UI系统
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{
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"key": "LOADING_TIP_COMBAT",
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"value": "把握闪避与格挡的时机,是战斗的关键。"
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"key": "LOADING_TIP_EXPLORE",
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"value": "多探索每个角落,常有隐藏的道路与收集物。"
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"value": "加载中…"
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{
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"key": "MAP_CLOSE_HINT",
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"value": "关闭地图"
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@@ -92,6 +108,18 @@
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"key": "MODE_STEELSOUL_DESC",
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"value": "钢铁之魂:一命模式,死亡即清空存档。"
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},
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{
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"key": "PAUSE_MAIN_MENU",
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"value": "返回主菜单"
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"value": "继续"
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{
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"key": "PAUSE_TITLE",
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"value": "暂停"
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{
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"key": "REBIND_WAITING_PROMPT",
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"value": "按下新按键…"
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@@ -40,6 +40,22 @@
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},
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"key": "LOADING_TIP_COMBAT",
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"value": "Close Map"
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@@ -92,6 +108,18 @@
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"key": "MODE_STEELSOUL_DESC",
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"value": "Steel Soul: one life. Death wipes the save."
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"value": "Return to Title"
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"value": "Resume"
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"key": "PAUSE_TITLE",
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"value": "Paused"
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"key": "REBIND_WAITING_PROMPT",
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"value": "Press New Key…"
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22
Assets/_Game/Data/UI/UI_LoadingConfig.asset
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22
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|
||||
/// <summary>是否显示加载画面(由 TransitionType 自动推导,通常无需手动设置)。</summary>
|
||||
/// <summary>是否显示加载画面。<b>无需手动设置</b>:由 <see cref="BaseGames.Core.SceneService"/>
|
||||
/// 统一按 <see cref="TransitionType"/> 推导(Scene→显示,其余→不显示),调用点设置的值会被覆盖。</summary>
|
||||
public bool ShowLoadingScreen;
|
||||
/// <summary>死亡复活时为 true,不执行正常过渡动画</summary>
|
||||
public bool IsRespawn;
|
||||
|
||||
@@ -21,57 +21,69 @@ namespace BaseGames.Core
|
||||
[Header("Event Channels - Raise")]
|
||||
[SerializeField] private StringEventChannelSO _onSceneLoaded;
|
||||
|
||||
[Header("Event Channels - Raise(加载画面)")]
|
||||
[Tooltip("ShowLoadingScreen=true 时,在加载开始时发布。")]
|
||||
[SerializeField] private VoidEventChannelSO _onLoadingStarted;
|
||||
[Tooltip("ShowLoadingScreen=true 时,在加载完成时发布。")]
|
||||
[SerializeField] private VoidEventChannelSO _onLoadingComplete;
|
||||
[Tooltip("ShowLoadingScreen=true 时,持续发布加载进度 [0,1]。")]
|
||||
[Header("Event Channels - Raise(加载进度)")]
|
||||
[Tooltip("ShowLoadingScreen=true 时,持续发布加载进度 [0,1]。\n" +
|
||||
"加载画面的显示/隐藏由 SceneService 统一归口(见 SceneService._onLoadingStarted/Complete),\n" +
|
||||
"本组件只负责发布真实进度。")]
|
||||
[SerializeField] private FloatEventChannelSO _onLoadingProgressUpdated;
|
||||
|
||||
private string _currentRoomScene;
|
||||
private AsyncOperationHandle<SceneInstance> _currentHandle;
|
||||
|
||||
// 加载进度按阶段加权,使进度条单调推进、不在末尾从 0.9 直接跳到 1:
|
||||
// ① 加载新场景(Addressables) → 区间 [0, kLoadWeight]
|
||||
// ② 卸载旧场景(无旧场景时直接补满)→ 区间 [kLoadWeight, 1]
|
||||
// 注意:Addressables 对单个场景的 PercentComplete 颗粒度较粗(本地常 0→1 跳变),
|
||||
// 末端视觉平滑由 LoadingScreenManager 的填充缓动负责,这里只保证语义上的真实与单调。
|
||||
private const float kLoadWeight = 0.85f;
|
||||
private const float kUnloadWeight = 1f - kLoadWeight; // 0.15
|
||||
|
||||
public IEnumerator LoadSceneCoroutine(SceneLoadRequest request)
|
||||
{
|
||||
if (request.ShowLoadingScreen)
|
||||
_onLoadingStarted?.Raise();
|
||||
bool showLoading = request.ShowLoadingScreen;
|
||||
|
||||
if (showLoading)
|
||||
_onLoadingProgressUpdated?.Raise(0f);
|
||||
|
||||
// 先加载新场景(Additive),成功后再卸载旧场景
|
||||
// 顺序保证:若加载失败,旧场景仍保持可用,不会出现无场景的空状态
|
||||
var loadOp = AssetLoader.LoadSceneAsync(request.SceneName, LoadSceneMode.Additive);
|
||||
|
||||
// 逐帧轮询以上报进度(不能直接 yield return loadOp,那样无法回调进度)
|
||||
// 阶段 ①:逐帧轮询以上报真实进度(不能直接 yield return loadOp,那样无法回调进度)
|
||||
while (!loadOp.IsDone)
|
||||
{
|
||||
if (request.ShowLoadingScreen)
|
||||
_onLoadingProgressUpdated?.Raise(loadOp.PercentComplete * 0.9f);
|
||||
if (showLoading)
|
||||
