This commit is contained in:
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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@@ -1,20 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using BaseGames.Core;
using BaseGames.Core.Assets;
using BaseGames.Core.Events;
using BaseGames.UI;
using BaseGames.UI.Menus;
namespace BaseGames.UI.MainMenu
{
/// <summary>
/// 数据驱动主菜单控制器(<see cref="MainMenuController"/> 的表驱动版,非破坏性并存)。
/// 数据驱动主菜单控制器(表驱动按钮列表 + 子面板编排)。
///
/// 按钮列表据 <see cref="MainMenuConfigSO"/> 生成(标签/图标/顺序/动作纯数据,策划改表零代码)
/// 子面板开关、存档槽流程、入场动画、状态锁定等编排仍在本控制器(场景耦合,不下放配置表)。
/// 动作派发:内置 NewGame/Continue/OpenSettings/OpenCredits/LoadScene/Quit + 事件频道 RaiseEvent。
/// 按钮列表据 <see cref="MainMenuConfigSO"/> 生成(标签/图标/顺序/动作纯数据,策划改表零代码)
/// 子面板(存档槽 / 设置 / 制作人员)经统一 <see cref="IUINavigator"/> 压栈栈式回退、ESC 逐层关闭、
/// 焦点恢复均由导航器负责,本控制器不再自管取消键与面板显隐。主按钮组作为"栈底上下文"
/// (不入栈),据 <see cref="IUINavigator.Depth"/> 在有子面板打开时屏蔽自身交互。
/// </summary>
public class DataDrivenMainMenuController : MonoBehaviour
{
@@ -24,20 +26,21 @@ namespace BaseGames.UI.MainMenu
[SerializeField] private Transform _container;
[SerializeField] private MainMenuButtonView _buttonPrefab;
[Header("主按钮组(入场动画)")]
[Header("主按钮组(入场动画 / 栈底屏蔽")]
[SerializeField] private CanvasGroup _mainButtonsGroup;
[SerializeField] private RectTransform _mainButtonsRect;
[Header("子面板")]
[SerializeField] private GameObject _saveSlotPanel;
[SerializeField] private BaseGames.UI.Menus.SaveSlotController _saveSlotController;
[SerializeField] private GameObject _settingsPanel;
[SerializeField] private GameObject _creditsPanel;
[Header("子面板(导航器压栈对象,整面板根须挂 UIPanelBase")]
[SerializeField] private SaveSlotController _saveSlotPanel;
[Tooltip("设置面板根UISimplePanel内含数据驱动设置实例。")]
[SerializeField] private UIPanelBase _settingsPanel;
[Tooltip("制作人员面板根UISimplePanel。")]
[SerializeField] private UIPanelBase _creditsPanel;
[Header("子面板关闭按钮(可选)")]
[SerializeField] private Button _btnCloseSaveSlot;
[SerializeField] private Button _btnCloseSettings;
[SerializeField] private Button _btnCloseCredits;
[Header("子面板关闭按钮(可选,等价于 ESC出栈一层")]
[SerializeField] private UnityEngine.UI.Button _btnCloseSaveSlot;
[SerializeField] private UnityEngine.UI.Button _btnCloseSettings;
[SerializeField] private UnityEngine.UI.Button _btnCloseCredits;
[Header("入场动画")]
[SerializeField] private float _entrySlideOffset = 80f;
@@ -57,24 +60,19 @@ namespace BaseGames.UI.MainMenu
private readonly List<(MainMenuConfigSO.Item item, MainMenuButtonView view)> _buttons = new();
private Vector2 _buttonsPanelOriginalPos;
private MainMenuButtonView _firstButton;
private IUINavigator _nav;
// ── 生命周期 ──────────────────────────────────────────────────────────
private void Awake()
{
if (_buttonPrefab != null) _buttonPrefab.gameObject.SetActive(false);
_btnCloseSaveSlot?.onClick.AddListener(() => CloseSubPanel(_saveSlotPanel));
_btnCloseSettings?.onClick.AddListener(() => CloseSubPanel(_settingsPanel));
