Do not create duplicate ui nodes in the same ui group.

禁止在同一个ui组,创建重复的ui节点。
This commit is contained in:
Cold-Mint 2024-09-18 23:19:38 +08:00
parent 899337e8e3
commit 2c6f8804ba
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
2 changed files with 90 additions and 51 deletions

View File

@ -11,8 +11,7 @@ namespace ColdMint.scripts.inventory;
/// </summary>
public partial class Packsack : PickAbleTemplate
{
private PackedScene? _packedScene;
private PacksackUi? _packsackUi;
private const string Path = "res://prefab/ui/packsackUI.tscn";
[Export] public int NumberSlots { get; set; }
/// <summary>
@ -31,36 +30,14 @@ public partial class Packsack : PickAbleTemplate
public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
{
if (_packedScene == null)
GameSceneDepend.DynamicUiGroup?.ShowControl(Path, control =>
{
return;
}
if (_packsackUi == null)
{
_packsackUi = NodeUtils.InstantiatePackedScene<PacksackUi>(_packedScene);
if (_packsackUi != null)
if (control is PacksackUi packsackUi)
{
var containerNode = NodeUtils.FindContainerNode(_packsackUi, this);
if (containerNode is UiGroup uiGroup)
{
uiGroup.RegisterControl(_packsackUi);
}
else
{
NodeUtils.CallDeferredAddChild(containerNode, _packsackUi);
}
_packsackUi.Title = Name;
_packsackUi.ItemContainer = ItemContainer;
_packsackUi.Hide();
packsackUi.Title = Name;
packsackUi.ItemContainer = ItemContainer;
}
}
if (_packsackUi != null)
{
GameSceneDepend.DynamicUiGroup?.ShowControl(_packsackUi);
}
});
}
public IItemContainer? ItemContainer { get; private set; }
@ -84,6 +61,10 @@ public partial class Packsack : PickAbleTemplate
itemSlotNode.Hide();
}
_packedScene = GD.Load<PackedScene>("res://prefab/ui/packsackUI.tscn");
GameSceneDepend.DynamicUiGroup?.RegisterControl(Path, () =>
{
var packedScene = GD.Load<PackedScene>(Path);
return NodeUtils.InstantiatePackedScene<PacksackUi>(packedScene);
});
}
}

View File

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Godot;
@ -10,24 +11,60 @@ namespace ColdMint.scripts.utils;
public partial class UiGroup : Control
{
private readonly HashSet<Control> _visibleControls = [];
private readonly HashSet<Control> _allControls = [];
private readonly Dictionary<string, Func<Control?>> _controlFunc = new();
/// <summary>
/// <para>How many nodes are visible</para>
/// <para>有多少个节点处于可见状态</para>
/// <para>Holds the node that has been instantiated</para>
/// <para>持有已实例化的节点</para>
/// </summary>
public int VisibleControlsCount => _visibleControls.Count;
private readonly Dictionary<string, Control> _instantiatedControl = new();
/// <summary>
/// <para>Register nodes in the UI group. For registered nodes, do not use <see cref="Godot.CanvasItem.Show"/> or <see cref="Godot.CanvasItem.Hide"/> to change the visible state. Call the <see cref="ShowControl"/> and <see cref="HideControl"/> methods instead.</para>
/// <para>注册节点到UI组内对于已注册的节点不要直接使用<see cref="Godot.CanvasItem.Show"/>或<see cref="Godot.CanvasItem.Hide"/>方法来改变可见状态,请调用<see cref="ShowControl"/>和<see cref="HideControl"/>方法来替代他们。</para>
/// <para>Registered control node</para>
/// <para>注册控制节点</para>
/// </summary>
/// <param name="control"></param>
public void RegisterControl(Control control)
/// <param name="key">
///<para>key</para>
///<para>控制节点的key</para>
/// </param>
/// <param name="func">
///<para>Creates a function to control the node. UiGroup delays calling this function to create the node.</para>
///<para>创建控制节点的函数UiGroup会延迟调用这个函数创建节点。</para>
/// </param>
public void RegisterControl(string key, Func<Control?> func)
{
control.TreeExited += () => { OnTreeExited(control); };
_controlFunc.TryAdd(key, func);
}
/// <summary>
/// <para>Obtain or create a controller node</para>
/// <para>获取或者创建控制节点</para>
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
private Control? GetOrCreateControl(string key)
{
if (_instantiatedControl.TryGetValue(key, out var instantiatedControl))
{
return instantiatedControl;
}
if (!_controlFunc.TryGetValue(key, out var func))
{
return null;
}
var control = func.Invoke();
if (control == null)
{
return null;
}
control.Hide();
control.TreeExited += () => { OnTreeExited(key, control); };
NodeUtils.CallDeferredAddChild(this, control);
_allControls.Add(control);
_instantiatedControl.Add(key, control);
return control;
}
/// <summary>
@ -50,6 +87,22 @@ public partial class UiGroup : Control
Hide();
}
/// <summary>
/// <para>Hide a node</para>
/// <para>隐藏某个节点</para>
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
public bool HideControl(string key)
{
if (!_instantiatedControl.TryGetValue(key, out var control))
{
return false;
}
return HideControl(control);
}
/// <summary>
/// <para>Hide a node</para>
/// <para>隐藏某个节点</para>
@ -63,11 +116,6 @@ public partial class UiGroup : Control
return false;
}
if (!_allControls.Contains(control))
{
return false;
}
control.Hide();
_visibleControls.Remove(control);
ChangeSelfVisibility();
@ -78,18 +126,28 @@ public partial class UiGroup : Control
/// <para>Show node</para>
/// <para>显示某个节点</para>
/// </summary>
/// <param name="control"></param>
/// <param name="key"></param>
/// <param name="beforeDisplayControl">
///<para>A callback function before the display node where you can generate rendered page content. For example, set the title</para>
///<para>在显示节点之前的回调函数,您可以在此函数内生成渲染页面内容。例如:设置标题</para>
/// </param>
/// <returns></returns>
public bool ShowControl(Control control)
public bool ShowControl(string key, Action<Control>? beforeDisplayControl = null)
{
var control = GetOrCreateControl(key);
if (control == null)
{
return false;
}
if (control.IsVisible())
{
return false;
}
if (!_allControls.Contains(control))
if (beforeDisplayControl != null)
{
return false;
beforeDisplayControl.Invoke(control);
}
control.Show();
@ -114,11 +172,11 @@ public partial class UiGroup : Control
}
}
private void OnTreeExited(Control control)
private void OnTreeExited(string key, Control control)
{
//The Hide method is not called when a node exits from the tree, so remove the node here to prevent empty references.
//当节点从节点树内退出时并不会调用Hide方法所以在这里移除节点防止产生空引用。
_visibleControls.Remove(control);
_allControls.Remove(control);
_instantiatedControl.Remove(key);
}
}