_onLoadingProgressUpdated?.Raise(loadOp.PercentComplete * kLoadWeight);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
if (loadOp.Status != AsyncOperationStatus.Succeeded)
|
||||
{
|
||||
Debug.LogError($"[SceneLoader] 加载场景失败:{request.SceneName}(旧场景保持不变)");
|
||||
if (request.ShowLoadingScreen)
|
||||
_onLoadingComplete?.Raise();
|
||||
yield break;
|
||||
yield break; // 加载画面收尾由 SceneService 在外层统一负责(无论成败都会隐藏)
|
||||
}
|
||||
|
||||
// 新场景加载成功,再卸载旧场景
|
||||
// 加载阶段结束:进度推进到分段边界
|
||||
if (showLoading)
|
||||
_onLoadingProgressUpdated?.Raise(kLoadWeight);
|
||||
|
||||
// 阶段 ②:新场景加载成功,再卸载旧场景(占进度条末段 [kLoadWeight, 1])
|
||||
if (!string.IsNullOrEmpty(_currentRoomScene) && _currentHandle.IsValid())
|
||||
{
|
||||
var unloadOp = AssetLoader.UnloadSceneAsync(_currentHandle);
|
||||
yield return unloadOp;
|
||||
while (!unloadOp.IsDone)
|
||||
{
|
||||
if (showLoading)
|
||||
_onLoadingProgressUpdated?.Raise(kLoadWeight + unloadOp.PercentComplete * kUnloadWeight);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
_currentHandle = loadOp;
|
||||
_currentRoomScene = request.SceneName;
|
||||
|
||||
if (request.ShowLoadingScreen)
|
||||
{
|
||||
if (showLoading)
|
||||
_onLoadingProgressUpdated?.Raise(1f);
|
||||
_onLoadingComplete?.Raise();
|
||||
}
|
||||
|
||||
_onSceneLoaded?.Raise(request.SceneName);
|
||||
}
|
||||
|
||||
@@ -51,6 +51,12 @@ namespace BaseGames.Core
|
||||
[SerializeField] private VoidEventChannelSO _onFadeInRequest;
|
||||
[SerializeField] private VoidEventChannelSO _onFadeOutRequest;
|
||||
|
||||
[Tooltip("加载画面显隐由 SceneService 统一归口(包裹两条加载路径:SceneLoader 与流式 coordinator),\n" +
|
||||
"保证流式房间(Room_*,走 ISceneLoadCoordinator)的 Scene 过渡也能显示加载画面。\n" +
|
||||
"进度条进度仍由 SceneLoader 发布到 EVT_LoadingProgressUpdated。")]
|
||||
[SerializeField] private VoidEventChannelSO _onLoadingStarted;
|
||||
[SerializeField] private VoidEventChannelSO _onLoadingComplete;
|
||||
|
||||
[Tooltip("场景加载完成、WorldStateRegistry 已就绪后触发。\n" +
|
||||
"场景内物体应订阅此事件,从 WorldStateRegistry 读取存档状态并应用(替代在 Start() 中读取)。\n" +
|
||||
"触发后会等待一帧,确保所有处理器执行完毕,再执行淡入显示场景。\n" +
|
||||
@@ -80,6 +86,11 @@ namespace BaseGames.Core
|
||||
|
||||
private void HandleSceneLoadRequest(SceneLoadRequest request)
|
||||
{
|
||||
// 加载画面是否显示,由 TransitionType 统一推导(见 SceneLoadRequest.ShowLoadingScreen 注释):
|
||||
// Scene(跨大区/进游戏/快速旅行/复活)→ 显示;Room/Seamless/AtmosphericFade → 不显示。
|
||||
// 各调用点无需再手动设置 ShowLoadingScreen,避免出现"是 Scene 却没显示"的不一致。
|
||||
request.ShowLoadingScreen = request.TransitionType == TransitionType.Scene;
|
||||
|
||||
// Seamless / AtmosphericFade 由 ITransitionDirector 处理(需要预加载支持)
|
||||
if (request.TransitionType == TransitionType.Seamless ||
|
||||
request.TransitionType == TransitionType.AtmosphericFade)
|
||||
@@ -113,9 +124,14 @@ namespace BaseGames.Core
|
||||
if (fadeDuration > 0f)
|
||||
yield return new WaitForSeconds(fadeDuration);
|
||||
|
||||
// 加载画面统一在此显隐,包裹下面两条加载路径(黑幕已落下后再揭开加载画面)。
|
||||
bool showLoading = request.ShowLoadingScreen;
|
||||
if (showLoading) _onLoadingStarted?.Raise();
|
||||
|
||||
// 流式模式优先:若流式协调器已注册且声明对本场景的所有权,委托给流式系统加载。
|
||||
// 这确保复活 / 快速传送等使用 Room/Scene 类型的路径也能正确触发冷却和卸载生命周期,
|
||||
// 避免前一房间在 RoomStreamingManager 中永远停留在 Active 状态。
|
||||
// 注意:流式路径不发布逐帧进度,加载画面表现为不确定进度(结尾由缓动补满)。
|
||||
var coordinator = ServiceLocator.GetOrDefault<ISceneLoadCoordinator>();
|
||||
if (coordinator != null && coordinator.OwnsScene(request.SceneName))
|
||||
{
|
||||
@@ -124,6 +140,7 @@ namespace BaseGames.Core
|
||||
}
|
||||
else if (_sceneLoader != null)
|
||||
{
|
||||
// SceneLoader 负责逐帧发布真实进度(EVT_LoadingProgressUpdated)。
|
||||
yield return StartCoroutine(_sceneLoader.LoadSceneCoroutine(request));
|
||||
}
|
||||
else
|
||||
@@ -131,6 +148,8 @@ namespace BaseGames.Core
|
||||
Debug.LogError("[SceneService] _sceneLoader 未赋值,场景加载中断。请在 Inspector 中绑定 SceneLoader 组件。");
|
||||
}
|
||||
|
||||
if (showLoading) _onLoadingComplete?.Raise();
|
||||
|
||||
// 通知:WorldStateRegistry 已就绪,场景物体应在此帧内从中读取存档状态并应用初始状态。
|
||||
// 订阅者(WorldStateRegistrySaver、各场景 StateApplier 等)会在同一帧同步执行。
|
||||
_onSceneWorldStateRestored?.Raise();
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace BaseGames.Editor.Debugging
|
||||
/// 直接加载首关(<see cref="AddressKeys.SceneGameChapter1"/>,当前映射到 TestRoomA)并生成玩家,
|
||||
/// 便于在编辑器中快速验证游戏内系统(如地图)。
|
||||
/// <para>
|
||||
/// 复刻 <c>MainMenuController.HandleSlotConfirmed</c> 的核心动作:建立内存存档 + 发场景过渡请求。
|
||||
/// 复刻 <c>DataDrivenMainMenuController.HandleSlotConfirmed</c> 的核心动作:建立内存存档 + 发场景过渡请求。
|
||||
/// 仅在 Play 模式可用。
|
||||
/// </para>
|
||||
/// 菜单:BaseGames ▸ Debug ▸ Enter First Room (Play)
|
||||
@@ -49,7 +49,6 @@ namespace BaseGames.Editor.Debugging
|
||||
SceneName = AddressKeys.SceneGameChapter1, // 当前映射到 TestRoomA
|
||||
EntryTransitionId = null, // 默认出生点
|
||||
TransitionType = TransitionType.Scene,
|
||||
ShowLoadingScreen = true,
|
||||
IsRespawn = false,
|
||||
});
|
||||
|
||||
|
||||
@@ -138,8 +138,22 @@ namespace BaseGames.Editor
|
||||
() => IsFieldBound(FindInLoadedScene<BootSequencer>(PersistentName), "_onSplashStartRequest")),
|
||||
("BootSequencer._onSplashComplete 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<BootSequencer>(PersistentName), "_onSplashComplete")),
|
||||
("SceneLoader._onLoadingStarted 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<SceneLoader>(PersistentName), "_onLoadingStarted")),
|
||||
("SceneService._onLoadingStarted 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<SceneService>(PersistentName), "_onLoadingStarted")),
