补充处理窗体注销的逻辑。

修复部分 激活流程的问题。
This commit is contained in:
2026-06-16 17:52:15 +08:00
parent 6b22c13921
commit 8dfcaba43a
5 changed files with 267 additions and 207 deletions
+54 -189
View File
@@ -38,19 +38,6 @@ namespace XericUI.VisualForm
[SerializeField, Tooltip("安全区坐标单位")]
private SafeZoneUnit m_SafeZoneUnit = SafeZoneUnit.Ratio;
[Header("碰撞分离")]
[SerializeField, Tooltip("启用屏幕空间碰撞分离计算")]
private bool m_EnableCollision = false;
[SerializeField, Tooltip("碰撞计算执行间隔(秒),值越小越频繁,0为每帧计算")]
private float m_CollisionInterval = 0.04f;
[SerializeField, Tooltip("碰撞分离最大迭代次数")]
private int m_CollisionIterations = 10;
[SerializeField, Tooltip("碰撞分离推力系数")]
private float m_CollisionPushForce = 0.5f;
#region 静态单例
private static AnchorDock s_Main;
@@ -119,6 +106,11 @@ namespace XericUI.VisualForm
/// </summary>
private bool _cameraDirty;
/// <summary>
/// 子类可读的摄像机脏标记
/// </summary>
protected bool IsCameraDirty => _cameraDirty;
/// <summary>
/// 上帧世界摄像机坐标
/// </summary>
@@ -139,10 +131,33 @@ namespace XericUI.VisualForm
/// </summary>
private Quaternion _lastUICameraRotation;
#endregion
#region 子类可访问属性
/// <summary>
/// 碰撞计算计时器(每帧累加deltaTime,超过CollisionInterval时触发计算)
/// 活跃的窗口状态字典(供子类如AdvancedAnchorDock进行碰撞计算)
/// </summary>
private float _collisionTimer;
protected Dictionary<WorldAnchor, WindowState> ActiveStates => _activeStates;
/// <summary>
/// Canvas本地空间Rect(供子类获取安全区等)
/// </summary>
protected Rect CanvasLocalRect => ((RectTransform)_canvas.transform).rect;
/// <summary>
/// 像素安全区
/// </summary>
protected Rect PixelSafeZone
{
get
{
if (_canvas == null) return Rect.zero;
return m_SafeZoneUnit == SafeZoneUnit.Ratio
? RatioSafeZoneToPixel(m_SafeZone, CanvasLocalRect)
: m_SafeZone;
}
}
#endregion
@@ -264,7 +279,7 @@ namespace XericUI.VisualForm
// 2. 检查摄像机变化
CheckCameraDirty();
// 3. 遍历所有中间类,检查坐标脏(比较上帧和本帧位置差异)
// 3. 检查所有中间类的位置脏(必须在碰撞钩子之前,供碰撞判断是否需要计算)
foreach (var kvp in _activeStates)
{
var state = kvp.Value;
@@ -272,18 +287,28 @@ namespace XericUI.VisualForm
state.CheckPositionDirty(m_PositionThreshold);
}
// 4. 碰撞分离计算(按时间间隔执行,必须在位置更新之前,确保同帧生效)
if (m_EnableCollision)
{
_collisionTimer += Time.unscaledDeltaTime;
if (_collisionTimer >= m_CollisionInterval)
{
_collisionTimer %= m_CollisionInterval;
ComputeCollisionSeparation();
}
}
// 4. 碰撞分离计算(子类重写钩子,基类为空)
OnBeforePositionUpdates();
// 5. 遍历所有中间类,根据脏标记更新坐标(跳过无启用条目的状态)
// 5. 遍历所有中间类,更新坐标
UpdateAllStatePositions();
// 6. 复位脏标记
_cameraDirty = false;
}
/// <summary>
/// 位置更新前的钩子,子类可在此注入碰撞分离等逻辑
/// </summary>
protected virtual void OnBeforePositionUpdates() { }
/// <summary>
/// 遍历所有中间类:更新坐标(跳过无启用条目的状态)。
/// 单独抽取为虚方法,便于子类重写。
/// CheckPositionDirty 已在 LateUpdate 步骤3 统一执行,此处不再重复。
/// </summary>
protected virtual void UpdateAllStatePositions()
{
foreach (var kvp in _activeStates)
{
var state = kvp.Value;
@@ -296,9 +321,6 @@ namespace XericUI.VisualForm
UpdateStatePosition(state);
}
}
// 6. 复位脏标记
_cameraDirty = false;
}
#endregion
@@ -512,16 +534,12 @@ namespace XericUI.VisualForm
if (entry.Instance == null) continue;
if (!entry.Enabled) continue;
Vector2 rawPoint = basePoint + entry.ScreenOffset;
