ProjectDDD/Assets/_DDD/_Scripts/GameUi/BaseUi/BaseUi.cs
2025-08-21 16:44:47 +09:00

137 lines
3.4 KiB
C#

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