|
||||
("SceneService._onLoadingComplete 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<SceneService>(PersistentName), "_onLoadingComplete")),
|
||||
("SceneLoader._onLoadingProgressUpdated 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<SceneLoader>(PersistentName), "_onLoadingProgressUpdated")),
|
||||
("LoadingScreenManager._loadingRoot 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<LoadingScreenManager>(PersistentName), "_loadingRoot")),
|
||||
("LoadingScreenManager._progressFill 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<LoadingScreenManager>(PersistentName), "_progressFill")),
|
||||
("LoadingScreenManager._tipText 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<LoadingScreenManager>(PersistentName), "_tipText")),
|
||||
("LoadingScreenManager._backgroundArts 非空",
|
||||
() => IsArrayFieldNonEmpty(FindInLoadedScene<LoadingScreenManager>(PersistentName), "_backgroundArts")),
|
||||
("LoadingScreenManager._config 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<LoadingScreenManager>(PersistentName), "_config")),
|
||||
("GameManager._bootSequencer 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<GameManager>(PersistentName), "_bootSequencer")),
|
||||
("GameManager._onSceneLoadRequest 已绑定",
|
||||
@@ -168,14 +182,14 @@ namespace BaseGames.Editor
|
||||
|
||||
var checks = new (string label, System.Func<bool> fn)[]
|
||||
{
|
||||
("MainMenuController 组件存在", () => FindInLoadedScene<MainMenuController>(MainMenuName) != null),
|
||||
("DataDrivenMainMenuController 组件存在", () => FindInLoadedScene<DataDrivenMainMenuController>(MainMenuName) != null),
|
||||
("SaveSlotController 组件存在", () => FindInLoadedScene<SaveSlotController>(MainMenuName) != null),
|
||||
("MainMenuController._onSceneLoadRequest 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<MainMenuController>(MainMenuName), "_onSceneLoadRequest")),
|
||||
("MainMenuController._onSlotConfirmed 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<MainMenuController>(MainMenuName), "_onSlotConfirmed")),
|
||||
("MainMenuController._firstGameSceneKey 非空",
|
||||
() => IsStringFieldNonEmpty(FindInLoadedScene<MainMenuController>(MainMenuName), "_firstGameSceneKey")),
|
||||
("DataDrivenMainMenuController._onSceneLoadRequest 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<DataDrivenMainMenuController>(MainMenuName), "_onSceneLoadRequest")),
|
||||
("DataDrivenMainMenuController._onSlotConfirmed 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<DataDrivenMainMenuController>(MainMenuName), "_onSlotConfirmed")),
|
||||
("DataDrivenMainMenuController._firstGameSceneKey 非空",
|
||||
() => IsStringFieldNonEmpty(FindInLoadedScene<DataDrivenMainMenuController>(MainMenuName), "_firstGameSceneKey")),
|
||||
("Scene_MainMenu 已加入 Build Settings",
|
||||
() => IsInBuildSettings(MainMenuName)),
|
||||
};
|
||||
@@ -296,14 +310,23 @@ namespace BaseGames.Editor
|
||||
CheckField<GameManager>(PersistentName, "_bootSequencer", report, ref passCount, ref failCount);
|
||||
CheckField<GameManager>(PersistentName, "_onSceneLoadRequest", report, ref passCount, ref failCount);
|
||||
CheckField<GameManager>(PersistentName, "_onSceneLoaded", report, ref passCount, ref failCount);
|
||||
CheckField<SceneLoader>(PersistentName, "_onLoadingStarted", report, ref passCount, ref failCount);
|
||||
CheckField<SceneLoader>(PersistentName, "_onLoadingComplete", report, ref passCount, ref failCount);
|
||||
CheckField<SceneService>(PersistentName, "_onLoadingStarted", report, ref passCount, ref failCount);
|
||||
CheckField<SceneService>(PersistentName, "_onLoadingComplete", report, ref passCount, ref failCount);
|
||||
CheckField<SceneLoader>(PersistentName, "_onLoadingProgressUpdated", report, ref passCount, ref failCount);
|
||||
|
||||
// LoadingScreenManager 自身 UI 字段
|
||||
CheckField<LoadingScreenManager>(PersistentName, "_loadingRoot", report, ref passCount, ref failCount);
|
||||
CheckField<LoadingScreenManager>(PersistentName, "_progressFill", report, ref passCount, ref failCount);
|
||||
CheckField<LoadingScreenManager>(PersistentName, "_tipText", report, ref passCount, ref failCount);
|
||||
if (IsArrayFieldNonEmpty(FindInLoadedScene<LoadingScreenManager>(PersistentName), "_backgroundArts"))
|
||||
passCount++;
|
||||
else { failCount++; report.Add("[未绑定] LoadingScreenManager._backgroundArts 为空(在 Persistent)。"); }
|
||||
CheckField<LoadingScreenManager>(PersistentName, "_config", report, ref passCount, ref failCount);
|
||||
|
||||
// Main menu scene
|
||||
CheckComponent<MainMenuController>(MainMenuName, "MainMenuController", report, ref passCount, ref failCount);
|
||||
CheckField<MainMenuController>(MainMenuName, "_onSceneLoadRequest", report, ref passCount, ref failCount);
|
||||
CheckField<MainMenuController>(MainMenuName, "_firstGameSceneKey", report, ref passCount, ref failCount, requireNonEmpty: true);
|
||||
CheckComponent<DataDrivenMainMenuController>(MainMenuName, "DataDrivenMainMenuController", report, ref passCount, ref failCount);
|
||||
CheckField<DataDrivenMainMenuController>(MainMenuName, "_onSceneLoadRequest", report, ref passCount, ref failCount);
|
||||
CheckField<DataDrivenMainMenuController>(MainMenuName, "_firstGameSceneKey", report, ref passCount, ref failCount, requireNonEmpty: true);
|
||||
|
||||
if (!IsInBuildSettings(MainMenuName))
|
||||
{
|
||||
