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2026-06-07 11:49:55 +08:00
parent ff0f3bde54
commit 1897658a00
98 changed files with 9903 additions and 13907 deletions

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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using BaseGames.UI;
using BaseGames.UI.Theme;
using BaseGames.Core.Events;
using BaseGames.Localization;
using BaseGames.Editor.Localization;
namespace BaseGames.Editor.UI
{
/// <summary>
/// 加载界面脚手架:一键生成 / 更新 <c>UI_LoadingScreen</c> 预制件 + 默认 <c>UI_LoadingConfig</c> 数据表,
/// 并补充默认中/英文案。对齐项目「Prefab样式/美术)+ Config数据+ Theme配色」范式。
///
/// <para>生成后策划美术编辑方式:</para>
/// <list type="bullet">
/// <item>美术:双击 <c>UI_LoadingScreen.prefab</c> 进 Prefab Mode改背景图 / 进度条 sprite / 字体 / 加装饰 / 调布局。</item>
/// <item>策划:选 <c>UI_LoadingConfig.asset</c>,改提示文案 key、标题 key、加载时长/手感。</item>
/// <item>配色:改 <c>UI_Theme_Default</c>(带 UIThemeRole 的元素自动套用)。</item>
/// </list>
///
/// 菜单BaseGames/UI/控件库/生成加载界面(预制件 + 默认配置)
/// </summary>
public static class UILoadingScreenScaffold
{
private const string PrefabDir = "Assets/_Game/Prefabs/UI";
private const string ConfigDir = "Assets/_Game/Data/UI";
private const string ThemePath = "Assets/_Game/Data/UI/Themes/UI_Theme_Default.asset";
private const string PrefabName = "UI_LoadingScreen";
private const string ConfigName = "UI_LoadingConfig";
[MenuItem("BaseGames/UI/控件库/生成加载界面(预制件 + 默认配置)")]
public static void GeneratePrefab()
{
EnsureFolder(PrefabDir);
EnsureFolder(ConfigDir);
var report = new List<string>();
var theme = AssetDatabase.LoadAssetAtPath<UIThemeSO>(ThemePath);
var config = EnsureDefaultConfig(report);
SeedLocalization(report);
BuildPrefab(theme, config, report);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
var sb = new System.Text.StringBuilder("[UILoadingScreen] 加载界面已生成/更新:\n");
foreach (var r in report) sb.AppendLine(" • " + r);
sb.AppendLine("用法重跑「BaseGames/Scene/Setup/Scaffold Persistent Scene」把预制件实例化进 Persistent。");
sb.AppendLine("美术改样式 → 编辑 UI_LoadingScreen 预制件;策划改内容 → 编辑 UI_LoadingConfig配色 → UI_Theme_Default。");
Debug.Log(sb.ToString());
}
// ── 预制件构建 ───────────────────────────────────────────────────────
private static void BuildPrefab(UIThemeSO theme, LoadingScreenConfigSO config, List<string> report)
{
// 根:全屏 Overlay Canvas常驻 activeLoadingScreenManager 挂此处,靠保持 active 才能订阅事件)
var root = new GameObject(PrefabName,
typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
var canvas = root.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 99;
var scaler = root.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920f, 1080f);
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 0.5f;
var mgr = root.AddComponent<LoadingScreenManager>();
// LoadingRoot铺满全屏初始 inactive由管理器 Show/Hide 切换)。
// 主题应用器挂在此处:每次 ShowSetActive true时 OnEnable 应用主题配色。
var loadingRootGo = NewUIChild(root.transform, "LoadingRoot", out var loadingRootRt);
Stretch(loadingRootRt);
var applier = loadingRootGo.AddComponent<UIThemeApplier>();
if (theme != null) AssignRef(applier, "_theme", theme);
// Background铺满美术可换 sprite或复制多个变体作随机背景池
var bgGo = NewUIChild(loadingRootGo.transform, "Background", out var bgRt);
Stretch(bgRt);
var bgImg = bgGo.AddComponent<Image>();
bgImg.color = new Color(0.04f, 0.05f, 0.07f, 1f);
SetEnum(bgGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Graphic_Background);
// ProgressBarTrack底部居中+ ProgressBarFill
