ProjectDDD/Assets/_DDD/_Scripts/Game/GameUi/BaseUi/BaseUi.cs

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using System.ComponentModel;
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using UnityEngine;
namespace DDD
{
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public enum UiType
{
None = 0,
Hud,
Interaction,
Popup,
Common
}
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public abstract class BaseUi : MonoBehaviour
{
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[field: SerializeField] public UiType UiType { get; set; }
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[SerializeField] protected bool _enableBlockImage;
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protected CanvasGroup _canvasGroup;
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protected GameObject _blockImage;
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protected GameObject _panel;
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protected BindingContext _bindingContext;
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public bool IsInitialized { get; protected set; }
public bool IsBlockingTime => false;
public bool IsOpen => _panel != null && _panel.activeSelf;
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protected virtual void OnEnable() { }
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protected virtual void Start() { }
protected virtual void Update() { }
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protected virtual void OnDisable() { }
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protected virtual void OnDestroy()
{
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_bindingContext?.Dispose();
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UiManager.Instance.UiState.UnregisterUI(this);
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}
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public void CreateInitialize()
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{
UiManager.Instance.UiState.RegisterUI(this);
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_canvasGroup = GetComponent<CanvasGroup>();
_panel = transform.Find(CommonConstants.Panel).gameObject;
_blockImage = transform.Find(CommonConstants.BlockImage).gameObject;
_panel.SetActive(false);
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_bindingContext = new BindingContext();
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OnCreatedInitialize();
if (_enableBlockImage)
{
_blockImage.SetActive(false);
}
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}
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protected abstract void OnCreatedInitialize();
protected abstract void OnOpenedEvents();
protected abstract void OnClosedEvents();
protected void OpenPanel()
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{
if (_enableBlockImage)
{
_blockImage.SetActive(true);
}
_panel.SetActive(true);
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OnOpenedEvents();
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}
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protected void ClosePanel()
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{
if (_enableBlockImage)
{
_blockImage.SetActive(false);
}
_panel.SetActive(false);
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OnClosedEvents();
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IsInitialized = false;
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}
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public void SetUiInteractable(bool active)
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{
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if (_canvasGroup)
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{
_canvasGroup.interactable = active;
_canvasGroup.blocksRaycasts = active;
}
}
public bool IsOpenPanel() => _panel && _panel.activeInHierarchy;
/// <summary>
/// ViewModel 속성 변경 이벤트 핸들러
/// </summary>
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protected void OnViewModelPropertyChanged(object sender, PropertyChangedEventArgs e)
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{
HandleCustomPropertyChanged(e.PropertyName);
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}
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/// <summary>
/// 커스텀 속성 변경 처리 (하위 클래스에서 오버라이드)
/// </summary>
protected virtual void HandleCustomPropertyChanged(string propertyName)
{
// 하위 클래스에서 구현
}
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}
}