@@ -499,6 +522,19 @@ namespace BaseGames.Editor
|
||||
return prop != null && !string.IsNullOrEmpty(prop.stringValue);
|
||||
}
|
||||
|
||||
/// <summary>数组字段是否存在且至少有一个非空(对象引用)元素。</summary>
|
||||
private static bool IsArrayFieldNonEmpty(Object target, string fieldName)
|
||||
{
|
||||
if (target == null) return false;
|
||||
var so = new SerializedObject(target);
|
||||
var prop = so.FindProperty(fieldName);
|
||||
if (prop == null || !prop.isArray) return false;
|
||||
for (int i = 0; i < prop.arraySize; i++)
|
||||
if (prop.GetArrayElementAtIndex(i).objectReferenceValue != null)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool IsInBuildSettings(string sceneName)
|
||||
{
|
||||
foreach (var scene in EditorBuildSettings.scenes)
|
||||
|
||||
@@ -12,6 +12,7 @@ using BaseGames.Enemies.Boss;
|
||||
using BaseGames.Enemies.Navigation;
|
||||
using BaseGames.Enemies.Perception;
|
||||
using BaseGames.Equipment;
|
||||
using BaseGames.Feedback;
|
||||
using BaseGames.Parry;
|
||||
using BaseGames.Player;
|
||||
using BaseGames.Player.States;
|
||||
@@ -84,6 +85,9 @@ namespace BaseGames.Editor
|
||||
ShieldComponent shield = GetOrAddComponent<ShieldComponent>(root);
|
||||
PlayerWallDetector wallDetector = GetOrAddComponent<PlayerWallDetector>(root);
|
||||
EquipmentManager equipmentManager = GetOrAddComponent<EquipmentManager>(root);
|
||||
// PlayerFeedback:EquipmentManager.Awake 经 GetComponent<PlayerFeedback>() 取本节点引用(护符效果反馈),
|
||||
// 缺失会触发断言。须与 EquipmentManager 同节点。Feel 反馈链(MMF_Player)留待 Inspector 配置。
|
||||
GetOrAddComponent<PlayerFeedback>(root);
|
||||
GetOrAddComponent<SkillModifierRegistry>(root);
|
||||
StatusEffectManager statusEffectManager = GetOrAddComponent<StatusEffectManager>(root);
|
||||
// PlayerController 最后添加:RequireComponent 会拉取上方已加好的组件
|
||||
|
||||
@@ -10,6 +10,7 @@ using BaseGames.UI;
|
||||
using BaseGames.UI.HUD;
|
||||
using BaseGames.UI.MainMenu;
|
||||
using BaseGames.UI.Menus;
|
||||
using BaseGames.UI.Settings;
|
||||
using BaseGames.UI.Splash;
|
||||
using BaseGames.World;
|
||||
using BaseGames.World.Map;
|
||||
@@ -106,36 +107,41 @@ namespace BaseGames.Editor
|
||||
|
||||
GameObject vcamAGo = GetOrCreateChild(camera, "VCamA").gameObject;
|
||||
CinemachineCamera vcamA = GetOrAddComponent<CinemachineCamera>(vcamAGo);
|
||||
GetOrAddComponent<CinemachineConfiner3D>(vcamAGo);
|
||||
GetOrAddComponent<CameraAxisLockExtension>(vcamAGo);
|
||||
// 扩展组件顺序:偏置扩展(AsymmetricDamping/AdaptiveLookahead)必须在 CinemachineConfiner3D 之前、
|
||||
// AxisLock 必须在之后,否则偏置会把相机推出限位区域(见 CameraStateController.ValidateVCamExtensionOrder)。
|
||||
GetOrAddComponent<CameraAsymmetricDampingExtension>(vcamAGo);
|
||||
GetOrAddComponent<CameraAdaptiveLookaheadExtension>(vcamAGo);
|
||||
GetOrAddComponent<CinemachineConfiner3D>(vcamAGo);
|
||||
GetOrAddComponent<CameraAxisLockExtension>(vcamAGo);
|
||||
// CinemachinePositionComposer:Body 阶段组件,必须存在;ConfigureSlot 依赖它写入所有相机跟随参数
|
||||
var composerA = GetOrAddComponent<CinemachinePositionComposer>(vcamAGo);
|
||||
ApplyComposerDefaults(composerA);
|
||||
// 幂等纠正:重跑脚手架时若既有 VCam 组件顺序不对,一并修正
|
||||
CameraAreaEditor.FixVCamExtensionOrder(vcamA);
|
||||
|
||||
GameObject vcamBGo = GetOrCreateChild(camera, "VCamB").gameObject;
|
||||
CinemachineCamera vcamB = GetOrAddComponent<CinemachineCamera>(vcamBGo);
|
||||
GetOrAddComponent<CinemachineConfiner3D>(vcamBGo);
|
||||
GetOrAddComponent<CameraAxisLockExtension>(vcamBGo);
|
||||
GetOrAddComponent<CameraAsymmetricDampingExtension>(vcamBGo);
|
||||
GetOrAddComponent<CameraAdaptiveLookaheadExtension>(vcamBGo);
|
||||
GetOrAddComponent<CinemachineConfiner3D>(vcamBGo);
|
||||
GetOrAddComponent<CameraAxisLockExtension>(vcamBGo);
|
||||
var composerB = GetOrAddComponent<CinemachinePositionComposer>(vcamBGo);
|
||||
ApplyComposerDefaults(composerB);
|
||||
CameraAreaEditor.FixVCamExtensionOrder(vcamB);
|
||||
|
||||
GameObject uiRootGo = GetOrCreateChild(ui, "UIRoot").gameObject;
|
||||
UIManager uiManager = GetOrAddComponent<UIManager>(uiRootGo);
|
||||
|
||||
// 统一 UI 导航栈:常驻此处,经 ServiceLocator 暴露,主菜单与游戏内共用。
|
||||
UINavigator uiNavigator = GetOrAddComponent<UINavigator>(uiRootGo);
|
||||
AssignAsset(uiNavigator, "_onUICancelPressed", report, false, "EVT_UICancelPressed");
|
||||
|
||||
GameObject hudCanvasGo = GetOrCreateCanvas(uiRootGo.transform, "HUD Canvas", 0);
|
||||
GameObject hudRootGo = GetOrCreateChild(hudCanvasGo.transform, "HUDRoot").gameObject;
|
||||
HUDController hudController = GetOrAddComponent<HUDController>(hudRootGo);
|
||||
|
||||
GameObject pauseRootGo = GetOrCreateChild(uiRootGo.transform, "PauseMenuRoot").gameObject;
|
||||
PauseMenuController pauseMenuCtrl = GetOrAddComponent<PauseMenuController>(pauseRootGo);
|
||||
Button pauseBtnResume = GetOrAddComponent<Button>(GetOrCreateChild(pauseRootGo.transform, "Btn_Resume").gameObject);
|
||||
Button pauseBtnSettings = GetOrAddComponent<Button>(GetOrCreateChild(pauseRootGo.transform, "Btn_Settings").gameObject);
|
||||
Button pauseBtnMainMenu = GetOrAddComponent<Button>(GetOrCreateChild(pauseRootGo.transform, "Btn_MainMenu").gameObject);
|
||||
Button pauseBtnQuit = GetOrAddComponent<Button>(GetOrCreateChild(pauseRootGo.transform, "Btn_Quit").gameObject);
|
||||
// 暂停菜单:实例化 UI_PauseScreen 预制件(样式在预制件、菜单项在 UI_PauseMenuConfig,数据驱动)
|
||||
GameObject pauseRootGo = EnsurePauseScreenInstance(uiRootGo.transform, report);
|
||||