_btnCloseCredits? .onClick.AddListener(() => CloseSubPanel(_creditsPanel));
if (_mainButtonsRect != null)
_buttonsPanelOriginalPos = _mainButtonsRect.anchoredPosition;
SetPanel(_saveSlotPanel, false);
SetPanel(_settingsPanel, false);
SetPanel(_creditsPanel, false);
SetButtonsGroupVisible(false);
_btnCloseSaveSlot?.onClick.AddListener(() => Nav?.Pop());
_btnCloseSettings?.onClick.AddListener(() => Nav?.Pop());
_btnCloseCredits? .onClick.AddListener(() => Nav?.Pop());
SetButtonsGroupVisible(false);
BuildMenu();
}
@@ -82,9 +80,16 @@ namespace BaseGames.UI.MainMenu
{
_onGameStateChanged?.Subscribe(HandleGameStateChanged).AddTo(_subs);
_onSlotConfirmed? .Subscribe(HandleSlotConfirmed).AddTo(_subs);
_nav = ServiceLocator.GetOrDefault<IUINavigator>();
if (_nav != null) _nav.StackChanged += HandleStackChanged;
}
private void OnDisable() => _subs.Clear();
private void OnDisable()
{
_subs.Clear();
if (_nav != null) _nav.StackChanged -= HandleStackChanged;
}
private void Start() => StartCoroutine(PlayEntryAnimation());
@@ -92,10 +97,7 @@ namespace BaseGames.UI.MainMenu
/// <summary>据配置重建主菜单按钮列表public 以便编辑器/测试验证)。</summary>
public void BuildMenu()
{
foreach (var (_, view) in _buttons) if (view != null) Destroy(view.gameObject);
_buttons.Clear();
_firstButton = null;
ClearMenu();
if (_config == null || _container == null || _buttonPrefab == null) return;
foreach (var item in _config.Items)
@@ -111,6 +113,20 @@ namespace BaseGames.UI.MainMenu
RefreshConditional();
}
/// <summary>清空菜单按钮(容器全部子节点)。编辑器预览与运行时重建共用。</summary>
public void ClearMenu()
{
_buttons.Clear();
_firstButton = null;
if (_container == null) return;
for (int i = _container.childCount - 1; i >= 0; i--)
{
var child = _container.GetChild(i).gameObject;
if (Application.isPlaying) Destroy(child);
else DestroyImmediate(child);
}
}
/// <summary>根据存档存在性刷新 requiresSave 按钮的可用性(如"继续")。</summary>
public void RefreshConditional()
{
@@ -126,27 +142,22 @@ namespace BaseGames.UI.MainMenu
switch (item.action)
{
case MainMenuAction.NewGame:
_saveSlotController?.SetMode(BaseGames.UI.Menus.SaveSlotPanelMode.NewGame);
OpenSubPanel(_saveSlotPanel);
if (_saveSlotPanel != null) { _saveSlotPanel.SetMode(SaveSlotPanelMode.NewGame); Nav?.Push(_saveSlotPanel); }
break;
case MainMenuAction.Continue:
_saveSlotController?.SetMode(BaseGames.UI.Menus.SaveSlotPanelMode.Continue);
OpenSubPanel(_saveSlotPanel);
if (_saveSlotPanel != null) { _saveSlotPanel.SetMode(SaveSlotPanelMode.Continue); Nav?.Push(_saveSlotPanel); }
break;
case MainMenuAction.OpenSettings:
OpenSubPanel(_settingsPanel);
if (_settingsPanel != null) Nav?.Push(_settingsPanel);
break;
case MainMenuAction.OpenCredits:
OpenSubPanel(_creditsPanel);
if (_btnCloseCredits != null)
EventSystem.current?.SetSelectedGameObject(_btnCloseCredits.gameObject);
if (_creditsPanel != null) Nav?.Push(_creditsPanel);
break;
case MainMenuAction.LoadScene:
_onSceneLoadRequest?.Raise(new SceneLoadRequest