Vector2 rawPoint = basePoint + entry.EffectiveOffset;
Vector2 finalPoint;
// 碰撞偏移:条目参与碰撞且有碰撞偏移时,叠加 CollisionOffset
Vector2 collisionOffset = (entry.EnableCollision && entry.IsColliding) ? entry.CollisionOffset : Vector2.zero;
rawPoint += collisionOffset;
if (entry.ClampToSafeZone && baseOverflow != OverflowState.InRange)
{
finalPoint = clampedBase + entry.ScreenOffset + collisionOffset;
finalPoint = clampedBase + entry.ScreenOffset;
}
else
{
@@ -548,159 +566,6 @@ namespace XericUI.VisualForm
#endregion
#region 碰撞分离计算
/// <summary>
/// 碰撞条目数据结构(用于碰撞分离计算时的临时存储)
/// </summary>
private struct CollisionItem
{
public WindowEntry Entry;
public Rect Rect;
public int StateIndex; // 所属WindowState在列表中的索引
}
/// <summary>
/// 屏幕空间碰撞分离计算。
/// 收集所有启用了碰撞的条目,通过迭代推挤算法将它们分开,避免重叠。
/// 结果写入各条目的 CollisionOffset(相对 ScreenOffset 的偏移量)。
/// </summary>
private void ComputeCollisionSeparation()
{
// 0. 重置所有条目的碰撞状态(上一帧的碰撞数据需要清零)
foreach (var kvp in _activeStates)
{
var state = kvp.Value;
if (state == null) continue;
foreach (var entry in state.Entries)
{
entry.CollisionOffset = Vector2.zero;
entry.IsColliding = false;
}
}
// 1. 收集所有参与碰撞的条目及其屏幕Rect
var items = new List<CollisionItem>();
foreach (var kvp in _activeStates)
{
var state = kvp.Value;
if (state == null || !state.IsEnabled || !state.HasAnyEnabled) continue;
var anchor = state.Anchor;
if (anchor == null) continue;
foreach (var entry in state.Entries)
{
if (!entry.EnableCollision || !entry.Enabled || entry.Instance == null) continue;
// 获取条目当前屏幕Rect
Rect entryRect = GetEntryScreenRect(entry);
if (entryRect.width <= 0 || entryRect.height <= 0) continue;
items.Add(new CollisionItem { Entry = entry, Rect = entryRect });
}
}
if (items.Count < 2) return;
// 2. 迭代推挤分离
int iterations = Mathf.Clamp(m_CollisionIterations, 1, 50);
for (int iter = 0; iter < iterations; iter++)
{
bool anyOverlap = false;
for (int i = 0; i < items.Count; i++)
{
for (int j = i + 1; j < items.Count; j++)
{
var itemA = items[i];
var itemB = items[j];
Rect rectA = OffsetRect(itemA.Rect, itemA.Entry.CollisionOffset);
Rect rectB = OffsetRect(itemB.Rect, itemB.Entry.CollisionOffset);
if (!rectA.Overlaps(rectB)) continue;
anyOverlap = true;
// 计算推挤方向
Vector2 centerA = rectA.center;
Vector2 centerB = rectB.center;
Vector2 delta = centerA - centerB;
float halfW = (rectA.width + rectB.width) * 0.5f;
float halfH = (rectA.height + rectB.height) * 0.5f;
float overlapX = halfW - Mathf.Abs(delta.x);
float overlapY = halfH - Mathf.Abs(delta.y);
if (overlapX <= 0 || overlapY <= 0) continue;
Vector2 push;
if (overlapX < overlapY)
{
push = new Vector2(Mathf.Sign(delta.x) * overlapX * m_CollisionPushForce, 0f);
}
else
{
push = new Vector2(0f, Mathf.Sign(delta.y) * overlapY * m_CollisionPushForce);
}
itemA.Entry.CollisionOffset += push;
itemB.Entry.CollisionOffset -= push;
items[i] = itemA;
items[j] = itemB;
}
}
if (!anyOverlap) break;
}
// 3. 标记参与碰撞的条目
for (int i = 0; i < items.Count; i++)
{
if (items[i].Entry.CollisionOffset != Vector2.zero)
{
items[i].Entry.IsColliding = true;
items[i].Entry.State.CoordinateDirty = true;
