UI系统
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48
Assets/_Game/Scripts/UI/Menus/PauseMenuConfigSO.cs
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48
Assets/_Game/Scripts/UI/Menus/PauseMenuConfigSO.cs
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using System;
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using UnityEngine;
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using BaseGames.Core.Events;
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namespace BaseGames.UI
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{
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/// <summary>暂停菜单项动作类型。常用动作内置;任意自定义走事件频道。</summary>
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public enum PauseMenuAction
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{
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Resume, // 继续游戏(关闭暂停面板)
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OpenSettings, // 打开设置面板
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ReturnToMainMenu, // 返回主菜单(场景加载)
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Quit, // 退出游戏
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RaiseEvent, // 触发 eventChannel(万能扩展)
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}
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/// <summary>
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/// 暂停菜单数据驱动表(策划编辑)。按顺序列出暂停菜单项;
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/// <see cref="DataDrivenPauseMenuController"/> 据此生成按钮并派发动作。
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/// 策划可增删 / 重排 / 改标签图标 / 改动作,无需改代码。样式改 UI_PauseScreen / UI_MainMenu_Button 预制件。
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/UI/Pause Menu Config", fileName = "UI_PauseMenuConfig")]
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public class PauseMenuConfigSO : ScriptableObject
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{
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[Serializable]
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public struct Item
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{
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[Tooltip("按钮标签本地化 Key(UI 表)。")]
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public string labelKey;
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[Tooltip("按钮图标(可空)。")]
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public Sprite icon;
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[Tooltip("点击动作。")]
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public PauseMenuAction action;
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[Tooltip("ReturnToMainMenu 的目标场景 Addressable Key(留空用默认主菜单)。")]
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public string sceneKey;
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[Tooltip("RaiseEvent 动作触发的事件频道。")]
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public VoidEventChannelSO eventChannel;
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}
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[SerializeField] private Item[] _items;
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public Item[] Items => _items;
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}
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}
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