{
SceneName = string.IsNullOrEmpty(item.sceneKey) ? _firstGameSceneKey : item.sceneKey,
TransitionType = TransitionType.Scene,
ShowLoadingScreen = true,
});
break;
case MainMenuAction.Quit:
@@ -158,32 +169,25 @@ namespace BaseGames.UI.MainMenu
}
}
// ── 子面板编排 ────────────────────────────────────────────────────────
private void OpenSubPanel(GameObject panel)
{
SetMainButtonsInteractable(false);
SetPanel(panel, true);
}
// ── 栈底按钮组屏蔽(有子面板打开时禁用主按钮,避免方向键穿透)──────────
private IUINavigator Nav => _nav ??= ServiceLocator.GetOrDefault<IUINavigator>();
private void CloseSubPanel(GameObject panel)
private void HandleStackChanged()
{
SetPanel(panel, false);
SetMainButtonsInteractable(true);
if (_firstButton != null)
bool anyOpen = Nav != null && Nav.Depth > 0;
if (_mainButtonsGroup != null)
{
_mainButtonsGroup.interactable = !anyOpen;
_mainButtonsGroup.blocksRaycasts = !anyOpen;
}
if (!anyOpen && _firstButton != null)
EventSystem.current?.SetSelectedGameObject(_firstButton.Button.gameObject);
}
private void SetMainButtonsInteractable(bool on)
{
if (_mainButtonsGroup == null) return;
_mainButtonsGroup.interactable = on;
_mainButtonsGroup.blocksRaycasts = on;
}
// ── 存档槽确认(与 MainMenuController 一致)────────────────────────────
// ── 存档槽确认 ────────────────────────────────────────────────────────
private void HandleSlotConfirmed(int _)
{
SetPanel(_saveSlotPanel, false);
Nav?.PopToRoot(); // 关闭存档槽(及其上任何子对话框),准备进场景
var svc = ServiceLocator.GetOrDefault<ISaveService>();
string checkpointScene = svc?.LastCheckpointScene;
@@ -194,14 +198,13 @@ namespace BaseGames.UI.MainMenu
SceneName = hasCheckpoint ? checkpointScene : _firstGameSceneKey,
EntryTransitionId = hasCheckpoint ? svc.LastCheckpointSpawnId : null,
TransitionType = TransitionType.Scene,
ShowLoadingScreen = true,
});
}
private void HandleGameStateChanged(GameStateId state)
{
bool isMainMenu = state == GameStates.MainMenu;
if (_mainButtonsGroup != null)
if (_mainButtonsGroup != null && Nav != null && Nav.Depth == 0)
{
_mainButtonsGroup.interactable = isMainMenu;
_mainButtonsGroup.blocksRaycasts = isMainMenu;
@@ -243,11 +246,6 @@ namespace BaseGames.UI.MainMenu
return s != null && (s.HasSave(0) || s.HasSave(1) || s.HasSave(2));
}
private static void SetPanel(GameObject panel, bool active)
{
if (panel != null) panel.SetActive(active);
}
private void SetButtonsGroupVisible(bool visible)
{
if (_mainButtonsGroup == null) return;

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@@ -1,263 +0,0 @@
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using BaseGames.Core;
using BaseGames.Core.Assets;
using BaseGames.Core.Events;
namespace BaseGames.UI.MainMenu
{
/// <summary>
/// 主菜单 UI 控制器(挂载在 Scene_MainMenu 的根 Canvas 上)。
///
/// 面板结构(按 Inspector 绑定):
/// ├── MainButtonsPanel — 主按钮组(新游戏 / 继续 / 设置 / 制作团队 / 退出)
/// ├── SaveSlotPanel — 存档槽选择(新游戏 & 继续共用)
/// ├── SettingsPanel — 设置面板
/// └── CreditsPanel — 制作团队面板
///
/// 入场动画:主按钮组从下方滑入(代码驱动,无需 Animator