}
}
}
/// <summary>
/// 获取条目的屏幕矩形(基于其WorldAnchor的世界坐标 + ScreenOffset 换算到Canvas本地空间)。
/// 矩形中心 = World→Canvas坐标 + ScreenOffset,尺寸 = Instance的RectTransform.rect.size。
/// </summary>
private Rect GetEntryScreenRect(WindowEntry entry)
{
if (entry == null || entry.Instance == null) return Rect.zero;
var state = entry.State;
if (state?.Anchor == null) return Rect.zero;
Vector3 worldPos = state.Anchor.CachedTransform.position;
if (!TryWorldToScreenPoint(worldPos, _worldCamera, _uiCamera, _canvas, RectTransform, out Vector2 canvasPos))
return Rect.zero;
Vector2 center = canvasPos + entry.ScreenOffset;
// 获取实例的RectTransform尺寸
RectTransform rt = entry.Instance.transform as RectTransform;
if (rt == null) return new Rect(center, Vector2.one * 10f);
return new Rect(center - rt.rect.size * 0.5f, rt.rect.size);
}
/// <summary>
/// 将Rect按偏移量平移
/// </summary>
private static Rect OffsetRect(Rect r, Vector2 offset)
{
r.position += offset;
return r;
}
#endregion
#region 子对象哈希集
/// <summary>
+30 -13
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@@ -69,14 +69,21 @@ namespace XericUI.VisualForm
public void SetEntryEnabled(int index, bool enabled)
{
if (index < 0 || index >= m_WindowEntries.Count) return;
SetEntryEnabled(m_WindowEntries[index], enabled);
}
var entry = m_WindowEntries[index];
/// <summary>
/// 直接通过条目引用设置启用状态。无需索引查找。
/// </summary>
/// <param name="entry">条目引用</param>
/// <param name="enabled">是否启用</param>
public void SetEntryEnabled(T entry, bool enabled)
{
if (entry == null) return;
entry.SetEnabledInternal(enabled);
// 同步到WindowState
GetWindowState()?.RefreshFlags();
var state = GetWindowState();
state?.RefreshFlags();
state?.ApplyEntryEnabled(entry, enabled);
}
public void SetAllEntryEnabled(bool enabled)
@@ -94,13 +101,18 @@ namespace XericUI.VisualForm
public void SetEntryClampToSafeZone(int index, bool clamp)
{
if (index < 0 || index >= m_WindowEntries.Count) return;
SetEntryClampToSafeZone(m_WindowEntries[index], clamp);
}
var entry = m_WindowEntries[index];
/// <summary>
/// 直接通过条目引用设置安全区钳制标记。无需索引查找。
/// </summary>
/// <param name="entry">条目引用</param>
/// <param name="clamp">是否钳制</param>
public void SetEntryClampToSafeZone(T entry, bool clamp)
{
if (entry == null) return;
entry.SetClampToSafeZoneInternal(clamp);
// 同步到WindowState
GetWindowState()?.RefreshFlags();
}
@@ -113,13 +125,18 @@ namespace XericUI.VisualForm
public void SetEntryEnableCollision(int index, bool enable)
{
if (index < 0 || index >= m_WindowEntries.Count) return;
SetEntryEnableCollision(m_WindowEntries[index], enable);
}
var entry = m_WindowEntries[index];
/// <summary>
/// 直接通过条目引用设置碰撞参与标记。无需索引查找。
/// </summary>
/// <param name="entry">条目引用</param>
/// <param name="enable">是否参与碰撞</param>
public void SetEntryEnableCollision(T entry, bool enable)
{
if (entry == null) return;
entry.SetEnableCollisionInternal(enable);
// 同步到WindowState
GetWindowState()?.RefreshFlags();
}
+15 -1
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@@ -18,7 +18,7 @@ namespace XericUI.VisualForm
private Vector2 m_ScreenOffset;