var trackGo = NewUIChild(loadingRootGo.transform, "ProgressBarTrack", out var trackRt);
SetRect(trackRt, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 90f), new Vector2(760f, 14f));
var trackImg = trackGo.AddComponent<Image>();
trackImg.sprite = Standard(); trackImg.type = Image.Type.Sliced;
trackImg.color = new Color(1f, 1f, 1f, 0.12f);
trackImg.raycastTarget = false;
var fillGo = NewUIChild(trackGo.transform, "ProgressBarFill", out var fillRt);
Stretch(fillRt);
var fillImg = fillGo.AddComponent<Image>();
fillImg.sprite = Standard();
fillImg.type = Image.Type.Filled;
fillImg.fillMethod = Image.FillMethod.Horizontal;
fillImg.fillOrigin = (int)Image.OriginHorizontal.Left;
fillImg.fillAmount = 0f;
fillImg.color = new Color(0.85f, 0.80f, 0.55f, 1f);
fillImg.raycastTarget = false;
SetEnum(fillGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Graphic_Accent);
// Title居中偏上
var titleGo = NewUIChild(loadingRootGo.transform, "Title", out var titleRt);
SetRect(titleRt, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f),
new Vector2(0f, 60f), new Vector2(1200f, 80f));
var title = titleGo.AddComponent<TextMeshProUGUI>();
title.text = "Loading"; title.alignment = TextAlignmentOptions.Center; title.fontSize = 56f;
title.raycastTarget = false;
SetEnum(titleGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Text_Header);
// TipText进度条上方
var tipGo = NewUIChild(loadingRootGo.transform, "TipText", out var tipRt);
SetRect(tipRt, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 130f), new Vector2(1200f, 48f));
var tip = tipGo.AddComponent<TextMeshProUGUI>();
tip.text = ""; tip.alignment = TextAlignmentOptions.Center; tip.fontSize = 28f;
tip.raycastTarget = false;
SetEnum(tipGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Text_Secondary);
// 绑定管理器视图引用 + 数据/事件(让预制件自足,掉哪都能用)
AssignRef(mgr, "_loadingRoot", loadingRootGo);
AssignRef(mgr, "_progressFill", fillImg);
AssignRef(mgr, "_titleText", title);
AssignRef(mgr, "_tipText", tip);
AssignArray(mgr, "_backgroundArts", new Object[] { bgImg });
AssignRef(mgr, "_config", config);
AssignRef(mgr, "_onLoadingStarted", FindAsset<VoidEventChannelSO>("EVT_LoadingStarted"));
AssignRef(mgr, "_onLoadingComplete", FindAsset<VoidEventChannelSO>("EVT_LoadingComplete"));
AssignRef(mgr, "_onLoadingProgressUpdated", FindAsset<FloatEventChannelSO>("EVT_LoadingProgressUpdated"));
// 关键Canvas 根保持 active仅 LoadingRoot 初始隐藏(否则管理器被自己关闭、永不订阅事件)
loadingRootGo.SetActive(false);
string path = $"{PrefabDir}/{PrefabName}.prefab";
PrefabUtility.SaveAsPrefabAsset(root, path);
Object.DestroyImmediate(root);
report.Add(path);
}
// ── 默认配置资产 ─────────────────────────────────────────────────────
private static LoadingScreenConfigSO EnsureDefaultConfig(List<string> report)
{
string path = $"{ConfigDir}/{ConfigName}.asset";
var cfg = AssetDatabase.LoadAssetAtPath<LoadingScreenConfigSO>(path);
bool created = cfg == null;
if (created)
{
cfg = ScriptableObject.CreateInstance<LoadingScreenConfigSO>();
AssetDatabase.CreateAsset(cfg, path);
}
if (created) // 仅新建时填默认,避免覆盖策划已有编辑
{
var so = new SerializedObject(cfg);
so.FindProperty("_titleKey").stringValue = "LOADING_TITLE";
var tips = so.FindProperty("_tipKeys");
string[] keys = { "LOADING_TIP_EXPLORE", "LOADING_TIP_SAVE", "LOADING_TIP_COMBAT" };
tips.arraySize = keys.Length;
for (int i = 0; i < keys.Length; i++) tips.GetArrayElementAtIndex(i).stringValue = keys[i];
so.ApplyModifiedPropertiesWithoutUndo();