///
/// 流程:
/// 玩家选择存档槽SaveSlotController 发布 _onSlotConfirmed
/// → 关闭存档槽面板 → 发布 SceneLoadRequest目标游戏场景
/// → GameManager 响应,进入 LoadingScene 状态,显示加载画面,最终切换到 Gameplay。
/// </summary>
public class MainMenuController : MonoBehaviour
{
// ── 面板引用 ──────────────────────────────────────────────────────────
[Header("面板")]
[SerializeField] private CanvasGroup _mainButtonsGroup;
[SerializeField] private RectTransform _mainButtonsRect; // 用于滑入动画
[SerializeField] private GameObject _saveSlotPanel;
[Tooltip("存档槽面板控制器。打开前调用 SetMode 区分新游戏 / 继续语境。")]
[SerializeField] private BaseGames.UI.Menus.SaveSlotController _saveSlotController;
[SerializeField] private GameObject _settingsPanel;
[SerializeField] private GameObject _creditsPanel;
// ── 按钮引用 ──────────────────────────────────────────────────────────
[Header("主菜单按钮")]
[SerializeField] private Button _btnNewGame;
[SerializeField] private Button _btnContinue;
[SerializeField] private Button _btnSettings;
[SerializeField] private Button _btnCredits;
[SerializeField] private Button _btnQuit;
// ── 按钮(子面板关闭)────────────────────────────────────────────────
[Header("子面板关闭按钮(可选)")]
[SerializeField] private Button _btnCloseSaveSlot;
[SerializeField] private Button _btnCloseSettings;
[SerializeField] private Button _btnCloseCredits;
// ── 入场动画参数 ──────────────────────────────────────────────────────
[Header("入场动画")]
[Tooltip("按钮组初始偏移(像素,向下)")]
[SerializeField] private float _entrySlideOffset = 80f;
[Tooltip("入场动画持续时间(秒)")]
[SerializeField] private float _entryDuration = 0.55f;
// ── 游戏场景 ──────────────────────────────────────────────────────────
[Header("场景")]
[Tooltip("新游戏 / 继续后进入的第一个游戏场景Addressable Key")]
[SerializeField] private string _firstGameSceneKey = AddressKeys.SceneGameChapter1;
// ── Event Channels ────────────────────────────────────────────────────
[Header("Event Channels - Listen")]
[SerializeField] private GameStateEventChannelSO _onGameStateChanged;
[Tooltip("SaveSlotController 完成选槽后发布(携带槽索引)")]
[SerializeField] private IntEventChannelSO _onSlotConfirmed;
[Header("Event Channels - Raise")]
[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
// ── 内部状态 ──────────────────────────────────────────────────────────
private readonly CompositeDisposable _subs = new();
private Vector2 _buttonsPanelOriginalPos;
// ── 生命周期 ──────────────────────────────────────────────────────────
private void Awake()
{
// 按钮绑定
_btnNewGame? .onClick.AddListener(OnNewGameClicked);
_btnContinue?.onClick.AddListener(OnContinueClicked);
_btnSettings?.onClick.AddListener(OnSettingsClicked);
_btnCredits? .onClick.AddListener(OnCreditsClicked);
_btnQuit? .onClick.AddListener(Application.Quit);
_btnCloseSaveSlot?.onClick.AddListener(() => CloseSubPanel(_saveSlotPanel, _btnNewGame));
_btnCloseSettings?.onClick.AddListener(() => CloseSubPanel(_settingsPanel, _btnSettings));
_btnCloseCredits? .onClick.AddListener(() => CloseSubPanel(_creditsPanel, _btnCredits));