GameObject settingsRootGo = GetOrCreateChild(uiRootGo.transform, "SettingsRoot").gameObject;
|
||||
GameObject mapRootGo = GetOrCreateChild(uiRootGo.transform, "MapRoot").gameObject;
|
||||
GameObject shopRootGo = GetOrCreateChild(uiRootGo.transform, "ShopRoot").gameObject;
|
||||
@@ -165,8 +171,7 @@ namespace BaseGames.Editor
|
||||
AssignAsset(gameManager, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
|
||||
AssignAsset(gameManager, "_onSceneLoaded", report, false, "EVT_SceneLoaded");
|
||||
|
||||
AssignAsset(sceneLoader, "_onLoadingStarted", report, false, "EVT_LoadingStarted");
|
||||
AssignAsset(sceneLoader, "_onLoadingComplete", report, false, "EVT_LoadingComplete");
|
||||
// 加载进度由 SceneLoader 发布;加载画面显隐已归口到 SceneService(见下方 sceneService 绑定)。
|
||||
AssignAsset(sceneLoader, "_onLoadingProgressUpdated", report, false, "EVT_LoadingProgressUpdated");
|
||||
|
||||
// ── Canvas_Splash(启动演出)──────────────────────────────────────
|
||||
@@ -183,23 +188,9 @@ namespace BaseGames.Editor
|
||||
AssignAsset(splashCtrl, "_onSplashStartRequest", report, false, "EVT_SplashStartRequest");
|
||||
AssignAsset(splashCtrl, "_onSplashComplete", report, false, "EVT_SplashComplete");
|
||||
|
||||
// ── LoadingScreenManager(加载遮罩)──────────────────────────────
|
||||
GameObject loadingCanvasGo = GetOrCreateCanvas(ui.transform, "Canvas_Loading", 99);
|
||||
LoadingScreenManager loadingMgr = GetOrAddComponent<LoadingScreenManager>(loadingCanvasGo);
|
||||
GameObject loadingRootGo = GetOrCreateChild(loadingCanvasGo.transform, "LoadingRoot").gameObject;
|
||||
AssignReference(loadingMgr, "_loadingRoot", loadingRootGo);
|
||||
GameObject progressFillGo = GetOrCreateChild(loadingRootGo.transform, "ProgressBarFill").gameObject;
|
||||
Image progressFillImg = GetOrAddComponent<Image>(progressFillGo);
|
||||
progressFillImg.type = Image.Type.Filled;
|
||||
progressFillImg.fillMethod = Image.FillMethod.Horizontal;
|
||||
AssignReference(loadingMgr, "_progressFill", progressFillImg);
|
||||
GameObject tipTextGo = GetOrCreateChild(loadingRootGo.transform, "TipText").gameObject;
|
||||
TextMeshProUGUI tipText = GetOrAddComponent<TextMeshProUGUI>(tipTextGo);
|
||||
AssignReference(loadingMgr, "_tipText", tipText);
|
||||
AssignAsset(loadingMgr, "_onLoadingStarted", report, false, "EVT_LoadingStarted");
|
||||
AssignAsset(loadingMgr, "_onLoadingComplete", report, false, "EVT_LoadingComplete");
|
||||
AssignAsset(loadingMgr, "_onLoadingProgressUpdated", report, false, "EVT_LoadingProgressUpdated");
|
||||
loadingCanvasGo.SetActive(false);
|
||||
// ── 加载界面(实例化 UI_LoadingScreen 预制件)──────────────────────
|
||||
// 样式/美术在预制件里由美术编辑、内容/时长在 UI_LoadingConfig 由策划编辑(数据驱动,对齐 MainMenu 范式)。
|
||||
EnsureLoadingScreenInstance(ui.transform, report);
|
||||
|
||||
// ── SceneFadeController(场景切换黑幕)───────────────────────────
|
||||
// 纯逻辑节点:监听淡出/淡入事件后调用 SceneFeedback.Play()。
|
||||
@@ -246,6 +237,9 @@ namespace BaseGames.Editor
|
||||
AssignAsset(sceneService, "_onFadeOutRequest", report, false, "EVT_FadeOutRequest");
|
||||
// 场景加载完毕、世界状态恢复后触发;场景物体据此应用存档状态,淡入前保证画面正确
|
||||
AssignAsset(sceneService, "_onSceneWorldStateRestored", report, true, "EVT_SceneWorldStateRestored");
|
||||
// 加载画面显隐归口到 SceneService(包裹 SceneLoader 与流式 coordinator 两条加载路径)
|
||||
AssignAsset(sceneService, "_onLoadingStarted", report, false, "EVT_LoadingStarted");
|
||||
AssignAsset(sceneService, "_onLoadingComplete", report, false, "EVT_LoadingComplete");
|
||||
AssignReference(sceneService, "_sceneLoader", sceneLoader);
|
||||
|
||||
AssignAsset(sceneLoader, "_onSceneLoaded", report, false, "EVT_SceneLoaded");
|
||||
@@ -301,12 +295,7 @@ namespace BaseGames.Editor
|
||||
AssignReference(deathScreenController, "_deathMessage", deathMessage);
|
||||
AssignAsset(deathScreenController, "_onDeathScreenConfirmed", report, true, "EVT_DeathScreenConfirmed");
|
||||
|
||||
AssignReference(pauseMenuCtrl, "_btnResume", pauseBtnResume);
|
||||
AssignReference(pauseMenuCtrl, "_btnSettings", pauseBtnSettings);
|
||||
AssignReference(pauseMenuCtrl, "_btnMainMenu", pauseBtnMainMenu);
|
||||
AssignReference(pauseMenuCtrl, "_btnQuit", pauseBtnQuit);
|
||||
AssignAsset(pauseMenuCtrl, "_onResumeRequested", report, false, "EVT_ResumeRequested");
|
||||
AssignAsset(pauseMenuCtrl, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
|
||||
// 暂停菜单引用(_config / 事件频道)由 EnsurePauseScreenInstance 在实例化时绑定。
|
||||
|
||||
AddScaffoldNote(hudRootGo, "HUDController 已挂载。其内部图片/文本/图标 Prefab 依赖较多,需后续手工补 UI 资源与事件频道。", report);
|
||||
|
||||
@@ -375,13 +364,15 @@ namespace BaseGames.Editor
|
||||
subTmp.color = new Color(0.7f, 0.66f, 0.55f, 0.9f); subTmp.raycastTarget = false; subTmp.characterSpacing = 8f;
|
||||
BindLocalizedText(subtitleRt.gameObject, "MENU_SUBTITLE");
|
||||
|
||||
// ── 主菜单控制器 ──────────────────────────────────────────────────
|
||||
MainMenuController menuCtrl = GetOrAddComponent<MainMenuController>(canvasGo);
|
||||
// ── 数据驱动主菜单控制器(退役旧 MainMenuController)──────────────
|
||||
RemoveComponentByTypeName(canvasGo, "MainMenuController");
|
||||
DataDrivenMainMenuController menuCtrl = GetOrAddComponent<DataDrivenMainMenuController>(canvasGo);
|
||||
AssignAsset(menuCtrl, "_onGameStateChanged", report, false, "EVT_GameStateChanged", "EVT_GameState");
|
||||
AssignAsset(menuCtrl, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
|
||||
AssignAsset(menuCtrl, "_onSlotConfirmed", report, false, "EVT_SlotConfirmed");
