一个UI和返回当前UI 的操作都注册了)
    /// </summary>
    public void OnXiayiGe()
    {
        UIBackManage.Instance.PushOnBack(() => {
            Test02.Instance.SetSteat(false);//注册
            SetSteat(true);//注册
        });
        Test02.Instance.SetSteat(true);//打开 下一个UI
        MaskGo.SetActive(false);//关闭当前UI
    }
}

返回按钮代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 返回按钮
/// </summary>
public class FanHui : MonoSingleton<FanHui>
{
    public Button Fanhui_;
    void Start()
    {
        Fanhui_.onClick.AddListener(OnFanhui);
    }
   
    public void OnFanhui()
    {
        UIBackManage.Instance.OnBack();
    }
}

原网站

版权声明
本文为[云小川]所创,转载请带上原文链接,感谢
https://blog.csdn.net/qq_37524903/article/details/126227621