// 记录按钮组原始位置(供动画使用)
if (_mainButtonsRect != null)
_buttonsPanelOriginalPos = _mainButtonsRect.anchoredPosition;
// 初始状态:隐藏子面板,主按钮组不可见(等待入场动画)
SetPanel(_saveSlotPanel, false);
SetPanel(_settingsPanel, false);
SetPanel(_creditsPanel, false);
SetButtonsGroupVisible(false);
// 刷新"继续"按钮可用性(需要至少一个有效存档)
RefreshContinueButton();
}
private void OnEnable()
{
_onGameStateChanged?.Subscribe(HandleGameStateChanged).AddTo(_subs);
_onSlotConfirmed? .Subscribe(HandleSlotConfirmed).AddTo(_subs);
}
private void OnDisable() => _subs.Clear();
private void Start()
{
// 场景初始化完成后播放入场动画
StartCoroutine(PlayEntryAnimation());
}
// ── 入场动画 ─────────────────────────────────────────────────────────
private IEnumerator PlayEntryAnimation()
{
if (_mainButtonsGroup == null) yield break;
Vector2 startPos = _buttonsPanelOriginalPos - new Vector2(0f, _entrySlideOffset);
if (_mainButtonsRect != null)
_mainButtonsRect.anchoredPosition = startPos;
float elapsed = 0f;
while (elapsed < _entryDuration)
{
float t = Mathf.SmoothStep(0f, 1f, elapsed / _entryDuration);
_mainButtonsGroup.alpha = t;
if (_mainButtonsRect != null)
_mainButtonsRect.anchoredPosition = Vector2.Lerp(startPos, _buttonsPanelOriginalPos, t);
elapsed += Time.unscaledDeltaTime;
yield return null;
}
_mainButtonsGroup.alpha = 1f;
if (_mainButtonsRect != null)
_mainButtonsRect.anchoredPosition = _buttonsPanelOriginalPos;
_mainButtonsGroup.interactable = true;
_mainButtonsGroup.blocksRaycasts = true;
// 手柄导航:入场动画完成后将焦点置于第一个按钮
EventSystem.current?.SetSelectedGameObject(_btnNewGame?.gameObject);
}
// ── 按钮回调 ─────────────────────────────────────────────────────────
private void OnNewGameClicked()
{
_saveSlotController?.SetMode(BaseGames.UI.Menus.SaveSlotPanelMode.NewGame);
OpenSubPanel(_saveSlotPanel);
}
private void OnContinueClicked()
{
_saveSlotController?.SetMode(BaseGames.UI.Menus.SaveSlotPanelMode.Continue);
OpenSubPanel(_saveSlotPanel);
}
private void OnSettingsClicked() => OpenSubPanel(_settingsPanel); // SettingsPanelController 自行设焦点
private void OnCreditsClicked()
{
OpenSubPanel(_creditsPanel);
// Credits 面板无独立控制器,打开时把焦点交给返回按钮(键盘 / 手柄可直接退出)
if (_btnCloseCredits != null)
EventSystem.current?.SetSelectedGameObject(_btnCloseCredits.gameObject);
}
/// <summary>打开子面板:禁用主按钮组交互,避免键盘/手柄导航"穿透"到背后的主菜单按钮。</summary>
private void OpenSubPanel(GameObject panel)
{
SetMainButtonsInteractable(false);
SetPanel(panel, true);
}
/// <summary>关闭子面板:恢复主按钮组交互,并把焦点恢复到对应主菜单按钮(导航连续性)。</summary>
private void CloseSubPanel(GameObject panel, Button focusAfter)
{
SetPanel(panel, false);
SetMainButtonsInteractable(true);
if (focusAfter != null)
EventSystem.current?.SetSelectedGameObject(focusAfter.gameObject);
}
private void SetMainButtonsInteractable(bool on)
{
if (_mainButtonsGroup == null) return;
_mainButtonsGroup.interactable = on;
_mainButtonsGroup.blocksRaycasts = on;
}
// ── 存档槽确认 ───────────────────────────────────────────────────────