[SerializeField, Tooltip("是否启用此窗口")]
private bool m_Enabled = true;
private bool m_Enabled;
[SerializeField, Tooltip("超出安全区后是否钳制在安全区内")]
private bool m_ClampToSafeZone;
@@ -96,6 +96,20 @@ namespace XericUI.VisualForm
[System.NonSerialized]
public bool IsColliding;
/// <summary>
/// 碰撞覆盖偏移量 — 在碰撞检测时,为每边的碰撞矩形扩展的像素边距。
/// 此值在Canvas本地空间(像素),用于在检测重叠时增加额外间距。
/// 默认为0,即使用实例RectTransform的原始尺寸检测碰撞。
/// </summary>
[System.NonSerialized]
public float CollisionMargin;
/// <summary>
/// 实际生效的偏移量:碰撞中时返回 ScreenOffset + CollisionOffset,否则仅返回 ScreenOffset。
/// 锚点坞在更新位置时使用此属性获取最终偏移。
/// </summary>
public Vector2 EffectiveOffset => (EnableCollision && IsColliding) ? ScreenOffset + CollisionOffset : ScreenOffset;
// --- 内部方法(供 AnchorWindow 调用) ---
internal void SetEnabledInternal(bool value) { m_Enabled = value; MarkDirty(); }
+154 -4
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@@ -57,6 +57,20 @@ namespace XericUI.VisualForm
/// </summary>
public bool HasAnyCollisionEntry { get; private set; }
/// <summary>
/// 是否存在任何条目当前处于碰撞中(CollisionOffset 非零)。
/// 由 SetCollisionOffset 自动维护,供外部查询。
/// </summary>
public bool HasAnyCollisionDirty { get; private set; }
/// <summary>
/// 碰撞重算标记 — 坐标自上次碰撞后是否变化,用于触发碰撞重新计算。
/// 由 CheckPositionDirty 设置,碰撞计算后由 ResetCollisionState 复位。
/// 与 CoordinateDirty 分离:CoordinateDirty 在 UpdateStatePosition 后被清除,
/// 而此标记保留到碰撞计算完成。
/// </summary>
public bool CollisionDirty { get; set; }
/// <summary>
/// 坐标脏标记 - 当锚点世界坐标发生变化时标记
/// </summary>
@@ -132,6 +146,12 @@ namespace XericUI.VisualForm
// 将WindowState引用注入条目,使其能通过MarkDirty通知坞
entry.State = this;
// 立即按entry配置的Enabled决定实例的active状态。
// OnInstanceCreated可能已修改Enabled为false,必须在此处应用,
// 避免实例在后续OnEnable中被跳过激活但保持active的问题。
if (entry.Instance != null)
entry.Instance.SetActive(entry.Enabled);
Entries.Add(entry);
}
@@ -149,18 +169,21 @@ namespace XericUI.VisualForm
if (Entries.Count == 0)
ResolveWindowEntries();
// 激活所有启用的条目实例
// 按每个条目的Enabled配置统一设置实例active状态
foreach (var entry in Entries)
{
if (entry.Instance != null && entry.Enabled)
if (entry.Instance != null)
{
entry.Instance.SetActive(true);
entry.OnInstanceEnable(this, entry.Instance);
bool shouldActive = entry.Enabled;
entry.Instance.SetActive(shouldActive);
if (shouldActive)
entry.OnInstanceEnable(this, entry.Instance);
}
}
// 激活时强制标记坐标脏,确保下一帧更新位置
CoordinateDirty = true;
CollisionDirty = true;
}
/// <summary>
@@ -219,6 +242,7 @@ namespace XericUI.VisualForm
HasAnyEnabled = false;
HasAnyCollisionEntry = false;
CoordinateDirty = false;
CollisionDirty = false;
_lastPosition = Vector3.zero;
}
@@ -244,6 +268,131 @@ namespace XericUI.VisualForm
HasAnyCollisionEntry = anyCollision;
}
/// <summary>
/// 立即将条目的Enabled状态应用到实例并触发对应生命周期回调。
/// 仅在锚点处于激活状态(IsEnabled)时生效,否则仅刷新标记等待下次OnEnable。
/// </summary>
internal void ApplyEntryEnabled(WindowEntry entry, bool enabled)
{
if (entry == null || entry.Instance == null) return;
if (!IsEnabled) return;
bool wasActive = entry.Instance.activeSelf;
entry.Instance.SetActive(enabled);
if (enabled && !wasActive)
entry.OnInstanceEnable(this, entry.Instance);
else if (!enabled && wasActive)
