Godot UI线程,Task异步和消息弹窗通知

前言

最近我在研究Godot的全局消息,然后发现Godot 也是有UI线程限制的,只能在主线程的子线程里面修改UI。

线程安全

全局消息IOC注入

我之前写过Godot 的IOC注入,这些都是CSDN时期的博客。但是后面CSDN的广告实在是太多了,我就转到博客园里面来了。

Godot 学习笔记(5):彻底的项目工程化,解决GodotProjectDir is null+工程化范例

Godot.NET C# 工程化开发(1):通用Nuget 导入+ 模板文件导出,包含随机数生成,日志管理,数据库连接等功能

注意,我后面的都是基于我那个IOC框架来写的。

消息窗口搭建

如何修改Label样式可以看我上一篇文章

Godot Label样式 Textrue纹理,实现样式修改,背景填充

最简单的消息提示

using Godot;
using Godot_UI_Test.Utils;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Reflection.Emit;
using System.Text;
using System.Threading.Tasks;

namespace Godot_UI_Test.SceneModels
{
    public class MessageSceneModel : ISceneModel
    {
        private PrintHelper printHelper;

        private Godot.Label title;

        private Godot.Label content;

        private VBoxContainer container;

        private ColorRect colorRect;

        


        public MessageSceneModel(PrintHelper printHelper) {
            this.printHelper = printHelper;
            printHelper.SetTitle(nameof(MessageSceneModel));
        }
        public override void Process(double delta)
        {
            //throw new NotImplementedException();
        }

        public override void Ready()
        {
            printHelper.Debug("加载完成");
            colorRect = Scene.GetNode<ColorRect>("ColorRect");

            container = colorRect.GetNode<VBoxContainer>("VBoxContainer");
            title = container.GetNode<Godot.Label>("Title");
            content = container.GetNode<Godot.Label>("Content");
            //同步容器大小
            container.Size = colorRect.Size;
            printHelper.Debug(JsonConvert.SerializeObject(title.Size));

            //默认设置为不可见
            Scene.Visible = false;
            //throw new NotImplementedException();
        }


        /// <summary>
        /// 弹窗延迟退出
        /// </summary>
        /// <param name="message"></param>
        /// <returns></returns>
        public async Task ShowInfo(string message)
        {
            Scene.Visible = true;
            printHelper.Debug("Info打印信息");
            printHelper.Debug(message);
            await Task.Delay(3000);
            Scene.Visible = false;

        }
    }
}

简单使用

虽然有点丑,但是能用

仿Element UI

ElementUI 效果

简单的Label样式

简单的画一下,我就不给具体的参数了,大家点一下就知道了

如何快速加载多个相同节点

如果我们把这个作为场景,又没有那么的复杂。如果用代码生成,写起来很麻烦,也不直观。最好的方法就是复制节点添加。

using Godot;
using Godot_UI_Test.Utils;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Reflection.Emit;
using System.Text;
using System.Threading.Tasks;

namespace Godot_UI_Test.SceneModels
{
    public class MessageSceneModel : ISceneModel
    {
        private PrintHelper printHelper;

        private VBoxContainer vBoxContainer;

        private AssetsHelper assetsHelper;

        private Godot.Label label;


        public MessageSceneModel(PrintHelper printHelper, AssetsHelper assetsHelper)
        {
            this.printHelper = printHelper;
            printHelper.SetTitle(nameof(MessageSceneModel));
            this.assetsHelper = assetsHelper;
        }
        public override void Process(double delta)
        {
            //throw new NotImplementedException();
        }

        public override void Ready()
        {
            printHelper.Debug("加载完成");
            vBoxContainer = Scene.GetNode<VBoxContainer>("VBoxContainer");
            label = Scene.GetNode<Godot.Label>("Label");

            //将vBoxContainer居中,GodotProjectSetting是自己设置的
            vBoxContainer.Position = new Vector2(GodotProjectSetting.Width/4, 10);