private void HandleSlotConfirmed(int _)
{
SetPanel(_saveSlotPanel, false);
// 继续游戏:存档已记录检查点场景时加载该场景并落在存档点出生位;
// 否则(新游戏 / 存档尚无检查点)加载首关。
var svc = ServiceLocator.GetOrDefault<ISaveService>();
string checkpointScene = svc?.LastCheckpointScene;
bool hasCheckpoint = !string.IsNullOrEmpty(checkpointScene);
_onSceneLoadRequest?.Raise(new SceneLoadRequest
{
SceneName = hasCheckpoint ? checkpointScene : _firstGameSceneKey,
EntryTransitionId = hasCheckpoint ? svc.LastCheckpointSpawnId : null,
TransitionType = TransitionType.Scene,
ShowLoadingScreen = true,
});
}
// ── 游戏状态响应 ─────────────────────────────────────────────────────
private void HandleGameStateChanged(GameStateId state)
{
bool isMainMenu = state == GameStates.MainMenu;
// 离开 MainMenu加载游戏中时锁定所有交互防止重复点击
if (_mainButtonsGroup != null)
{
_mainButtonsGroup.interactable = isMainMenu;
_mainButtonsGroup.blocksRaycasts = isMainMenu;
}
}
// ── 工具方法 ─────────────────────────────────────────────────────────
private void RefreshContinueButton()
{
if (_btnContinue == null) return;
var saveService = ServiceLocator.GetOrDefault<ISaveService>();
bool hasAny = saveService != null
&& (saveService.HasSave(0) || saveService.HasSave(1) || saveService.HasSave(2));
_btnContinue.interactable = hasAny;
}
private static void SetPanel(GameObject panel, bool active)
{
if (panel != null) panel.SetActive(active);
}
private void SetButtonsGroupVisible(bool visible)
{
if (_mainButtonsGroup == null) return;
_mainButtonsGroup.alpha = visible ? 1f : 0f;
_mainButtonsGroup.interactable = visible;
_mainButtonsGroup.blocksRaycasts = visible;
}
}
}

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@@ -0,0 +1,43 @@
using System;
using UnityEngine;
using BaseGames.Core.Events;
namespace BaseGames.UI.MainMenu
{
/// <summary>
/// 新游戏难度选择数据表(策划编辑)。按顺序列出可选难度;
/// <see cref="NewGameModeController"/> 据此生成按钮,点击返回对应 <see cref="DifficultyLevel"/>。
/// 策划可增删 / 重排 / 改标签 / 改说明,无需改代码。样式改 UI_NewGameModePanel / UI_MainMenu_Button 预制件。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/UI/New Game Mode Config", fileName = "UI_NewGameModeConfig")]
public class NewGameModeConfigSO : ScriptableObject
{
[Serializable]
public struct Item
{
[Tooltip("此项对应的难度等级。")]
public DifficultyLevel level;
[Tooltip("难度名标签本地化 KeyUI 表,如 MODE_NORMAL。")]
public string labelKey;
[Tooltip("难度说明本地化 Key选中该项时显示可空如 MODE_STEELSOUL_DESC。")]
public string descKey;
[Tooltip("难度图标(可空)。")]
public Sprite icon;
}
[Tooltip("面板标题本地化 Key。")]
[SerializeField] private string _titleKey = "MODE_SELECT_TITLE";
[Tooltip("返回按钮本地化 Key。")]
[SerializeField] private string _backLabelKey = "BTN_BACK";
[SerializeField] private Item[] _items;
public string TitleKey => _titleKey;
public string BackLabelKey => _backLabelKey;
public Item[] Items => _items;
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 5e1f947f274273f4c9a5a310fc40a625
guid: ff0448c32aab82546bd71b33da6b2c9a
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -1,4 +1,6 @@