entry.OnInstanceDisable(this, entry.Instance);
}
#region 碰撞偏移管理
/// <summary>
/// 逐条目的碰撞矩形缓存(Canvas本地空间,不含碰撞偏移,不含Margin)。
/// 在碰撞计算前由 AdvancedAnchorDock 负责分批刷新。
/// </summary>
private readonly Dictionary<WindowEntry, Rect> _collisionRects = new Dictionary<WindowEntry, Rect>();
/// <summary>
/// 获取条目的原始碰撞矩形缓存(Canvas本地空间,不含CollisionOffset和Margin)。
/// </summary>
public Rect GetCollisionRect(WindowEntry entry)
{
_collisionRects.TryGetValue(entry, out var r);
return r;
}
/// <summary>
/// 设置条目的碰撞矩形缓存。
/// </summary>
internal void SetCollisionRect(WindowEntry entry, Rect rect)
{
_collisionRects[entry] = rect;
}
/// <summary>
/// 清空所有碰撞矩形缓存。
/// </summary>
internal void ClearCollisionRects()
{
_collisionRects.Clear();
}
/// <summary>
/// 获取条目用于碰撞检测的矩形(Canvas本地空间,含 CollisionMargin 扩展)。
/// 每次碰撞检测时以此扩展后的矩形判断是否重叠。
/// </summary>
public Rect GetEntryCollisionRect(WindowEntry entry)
{
if (entry == null || !_collisionRects.TryGetValue(entry, out Rect baseRect))
return Rect.zero;
float m = entry.CollisionMargin;
if (m > 0f)
return new Rect(baseRect.x - m, baseRect.y - m, baseRect.width + m * 2f, baseRect.height + m * 2f);
return baseRect;
}
/// <summary>
/// 获取条目在当前碰撞推挤位置下的矩形(Canvas本地空间,含 CollisionOffset + CollisionMargin)。
/// 供碰撞计算迭代过程中使用。
/// </summary>
public Rect GetEntryPushedRect(WindowEntry entry)
{
Rect rect = GetEntryCollisionRect(entry);
if (rect == Rect.zero) return Rect.zero;
rect.position += entry.CollisionOffset;
return rect;
}
/// <summary>
/// 设置条目的碰撞偏移量。自动标记 IsColliding=true 和 HasAnyCollisionDirty。
/// 碰撞偏移量相对于 ScreenOffset 空间(Canvas本地空间)。
/// </summary>
public void SetCollisionOffset(WindowEntry entry, Vector2 offset)
{
if (entry == null) return;
entry.CollisionOffset = offset;
if (offset != Vector2.zero)
{
entry.IsColliding = true;
HasAnyCollisionDirty = true;
}
}
/// <summary>
/// 重置所有条目碰撞状态(碰撞偏移清零,IsColliding置false)。
/// 由 AdvancedAnchorDock 在每次碰撞计算开始时调用,确保从原始位置重新计算。
/// </summary>
public void ResetCollisionState()
{
CollisionDirty = false;
HasAnyCollisionDirty = false;
foreach (var entry in Entries)
{
entry.CollisionOffset = Vector2.zero;
entry.IsColliding = false;
}
}
/// <summary>
/// 碰撞计算完成后调用:标记 CoordinateDirty,让下一帧位置更新通过 EffectiveOffset 自动获取碰撞偏移。
/// </summary>
public void ApplyCollisionResult()
{
foreach (var entry in Entries)
{
if (entry.IsColliding)
{
CoordinateDirty = true;
break;
}
}
}
#endregion
/// <summary>
/// 检查锚点坐标是否发生变化,超过阈值则标记脏
/// 由锚点坞在每帧调用
@@ -256,6 +405,7 @@ namespace XericUI.VisualForm
if (Vector3.Distance(_lastPosition, currentPos) > threshold)
{
CoordinateDirty = true;
CollisionDirty = true; // 独立的碰撞重算标记,不会在 UpdateStatePosition 后被清除
_lastPosition = currentPos;
}
}
+14
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@@ -61,6 +61,20 @@ namespace XericUI.VisualForm
}
protected void OnDisable()
{
UnregisterFromDock();
}
protected void OnDestroy()
{
UnregisterFromDock();
}
/// <summary>
/// 从锚点坞或待注册列表中注销此锚点。
/// OnDisable 和 OnDestroy 共用,确保所有退出路径都执行清理。
/// </summary>
private void UnregisterFromDock()
{
if (m_TargetDock != null)
m_TargetDock.RemoveAnchor(this);