UI系统
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102
Assets/_Game/Scripts/UI/Menus/DataDrivenPauseMenuController.cs
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102
Assets/_Game/Scripts/UI/Menus/DataDrivenPauseMenuController.cs
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Core.Assets;
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using BaseGames.Core.Events;
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using BaseGames.UI.MainMenu; // 复用通用菜单按钮视图 MainMenuButtonView
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namespace BaseGames.UI
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{
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/// <summary>
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/// 数据驱动暂停菜单(仿 <see cref="MainMenu.DataDrivenMainMenuController"/>)。
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/// 据 <see cref="PauseMenuConfigSO"/> 在运行时生成按钮、派发动作;生命周期/焦点/淡入由 <see cref="UIPanelBase"/> 统一处理。
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/// 策划改 UI_PauseMenuConfig 即可增删/重排/改标签/改动作,零代码;样式改 UI_PauseScreen / UI_MainMenu_Button 预制件。
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/// </summary>
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public class DataDrivenPauseMenuController : UIPanelBase
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{
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[Header("数据表 / 按钮列表")]
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[SerializeField] private PauseMenuConfigSO _config;
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[Tooltip("按钮的父节点(通常挂 VerticalLayoutGroup)。")]
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[SerializeField] private Transform _container;
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[SerializeField] private MainMenuButtonView _buttonPrefab;
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[Header("Event Channels")]
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[SerializeField] private VoidEventChannelSO _onResumeRequested;
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[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
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private IUIManager _uiManager;
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private readonly List<MainMenuButtonView> _buttons = new();
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private MainMenuButtonView _firstButton;
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// 暂停面板由 UIManager 开启,此时 ServiceLocator 已就绪
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protected override void OnPanelOpen()
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{
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_uiManager = GetService<IUIManager>();
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BuildMenu();
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}
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protected override void OnPanelClose() => _uiManager = null;
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/// <summary>默认焦点 / 焦点恢复回到首个按钮。</summary>
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protected override GameObject ResolveFirstSelected()
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=> _firstButton != null ? _firstButton.Button.gameObject : null;
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/// <summary>据配置重建按钮列表(public 以便编辑器预览/测试)。</summary>
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public void BuildMenu()
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{
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ClearMenu();
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if (_config == null || _container == null || _buttonPrefab == null) return;
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foreach (var item in _config.Items)
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{
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var view = Instantiate(_buttonPrefab, _container);
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view.gameObject.SetActive(true);
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var captured = item;
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view.Bind(item.labelKey, item.icon, () => Dispatch(captured));
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_buttons.Add(view);
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if (_firstButton == null) _firstButton = view;
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}
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}
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private void ClearMenu()
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{
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_buttons.Clear();
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_firstButton = null;
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if (_container == null) return;
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for (int i = _container.childCount - 1; i >= 0; i--)
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{
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var child = _container.GetChild(i).gameObject;
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if (Application.isPlaying) Destroy(child);
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else DestroyImmediate(child);
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}
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}
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// ── 动作派发 ──────────────────────────────────────────────────────────
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private void Dispatch(PauseMenuConfigSO.Item item)
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{
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switch (item.action)
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{
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case PauseMenuAction.Resume:
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_onResumeRequested?.Raise();
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_uiManager?.CloseTopPanel();
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break;
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case PauseMenuAction.OpenSettings:
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_uiManager?.OpenPanel(PanelId.Settings);
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break;
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case PauseMenuAction.ReturnToMainMenu:
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_uiManager?.CloseTopPanel();
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_onSceneLoadRequest?.Raise(new SceneLoadRequest
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{
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SceneName = string.IsNullOrEmpty(item.sceneKey) ? AddressKeys.SceneMainMenu : item.sceneKey,
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TransitionType = TransitionType.Scene,
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});
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break;
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case PauseMenuAction.Quit:
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Application.Quit();
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break;
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case PauseMenuAction.RaiseEvent:
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item.eventChannel?.Raise();
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break;
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}
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}
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}
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}
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