            //添加label的靠别,不能直接添加label,因为label已经拥有了父节点
            var newLabel = label.Duplicate() as Godot.Label;
            //显示Label
            newLabel.Visible =true;
            vBoxContainer.AddChild(newLabel.Duplicate());
            vBoxContainer.AddChild(newLabel.Duplicate());
            vBoxContainer.AddChild(newLabel.Duplicate());
            //CreateText("te321");

            //CreateText("te321 3213 321 3434 4 2 41321 st1 te321 3213 321 3434 4 2 41321 st1 te321 3213 321 3434 4 2 41321 st1");

            printHelper.Debug(JsonConvert.SerializeObject(vBoxContainer.Position));
            printHelper.Debug(JsonConvert.SerializeObject(vBoxContainer.GetWindow().Position));
            //Scene.Visible = false;
            //throw new NotImplementedException();
        }

        private void CreateText(string text)
        {
            var res = new Godot.Label();
            res.AddThemeStyleboxOverride("normal", assetsHelper.MessageItemStyle);
            res.AutowrapMode = TextServer.AutowrapMode.WordSmart;
            res.HorizontalAlignment = HorizontalAlignment.Center;
            res.Text = text;
            res.CustomMinimumSize = new Vector2(200, 0);
            label = res;
            vBoxContainer.AddChild(res);
        }


        /// <summary>
        /// 延迟打印
        /// </summary>
        /// <param name="message"></param>
        /// <returns></returns>
        public async Task ShowInfo(string message)
        {
            printHelper.Debug("Info打印信息");

        }
    }
}

修改一下,IOC按钮事件注册

using Godot;
using Godot_UI_Test.Utils;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Reflection.Emit;
using System.Text;
using System.Threading.Tasks;

namespace Godot_UI_Test.SceneModels
{
    public class MessageSceneModel : ISceneModel
    {
        private PrintHelper printHelper;

        private VBoxContainer vBoxContainer;

        private AssetsHelper assetsHelper;

        private Godot.Label label;


        public MessageSceneModel(PrintHelper printHelper, AssetsHelper assetsHelper)
        {
            this.printHelper = printHelper;
            printHelper.SetTitle(nameof(MessageSceneModel));
            this.assetsHelper = assetsHelper;
        }
        public override void Process(double delta)
        {
            //throw new NotImplementedException();
        }

        public override void Ready()
        {
            printHelper.Debug("加载完成");
            vBoxContainer = Scene.GetNode<VBoxContainer>("VBoxContainer");
            label = Scene.GetNode<Godot.Label>("Label");

            //将vBoxContainer居中,GodotProjectSetting是自己设置的
            vBoxContainer.Position = new Vector2(GodotProjectSetting.Width/4, 10);



            //CreateText("te321 3213 321 3434 4 2 41321 st1 te321 3213 321 3434 4 2 41321 st1 te321 3213 321 3434 4 2 41321 st1");

            printHelper.Debug(JsonConvert.SerializeObject(vBoxContainer.Position));
            printHelper.Debug(JsonConvert.SerializeObject(vBoxContainer.GetWindow().Position));
            //Scene.Visible = false;
            //throw new NotImplementedException();
        }

        /// <summary>
        /// 挂载Label
        /// </summary>
        /// <param name="text"></param>
        private Godot.Label CreateText(string text)
        {
            var newLabel = label.Duplicate() as Godot.Label;
            newLabel.Text = text;
            newLabel.Visible=true;
            vBoxContainer.AddChild(newLabel);
            return newLabel;
        }


        /// <summary>
        /// 延迟打印
        /// </summary>
        /// <param name="message"></param>
        /// <returns></returns>
        public async Task ShowInfo(string message)
        {
            printHelper.Debug("Info打印信息");

            var newLabel =  CreateText(message);
            await Task.Delay(3 * 1000);
            newLabel.Free();

        }
    }
}

总结

我只是很潦草的实现了消息弹窗这个功能,还没加动画效果。不过这个确实让我学到了很多,尤其是节点挂载这个事情。

posted @ 2024-04-12 17:32  gclove2000  阅读(421)  评论(0编辑  收藏  举报