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
@@ -9,99 +11,100 @@ using BaseGames.Localization;
namespace BaseGames.UI.MainMenu
{
/// <summary>
/// 新游戏模式选择面板(普通 / 钢铁之魂):开新档前选择难度模式。
///
/// 设计:
/// · 自包含、场景无关——本地 SetActive 显隐 + 回调,不走 UIManager 面板栈,
/// 与 MainMenuController 现有的子面板管理方式一致
/// · 选定后通过 onModeChosen 回调把 DifficultyLevel 交还给调用方SaveSlotController
/// 由调用方负责 CreateSlot(slot, steelSoul) + IDifficultyService.BeginNewGame(level)。
/// · 钢铁之魂为破坏性/高难选项,默认焦点置于普通,并显示一段警示文案。
/// 新游戏模式(难度)选择面板,<b>数据驱动</b>:据 <see cref="NewGameModeConfigSO"/> 生成难度按钮,
/// 经 <see cref="IUINavigator"/> 模态压栈,返回 <see cref="DifficultyLevel"/>
/// 点返回 / 按 ESC 取消则返回 null由 <see cref="UIResultPanel{T}"/> 兜底)。
/// 选中某项时在共享说明区显示其 descKey手柄/鼠标导航通用)。
/// 策划改 UI_NewGameModeConfig 即可增删/重排难度、改标签/说明;样式改 UI_NewGameModePanel / UI_MainMenu_Button 预制件
/// </summary>
public class NewGameModeController : MonoBehaviour
public class NewGameModeController : UIResultPanel<DifficultyLevel?>
{
[Header("根节点(显隐用,留空则用本 GameObject")]
[SerializeField] private GameObject _root;
[Header("数据表 / 选项列表")]
[SerializeField] private NewGameModeConfigSO _config;
[Tooltip("难度按钮的父节点(通常挂 VerticalLayoutGroup。")]
[SerializeField] private Transform _container;
[SerializeField] private MainMenuButtonView _buttonPrefab;
[Header("按钮")]
[SerializeField] private Button _btnNormal;
[SerializeField] private Button _btnSteelSoul;
[SerializeField] private Button _btnBack;
[Header("引用")]
[SerializeField] private LocalizedText _titleText;
[Tooltip("当前选中难度的说明文本(随选中项切换)。")]
[SerializeField] private TMP_Text _descText;
[SerializeField] private Button _btnBack;
[Header("钢铁之魂说明")]
[Tooltip("选中钢铁之魂时显示的警示文案(一命模式,死亡即清档)。走本地化键 MODE_STEELSOUL_DESC。")]
[SerializeField] private TMP_Text _steelSoulDescText;
[SerializeField] private string _steelSoulDescKey = "MODE_STEELSOUL_DESC";
// 取消 / ESC / 返回默认结果:未选择。
protected override DifficultyLevel? CancelResult => null;
private Action<DifficultyLevel> _onModeChosen;
private Action _onBack;
private readonly List<(MainMenuButtonView view, string descKey)> _options = new();
private MainMenuButtonView _firstButton;
private GameObject _lastSelected;
private void Awake()
private void Awake() => _btnBack?.onClick.AddListener(() => Complete(null));
protected override void OnPanelOpen() => BuildMenu();
/// <summary>默认焦点:第一项(通常普通难度),避免误选高难项。</summary>
protected override GameObject ResolveFirstSelected()
=> _firstButton != null ? _firstButton.Button.gameObject
: _btnBack != null ? _btnBack.gameObject : null;
/// <summary>据配置重建难度按钮public 以便编辑器预览/测试)。</summary>
public void BuildMenu()
{
_btnNormal? .onClick.AddListener(() => Choose(DifficultyLevel.Normal));
_btnSteelSoul?.onClick.AddListener(() => Choose(DifficultyLevel.SteelSoul));
_btnBack? .onClick.AddListener(HandleBack);
SetVisible(false);
}
ClearMenu();
if (_titleText != null && _config != null) _titleText.SetKey(_config.TitleKey);