report.Add($"{path}(默认标题/提示 key");
}
return cfg;
}
// ── 默认本地化文案(中/英;已存在的 key 不覆盖)─────────────────────────
private static void SeedLocalization(List<string> report)
{
var zh = new Dictionary<string, string>
{
{ "LOADING_TITLE", "加载中…" },
{ "LOADING_TIP_EXPLORE", "多探索每个角落,常有隐藏的道路与收集物。" },
{ "LOADING_TIP_SAVE", "在存档点休息可保存进度并恢复状态。" },
{ "LOADING_TIP_COMBAT", "把握闪避与格挡的时机,是战斗的关键。" },
};
var en = new Dictionary<string, string>
{
{ "LOADING_TITLE", "Loading…" },
{ "LOADING_TIP_EXPLORE", "Explore every corner — hidden paths and collectibles await." },
{ "LOADING_TIP_SAVE", "Rest at save points to save progress and restore yourself." },
{ "LOADING_TIP_COMBAT", "Timing your dodge and parry is the key to combat." },
};
int added = MergeWriteUI(Language.ChineseSimplified, zh) + MergeWriteUI(Language.English, en);
report.Add($"本地化新增 {added} 条已存在的不覆盖可用「BaseGames/Localization/表格编辑器」补译)。");
}
private static int MergeWriteUI(Language lang, Dictionary<string, string> kv)
{
var dict = LocalizationFileIO.Read(lang, LocalizationTable.UI);
int added = 0;
foreach (var p in kv)
if (!dict.ContainsKey(p.Key)) { dict[p.Key] = p.Value; added++; }
if (added > 0) LocalizationFileIO.Write(lang, LocalizationTable.UI, dict);
return added;
}
// ── 通用助手 ─────────────────────────────────────────────────────────
private static GameObject NewUIChild(Transform parent, string name, out RectTransform rt)
{
var go = new GameObject(name, typeof(RectTransform));
rt = (RectTransform)go.transform;
rt.SetParent(parent, false);
return go;
}
private static void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
}
private static void SetRect(RectTransform rt, Vector2 aMin, Vector2 aMax, Vector2 pivot,
Vector2 anchoredPos, Vector2 size)
{
rt.anchorMin = aMin; rt.anchorMax = aMax; rt.pivot = pivot;
rt.anchoredPosition = anchoredPos; rt.sizeDelta = size;
}
private static void SetEnum(Component c, string prop, int value)
{
var so = new SerializedObject(c);
var p = so.FindProperty(prop);
if (p != null) { p.enumValueIndex = value; so.ApplyModifiedPropertiesWithoutUndo(); }
}
private static void AssignRef(Object target, string prop, Object value)
{
var so = new SerializedObject(target);
var p = so.FindProperty(prop);
if (p == null) { Debug.LogWarning($"[UILoadingScreen] 未找到属性 {target.GetType().Name}.{prop}"); return; }
p.objectReferenceValue = value;
so.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignArray(Object target, string prop, Object[] values)
{
var so = new SerializedObject(target);
var p = so.FindProperty(prop);
if (p == null || !p.isArray) return;
p.arraySize = values.Length;
for (int i = 0; i < values.Length; i++) p.GetArrayElementAtIndex(i).objectReferenceValue = values[i];
so.ApplyModifiedPropertiesWithoutUndo();
}
private static T FindAsset<T>(string name) where T : Object
{
foreach (var guid in AssetDatabase.FindAssets($"{name} t:{typeof(T).Name}"))
{
var path = AssetDatabase.GUIDToAssetPath(guid);
var asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null && asset.name == name) return asset;
}
return null;
}
private static Sprite Standard() => AssetDatabase.GetBuiltinExtraResource<Sprite>("UI/Skin/UISprite.psd");
private static void EnsureFolder(string dir)
{
string[] parts = dir.Split('/');
string cur = parts[0];
for (int i = 1; i < parts.Length; i++)
{
string next = $"{cur}/{parts[i]}";
if (!AssetDatabase.IsValidFolder(next)) AssetDatabase.CreateFolder(cur, parts[i]);
cur = next;
}
}
}
}