|
||||
// 取消键(ESC / 手柄 B)由 UINavigator 统一消费,主菜单控制器不再订阅。
|
||||
|
||||
// ── 主按钮区域(底部居中竖排,带 CanvasGroup 供入场动画)─────────────
|
||||
// ── 主按钮容器(数据驱动:据 UI_MainMenuConfig 在运行时生成按钮)─────
|
||||
var menuPanelRt = GetOrCreateUIChild(canvasGo.transform, "MenuPanel");
|
||||
SetRect(menuPanelRt, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
|
||||
new Vector2(0f, 170f), new Vector2(560f, 470f));
|
||||
@@ -392,28 +383,17 @@ namespace BaseGames.Editor
|
||||
menuVlg.childControlWidth = true; menuVlg.childControlHeight = true;
|
||||
menuVlg.childForceExpandWidth = true; menuVlg.childForceExpandHeight = false;
|
||||
|
||||
GameObject btnNewGameGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_NewGame", "New Game");
|
||||
GameObject btnContinueGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Continue", "Continue");
|
||||
GameObject btnSettingsGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Settings", "Settings");
|
||||
GameObject btnCreditsGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Credits", "Credits");
|
||||
GameObject btnQuitGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Quit", "Quit");
|
||||
foreach (var b in new[] { btnNewGameGo, btnContinueGo, btnSettingsGo, btnCreditsGo, btnQuitGo })
|
||||
{
|
||||
StyleAsTextButton(b);
|
||||
var le = GetOrAddComponent<LayoutElement>(b);
|
||||
le.preferredHeight = 64f; le.minHeight = 56f;
|
||||
}
|
||||
BindLocalizedButton(btnNewGameGo, "MENU_NEW_GAME");
|
||||
BindLocalizedButton(btnContinueGo, "MENU_CONTINUE");
|
||||
BindLocalizedButton(btnSettingsGo, "MENU_SETTINGS");
|
||||
BindLocalizedButton(btnCreditsGo, "MENU_CREDITS");
|
||||
BindLocalizedButton(btnQuitGo, "MENU_QUIT");
|
||||
// 移除旧硬编码按钮(改由控制器运行时据表生成)
|
||||
foreach (var bn in new[] { "Btn_NewGame", "Btn_Continue", "Btn_Settings", "Btn_Credits", "Btn_Quit" })
|
||||
DeleteChildIfPresent(menuPanelGo.transform, bn);
|
||||
|
||||
AssignReference(menuCtrl, "_btnNewGame", btnNewGameGo.GetComponent<Button>());
|
||||
AssignReference(menuCtrl, "_btnContinue", btnContinueGo.GetComponent<Button>());
|
||||
AssignReference(menuCtrl, "_btnSettings", btnSettingsGo.GetComponent<Button>());
|
||||
AssignReference(menuCtrl, "_btnCredits", btnCreditsGo.GetComponent<Button>());
|
||||
AssignReference(menuCtrl, "_btnQuit", btnQuitGo.GetComponent<Button>());
|
||||
var menuConfig = LoadControlAsset<MainMenuConfigSO>("Assets/_Game/Data/UI/UI_MainMenuConfig.asset", report);
|
||||
var menuBtnPrefab = LoadControlAsset<GameObject>("Assets/_Game/Prefabs/UI/Controls/UI_MainMenu_Button.prefab", report);
|
||||
var menuBtnView = menuBtnPrefab != null ? menuBtnPrefab.GetComponent<MainMenuButtonView>() : null;
|
||||
|
||||
AssignReference(menuCtrl, "_config", menuConfig);
|
||||
AssignReference(menuCtrl, "_container", menuPanelRt);
|
||||
AssignReference(menuCtrl, "_buttonPrefab", menuBtnView);
|
||||
AssignReference(menuCtrl, "_mainButtonsGroup", menuGroup);
|
||||
AssignReference(menuCtrl, "_mainButtonsRect", menuPanelRt);
|
||||
|
||||
@@ -423,9 +403,11 @@ namespace BaseGames.Editor
|
||||
GameObject saveSlotPanelGo = saveSlotPanelRt.gameObject;
|
||||
saveSlotPanelGo.SetActive(false);
|
||||
SaveSlotController saveSlotCtrl = GetOrAddComponent<SaveSlotController>(saveSlotPanelGo);
|
||||
// CanvasGroup:导航器把覆盖确认 / 模式选择对话框模态压在其上时,屏蔽本面板交互(避免方向键穿透)。
|
||||
var saveSlotGroup = GetOrAddComponent<CanvasGroup>(saveSlotPanelGo);
|
||||
AssignAsset(saveSlotCtrl, "_onSlotConfirmed", report, false, "EVT_SlotConfirmed");
|
||||
AssignReference(menuCtrl, "_saveSlotPanel", saveSlotPanelGo);
|
||||
AssignReference(menuCtrl, "_saveSlotController", saveSlotCtrl);
|
||||
AssignReference(saveSlotCtrl, "_canvasGroup", saveSlotGroup);
|
||||
AssignReference(menuCtrl, "_saveSlotPanel", saveSlotCtrl);
|
||||
|
||||
// 近乎不透明的遮罩(拦截背后点击,并遮住主菜单避免文字透出)
|
||||
GetOrCreateImage(saveSlotPanelGo.transform, "Overlay", new Color(0.04f, 0.05f, 0.08f, 0.97f), true)
|
||||
@@ -467,7 +449,7 @@ namespace BaseGames.Editor
|
||||
if (regionRegistry == null)
|
||||
report.Add("未找到 RegionRegistry 资产,SaveSlotUI._regionRegistry 未绑定(存档槽背景图失效)。先运行 BaseGames/Setup/Create Project Assets。");
|
||||
|
||||
// 返回按钮(关闭存档槽面板 → 绑定 MainMenuController._btnCloseSaveSlot)
|
||||
// 返回按钮(关闭存档槽面板 → 绑定 DataDrivenMainMenuController._btnCloseSaveSlot)
|
||||
GameObject slotBackGo = GetOrCreateButtonChild(saveSlotPanelGo.transform, "BackButton", "Back");
|
||||
var slotBackRt = (RectTransform)slotBackGo.transform;
|
||||
SetRect(slotBackRt, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
|
||||
@@ -476,31 +458,41 @@ namespace BaseGames.Editor
|
||||
BindLocalizedButton(slotBackGo, "BTN_BACK");
|
||||
AssignReference(menuCtrl, "_btnCloseSaveSlot", slotBackGo.GetComponent<Button>());
|
||||
|
||||
// ── ConfirmDialog(覆盖 / 删除确认)─────────────────────
|
||||
ConfirmDialogController confirmCtrl = BuildConfirmDialog(saveSlotPanelGo.transform);
|
||||
// ── ConfirmDialog / NewGameMode 作为 Canvas 直接子节点(非 SaveSlotPanel 子节点)──
|
||||
// 关键:模态压栈会屏蔽 SaveSlotPanel 的 CanvasGroup;若对话框是其子节点会被一同屏蔽。
|
||||
// 故挂到 Canvas 根(SaveSlotPanel 的兄弟,且因创建在后渲染于其上),彻底规避父子 CanvasGroup 传播。
|
||||
DeleteChildIfPresent(saveSlotPanelGo.transform, "ConfirmDialog");
|
||||
DeleteChildIfPresent(saveSlotPanelGo.transform, "NewGameMode");
|
||||
|
||||
ConfirmDialogController confirmCtrl = BuildConfirmDialog(canvasGo.transform);
|
||||
AssignReference(saveSlotCtrl, "_confirmDialog", confirmCtrl);