if (_config == null || _container == null || _buttonPrefab == null) return;
/// <summary>
/// 弹出模式选择。
/// </summary>
/// <param name="onModeChosen">玩家选定模式后回调(面板已自动关闭),携带难度档位。</param>
/// <param name="onBack">点击返回 / 取消后回调(可选)。</param>
public void Show(Action<DifficultyLevel> onModeChosen, Action onBack = null)
{
_onModeChosen = onModeChosen;
_onBack = onBack;
if (_steelSoulDescText != null && !string.IsNullOrEmpty(_steelSoulDescKey))
foreach (var item in _config.Items)
{
string s = LocalizationManager.Get(_steelSoulDescKey, LocalizationTable.UI);
_steelSoulDescText.text = string.IsNullOrEmpty(s) ? _steelSoulDescKey : s;
var view = Instantiate(_buttonPrefab, _container);
view.gameObject.SetActive(true);
var level = item.level;
view.Bind(item.labelKey, item.icon, () => Complete(level));
_options.Add((view, item.descKey));
if (_firstButton == null) _firstButton = view;
}
SetVisible(true);
// 默认焦点置于普通模式(避免误选一命模式)
EventSystem.current?.SetSelectedGameObject(_btnNormal != null
? _btnNormal.gameObject
: _btnSteelSoul?.gameObject);
if (_descText != null) _descText.text = string.Empty;
_lastSelected = null;
}
/// <summary>外部强制关闭,不触发回调。</summary>
public void Close()
private void ClearMenu()
{
_onModeChosen = null;
_onBack = null;
SetVisible(false);
_options.Clear();
_firstButton = null;
if (_container == null) return;
for (int i = _container.childCount - 1; i >= 0; i--)
{
var c = _container.GetChild(i).gameObject;
if (Application.isPlaying) Destroy(c); else DestroyImmediate(c);
}
}
// ── 回调 ──────────────────────────────────────────────────────────────
private void Choose(DifficultyLevel level)
// 显示当前选中难度的说明(轮询 EventSystem 选中项;手柄/鼠标导航通用,按钮无需额外组件)。
private void Update()
{
var cb = _onModeChosen;
SetVisible(false);
_onModeChosen = null;
_onBack = null;
cb?.Invoke(level);
if (_descText == null || EventSystem.current == null) return;
var sel = EventSystem.current.currentSelectedGameObject;
if (sel == _lastSelected) return;
_lastSelected = sel;
string descKey = null;
foreach (var (view, dk) in _options)
if (view != null && view.Button != null && view.Button.gameObject == sel) { descKey = dk; break; }
_descText.text = string.IsNullOrEmpty(descKey)
? string.Empty
: LocalizationManager.Get(descKey, LocalizationTable.UI);
}
private void HandleBack()
/// <summary>弹出难度选择并等待结果DifficultyLevel / null=取消)。由导航器压栈管理。</summary>
public Task<DifficultyLevel?> ShowAsync(CancellationToken ct = default)
{
var cb = _onBack;
SetVisible(false);
_onModeChosen = null;
_onBack = null;
cb?.Invoke();
}
// ── 工具 ──────────────────────────────────────────────────────────────
private void SetVisible(bool visible)
{
var go = _root != null ? _root : gameObject;
go.SetActive(visible);
var nav = GetService<IUINavigator>();
if (nav == null)
{
Debug.LogError("[NewGameMode] 未找到 IUINavigator 服务,无法弹出模式选择。", this);
return Task.FromResult<DifficultyLevel?>(null);
}
return nav.PushForResultAsync<DifficultyLevel?>(this, ct);
}
}
}