主要是利用Stack();
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;
///
/// 通用Mono单例模板
///
///
public abstract class MonoSingleton : MonoBehaviour where T : MonoSingleton
{
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();
// 初始化单例
ms_instance.InitSingleton();
return ms_instance;
}
protected virtual void InitSingleton()
{
}
///
/// 使用预制体实例化时创建单例
///
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
{
public delegate void OnBackDelegate();
Stack _OnBackStack = new Stack();
///
/// 注册 (向 Stack 的顶部添加一个对象)
///
///
public void PushOnBack(OnBackDelegate cb)
{
_OnBackStack.Push(cb);
}
///
/// 移除并返回在 Stack 的顶部的对象
///
public void PopOnBack()
{
if (_OnBackStack.Count > 0)
{
_OnBackStack.Pop();
}
}
public void ClearOnBackStack()
{
_OnBackStack.Clear();
}
///
/// 使用返回 (移除并返回在 Stack 的顶部的对象)
///
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;
///
/// UI 1
///
public class Test02 : MonoSingleton
{
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;
///
/// UI 1
///
public class Test02 : MonoSingleton
{
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;
///
/// UI 3
///
public class Test03 : MonoSingleton
{
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:第一种 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,
需使用下面这种方法:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
///
/// ui1
///
public class Test01 : MonoSingleton
{
//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);
}
///
/// 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)
///
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;
///
/// 返回按钮
///
public class FanHui : MonoSingleton
{
public Button Fanhui_;
void Start()
{
Fanhui_.onClick.AddListener(OnFanhui);
}
public void OnFanhui()
{
UIBackManage.Instance.OnBack();
}
}