|
||||
|
||||
// ── NewGameMode(新游戏模式选择:普通 / 钢铁之魂)────────────────────
|
||||
NewGameModeController modeCtrl = BuildNewGameMode(saveSlotPanelGo.transform);
|
||||
NewGameModeController modeCtrl = BuildNewGameMode(canvasGo.transform);
|
||||
AssignReference(saveSlotCtrl, "_modeSelect", modeCtrl);
|
||||
|
||||
// ── SettingsPanel(音量 / 画面 / 可访问性 / 语言)──────────────────
|
||||
var settingsPanelRt = GetOrCreateUIChild(canvasGo.transform, "SettingsPanel");
|
||||
StretchFull(settingsPanelRt);
|
||||
BuildSettingsPanel(settingsPanelRt.gameObject, menuCtrl, report);
|
||||
// 整面板根作为导航器压栈对象(UISimplePanel):内含的数据驱动设置实例自管其 OnEnable 构建。
|
||||
var settingsPanel = GetOrAddComponent<UISimplePanel>(settingsPanelRt.gameObject);
|
||||
AssignReference(settingsPanel, "_canvasGroup", GetOrAddComponent<CanvasGroup>(settingsPanelRt.gameObject));
|
||||
settingsPanelRt.gameObject.SetActive(false);
|
||||
AssignReference(menuCtrl, "_settingsPanel", settingsPanelRt.gameObject);
|
||||
AssignReference(menuCtrl, "_settingsPanel", settingsPanel);
|
||||
|
||||
// ── CreditsPanel(制作团队)────────────────────────────────────────
|
||||
var creditsPanelRt = GetOrCreateUIChild(canvasGo.transform, "CreditsPanel");
|
||||
StretchFull(creditsPanelRt);
|
||||
BuildCreditsPanel(creditsPanelRt.gameObject, menuCtrl, report);
|
||||
var creditsPanel = GetOrAddComponent<UISimplePanel>(creditsPanelRt.gameObject);
|
||||
AssignReference(creditsPanel, "_canvasGroup", GetOrAddComponent<CanvasGroup>(creditsPanelRt.gameObject));
|
||||
creditsPanelRt.gameObject.SetActive(false);
|
||||
AssignReference(menuCtrl, "_creditsPanel", creditsPanelRt.gameObject);
|
||||
AssignReference(menuCtrl, "_creditsPanel", creditsPanel);
|
||||
|
||||
report.Add("设置 MainMenuController._firstGameSceneKey 为第一个游戏场景的 Addressable Key(字符串)。");
|
||||
report.Add("设置 DataDrivenMainMenuController._firstGameSceneKey 为第一个游戏场景的 Addressable Key(字符串)。");
|
||||
report.Add("主菜单按钮由 DataDrivenMainMenuController 据 UI_MainMenuConfig 在运行时生成(编辑器下 MenuPanel 为空属正常)。");
|
||||
report.Add("存档槽卡片已含完整布局与文本(区域 / 时长 / 时间 / 灵珠 / 生命 / 钢魂徽章),空槽显示\"开始新游戏\"提示。");
|
||||
report.Add("ConfirmDialog / NewGameMode 已作为 SaveSlotPanel 子节点生成并接线;需补本地化键:"
|
||||
report.Add("ConfirmDialog / NewGameMode 已作为 Canvas 直接子节点(非 SaveSlotPanel 子节点,规避模态 CanvasGroup 传播)生成并接线;需补本地化键:"
|
||||
+ "CONFIRM_OVERWRITE_TITLE / CONFIRM_OVERWRITE_BODY / CONFIRM_DELETE_TITLE / CONFIRM_DELETE_BODY / MODE_STEELSOUL_DESC(UI 表)。");
|
||||
|
||||
MarkDirtyAndLog("Main Menu 场景脚手架", root, report);
|
||||
@@ -625,6 +617,7 @@ namespace BaseGames.Editor
|
||||
GameObject confirmGo = rootRt.gameObject;
|
||||
confirmGo.SetActive(false);
|
||||
ConfirmDialogController confirmCtrl = GetOrAddComponent<ConfirmDialogController>(confirmGo);
|
||||
var confirmGroup = GetOrAddComponent<CanvasGroup>(confirmGo);
|
||||
|
||||
GetOrCreateImage(confirmGo.transform, "Overlay", new Color(0f, 0f, 0f, 0.6f), true).transform.SetAsFirstSibling();
|
||||
|
||||
@@ -645,7 +638,7 @@ namespace BaseGames.Editor
|
||||
BindLocalizedButton(yesGo, "CONFIRM_YES");
|
||||
BindLocalizedButton(noGo, "CONFIRM_NO");
|
||||
|
||||
AssignReference(confirmCtrl, "_root", confirmGo);
|
||||
AssignReference(confirmCtrl, "_canvasGroup", confirmGroup);
|
||||
AssignReference(confirmCtrl, "_titleText", titleTmp);
|
||||
AssignReference(confirmCtrl, "_bodyText", bodyTmp);
|
||||
AssignReference(confirmCtrl, "_confirmLabel", GetButtonLabel(yesGo));
|
||||
@@ -656,46 +649,45 @@ namespace BaseGames.Editor
|
||||
}
|
||||
|
||||
/// <summary>构建新游戏模式选择面板(居中模态:普通 / 钢铁之魂 / 返回 + 钢魂说明),返回控制器。</summary>
|
||||
/// <summary>
|
||||
/// 实例化 / 复用 <c>UI_NewGameModePanel</c> 预制件作为难度选择面板(命名 NewGameMode,挂在 MainMenu Canvas 下)。
|
||||
/// 数据驱动:样式在预制件、难度项在 UI_NewGameModeConfig。返回其 <see cref="NewGameModeController"/>(接 SaveSlot._modeSelect)。
|
||||
/// </summary>
|
||||
private static NewGameModeController BuildNewGameMode(Transform parent)
|
||||
{
|
||||
var rootRt = GetOrCreateUIChild(parent, "NewGameMode");
|
||||
StretchFull(rootRt);
|
||||
GameObject modeGo = rootRt.gameObject;
|
||||
modeGo.SetActive(false);
|
||||
NewGameModeController modeCtrl = GetOrAddComponent<NewGameModeController>(modeGo);
|
||||
const string instName = "NewGameMode";
|
||||
const string prefabPath = "Assets/_Game/Prefabs/UI/UI_NewGameModePanel.prefab";
|
||||
const string configPath = "Assets/_Game/Data/UI/UI_NewGameModeConfig.asset";
|
||||
|
||||
GetOrCreateImage(modeGo.transform, "Overlay", new Color(0f, 0f, 0f, 0.6f), true).transform.SetAsFirstSibling();
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
||||
Transform existing = parent.Find(instName);
|
||||
|
||||
var boxRt = GetOrCreateUIChild(modeGo.transform, "DialogBox");
|
||||
SetRect(boxRt, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(760f, 460f));
|
||||
GetOrAddComponent<Image>(boxRt.gameObject).color = new Color(0.10f, 0.11f, 0.15f, 0.98f);
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogWarning("[Scaffold] 缺少 UI_NewGameModePanel 预制件:请先运行「BaseGames/UI/控件库/生成新游戏难度选择(预制件 + 默认配置)」,再重跑本脚手架。");
|
||||
return existing != null ? existing.GetComponent<NewGameModeController>() : null;
|
||||
}
|
||||
|
||||
var modeTitle = GetOrCreateText(boxRt.transform, "TitleText", "Select Mode", 40f, GoldText, TextAlignmentOptions.Center);
|
||||
SetRect((RectTransform)modeTitle.transform, new Vector2(0f,1f), new Vector2(1f,1f), new Vector2(0.5f,1f), new Vector2(0f,-46f), new Vector2(-60f,56f));
