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MVC
We use a pretty traditional approach for handling views:
All Controllers should inherit ControllerBase<TView, TInputData> (if they accept input parameters) or ControllerBase<TView> (if they don't require them).
Controller is bound to the view instance: it's not shared between multiple views.
public delegate TView ViewFactoryMethod();
protected ControllerBase(ViewFactoryMethod viewFactory)
{
this.viewFactory = viewFactory;
State = ControllerState.ViewHidden;
}
By default, there are two shortcuts to produce TView from the prefab:
- Lazily
public static ViewFactoryMethod CreateLazily<TViewMono>(TViewMono prefab, Transform root) where TViewMono: MonoBehaviour, TView =>
() => Object.Instantiate(prefab, Vector3.zero, Quaternion.identity, root);
- Pre-warmed
public static ViewFactoryMethod Preallocate<TViewMono>(TViewMono prefab, Transform root, out TViewMono instance) where TViewMono: MonoBehaviour, TView
{
TViewMono instance2 = Object.Instantiate(prefab, Vector3.zero, Quaternion.identity, root);
instance = instance2;
instance2.HideAsync(CancellationToken.None, true).Forget();
return () => instance2;
}
Controllers should hold all the logic related to their own view and create any underlying/nested controllers (more in following chapters).
If a controller needs to access properties of its view it should be done with an override of OnViewInstantiated, this ensures that the view is correctly instantiated to avoid null refs.
The main controllers should be created by Plugins in order to ensure a correct flow of data and accessibility to functionalities.
Based on the implementation need a variety of default methods can be used in the controllers, the methods call order might vary based on the UI type:
- OnFocus is called when the UI is shown after being blurred
- OnBlur is called when a different UI is hiding the one handled by the controller
- OnBeforeViewShow is called right before the async Show of a UI
- OnViewShow is called after finishing the async Show (so after show animation is completed if any exist)
- OnViewClose is called after finishing the async Hide (so after hide animation is completed if any exist)
Generally speaking the UI architecture is agnostic from the ECS world, but there exists some scenarios in which we need to access ECS data or even write something in the ECS world.
Accessing ECS data in Main Controllers:
Plugins that create main controllers can also inject Systems to the ECS World, we'll now see a practical example.
One example of ECS data need is the minimap, there we need to move the camera based on the player position in the world.
In order to do this we will need to create a system in the MinimapController, add it to the SystemBinding structure and create the needed query.
System definition:
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class TrackPlayerPositionSystem : ControllerECSBridgeSystem
{
internal TrackPlayerPositionSystem(World world) : base(world) { }
}
In the constructor of the controller:
SystemBinding = AddModule(new BridgeSystemBinding<TrackPlayerPositionSystem>(this, QueryPlayerPositionQuery));
And the query:
[All(typeof(PlayerComponent))]
[Query]
private void QueryPlayerPosition(in TransformComponent transformComponent)
{
//Needed logic
}
In order to inject this system in the world from the MinimapPlugin we will also need to create the inject function (called for every plugin)
public void InjectToWorld(ref ArchSystemsWorldBuilder<Arch.Core.World> builder, in GlobalPluginArguments arguments)
{
var system = TrackPlayerPositionSystem.InjectToWorld(ref builder);
minimapController.SystemBinding.InjectSystem(system);
}
Accessing ECS data in Subordinate Controllers:
Having a more flexible approach for subordinate controllers, we cannot have the same structure for them to ECS Data.
As an example PlayerMarkerController needs as well the position and rotation of the player in order to show it in the Navmap, to do so we will need again to define the system in the controller, to inject it to world and to manually pass to the lowest controller a ref to the world builder.
Views should implement ViewBase and IView. Views should not contain any logic, views should hold only reference to the various UI elements in a form of serialized properties like:
[field: SerializeField]
internal Button exampleButton { get; private set; }
Views can override the ViewBase ShowAsync and HideAsync methods if there is the need of custom show/hide animations.
We don't yet have an example of a model passed to controllers, but the usage is intended to be as follows: Controllers contains the IssueCommand method in order to show the relative UI, this method contains a command that will be the representation of our Model. In example when a player passport will be integrated the show call for it will contain a model holding the needed player data to be displayed.
MVCManager is a storage of controllers and an entry for showing a particular view.
WindowStackManager provides capabilities for maintaining stacks for different view types. It's sub-ordinate to MVCManager and should not be used outside of it.
The sorting layer defines how the corresponding view behaves in the Windows Stack. For each type, there is a different unique logic under the hood:
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Persistentviews are always rendered behind everything else and once shown can't be hidden. They are rendered in the same order and should not overlap.-
Minimapis a good example of aPersistentView.
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-
Fullscreenviews are rendered in front of thePersistentlayer.- When a
Fullscreenview is pushed into the stack allPopupsget hidden and allPersistentviews getBlurred. - When a
Fullscreenview closes allPersistentviews receiveFocus
- When a
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Popup- There could be several
Popupsin the stack. The next popup pushed is drawn above the previous one -
Popupreceives aBlursignal when it gets obscured by a newPopup; andFocuswhen it becomes the highest in the hierarchy - There is a special
IPopupCloserViewthat exists in a single copy and provides the capability of closing the top-most pop-up by clicking on the background
- There could be several
-
Overlayviews are always drawn above every other view.- When the
Overlayis pushed it hidesFullscreenandPopupviews - When the
Overlayis popped no automatic recovery for hidden views is performed
- When the
To show a view a respective ShowCommand<TView, TInputData> should be passed into the UniTask ShowAsync<TView, TInputData>(ShowCommand<TView, TInputData> command) method.
Controller is bound with a view type and input arguments' type one to one: thus, to prevent argument mismatch IssueCommand(TInputData inputData) from the typed Controller should be used, e.g.:
mvcManager.ShowAsync(ExplorePanelController.IssueCommand(new ExplorePanelParameter(ExploreSections.Navmap))).Forget()
The structure previously explains handles the generic UIs, like the minimap, the explore panel, any popup, ... In situations like nested controllers there isn't a strict architecture to follow, but it is recommended to follow some guide lines.
- Views in nested objects of the main view hierarchy should be referenced by the main view
- Controllers related to those sub views should be created by the main controllers
- Views should be logic-less