|
||||
GameObject go;
|
||||
if (existing != null && PrefabUtility.GetCorrespondingObjectFromSource(existing.gameObject) != null)
|
||||
{
|
||||
go = existing.gameObject; // 已是预制件实例:复用
|
||||
}
|
||||
else
|
||||
{
|
||||
if (existing != null) Undo.DestroyObjectImmediate(existing.gameObject); // 历史裸物体:替换
|
||||
go = (GameObject)PrefabUtility.InstantiatePrefab(prefab, parent);
|
||||
go.name = instName;
|
||||
Undo.RegisterCreatedObjectUndo(go, "Instantiate UI_NewGameModePanel");
|
||||
}
|
||||
|
||||
GameObject normalGo = GetOrCreateButtonChild(boxRt.transform, "Btn_Normal", "Normal");
|
||||
SetRect((RectTransform)normalGo.transform, new Vector2(0.5f,1f), new Vector2(0.5f,1f), new Vector2(0.5f,1f), new Vector2(0f,-130f), new Vector2(420f,66f));
|
||||
GameObject steelGo = GetOrCreateButtonChild(boxRt.transform, "Btn_SteelSoul", "Steel Soul");
|
||||
SetRect((RectTransform)steelGo.transform, new Vector2(0.5f,1f), new Vector2(0.5f,1f), new Vector2(0.5f,1f), new Vector2(0f,-206f), new Vector2(420f,66f));
|
||||
steelGo.GetComponent<Image>().color = new Color(0.30f, 0.33f, 0.40f, 0.85f);
|
||||
|
||||
var steelDesc = GetOrCreateText(boxRt.transform, "SteelSoulDesc", "Steel Soul: one life. Death wipes the save.", 22f, new Color(0.8f,0.55f,0.55f,1f), TextAlignmentOptions.Center);
|
||||
SetRect((RectTransform)steelDesc.transform, new Vector2(0f,0f), new Vector2(1f,0f), new Vector2(0.5f,0f), new Vector2(0f,130f), new Vector2(-80f,60f));
|
||||
|
||||
GameObject backGo = GetOrCreateButtonChild(boxRt.transform, "Btn_Back", "Back");
|
||||
SetRect((RectTransform)backGo.transform, new Vector2(0.5f,0f), new Vector2(0.5f,0f), new Vector2(0.5f,0f), new Vector2(0f,46f), new Vector2(260f,60f));
|
||||
StyleAsTextButton(backGo, 28f);
|
||||
BindLocalizedText(modeTitle.gameObject, "MODE_SELECT_TITLE");
|
||||
BindLocalizedButton(normalGo, "MODE_NORMAL");
|
||||
BindLocalizedButton(steelGo, "MODE_STEELSOUL");
|
||||
BindLocalizedButton(backGo, "BTN_BACK");
|
||||
|
||||
AssignReference(modeCtrl, "_root", modeGo);
|
||||
AssignReference(modeCtrl, "_btnNormal", normalGo.GetComponent<Button>());
|
||||
AssignReference(modeCtrl, "_btnSteelSoul", steelGo.GetComponent<Button>());
|
||||
AssignReference(modeCtrl, "_btnBack", backGo.GetComponent<Button>());
|
||||
AssignReference(modeCtrl, "_steelSoulDescText", steelDesc);
|
||||
return modeCtrl;
|
||||
var ctrl = go.GetComponent<NewGameModeController>();
|
||||
if (ctrl != null)
|
||||
{
|
||||
var cfg = AssetDatabase.LoadAssetAtPath<NewGameModeConfigSO>(configPath);
|
||||
if (cfg != null) AssignReference(ctrl, "_config", cfg);
|
||||
}
|
||||
return ctrl;
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
@@ -1302,10 +1294,15 @@ namespace BaseGames.Editor
|
||||
// 设置面板 / 制作团队面板构建器
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>构建设置面板内容(音量 / 画面 / 可访问性 / 语言)并绑定 SettingsPanelController 全部字段。</summary>
|
||||
private static void BuildSettingsPanel(GameObject panelGo, MainMenuController menuCtrl, List<string> report)
|
||||
/// <summary>
|
||||
/// 构建设置面板:退役旧 SettingsPanelController,改用数据驱动 UI_SettingsPanel 预制件
|
||||
/// (自带 SettingsSchemaSO + 行预制件 + DataDrivenSettingsPanel,运行时据表生成控件行)。
|
||||
/// </summary>
|
||||
private static void BuildSettingsPanel(GameObject panelGo, DataDrivenMainMenuController menuCtrl, List<string> report)
|
||||
{
|
||||
var ctrl = GetOrAddComponent<BaseGames.UI.SettingsPanelController>(panelGo);
|
||||
// 退役旧硬编码控制器与内联内容(幂等替换)
|
||||
RemoveComponentByTypeName(panelGo, "SettingsPanelController");
|
||||
DeleteChildIfPresent(panelGo.transform, "Content");
|
||||
|
||||
GetOrCreateImage(panelGo.transform, "Overlay", new Color(0.04f, 0.05f, 0.08f, 0.97f), true).transform.SetAsFirstSibling();
|
||||
|
||||
@@ -1314,55 +1311,12 @@ namespace BaseGames.Editor
|
||||
SetRect((RectTransform)titleTmp.transform, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0f, -70f), new Vector2(900f, 80f));
|
||||
BindLocalizedText(titleTmp.gameObject, "SETTINGS_TITLE");
|
||||
|
||||
var content = GetOrCreateUIChild(panelGo.transform, "Content");
|
||||
SetRect(content, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0f, -10f), new Vector2(860f, 720f));
|
||||
var vlg = GetOrAddComponent<VerticalLayoutGroup>(content.gameObject);
|
||||
vlg.spacing = 8f; vlg.childAlignment = TextAnchor.UpperCenter;
|
||||
vlg.childControlWidth = true; vlg.childControlHeight = true;
|
||||
vlg.childForceExpandWidth = true; vlg.childForceExpandHeight = false;
|
||||
|
||||
// 音量
|
||||
var rMaster = CreateSettingRow(content, "Row_Master", "SETTINGS_MASTER_VOLUME");
|
||||
var rBgm = CreateSettingRow(content, "Row_BGM", "SETTINGS_BGM_VOLUME");
|
||||
var rSfx = CreateSettingRow(content, "Row_SFX", "SETTINGS_SFX_VOLUME");
|
||||
var rAmbient = CreateSettingRow(content, "Row_Ambient", "SETTINGS_AMBIENT_VOLUME");
|
||||
var sMaster = GetOrCreateSliderInRow(rMaster, 0f, 1f, 1f);
|
||||
var sBgm = GetOrCreateSliderInRow(rBgm, 0f, 1f, 0.8f);
|
||||
var sSfx = GetOrCreateSliderInRow(rSfx, 0f, 1f, 1f);
|
||||
var sAmbient = GetOrCreateSliderInRow(rAmbient, 0f, 1f, 0.8f);
|
||||
|
||||
// 画面
|
||||
var rVsync = CreateSettingRow(content, "Row_VSync", "SETTINGS_VSYNC");
|
||||
var tVsync = GetOrCreateToggleInRow(rVsync);
|
||||
var rFps = CreateSettingRow(content, "Row_FPS", "SETTINGS_FPS");
|
||||
var dFps = GetOrCreateDropdownInRow(rFps, new[] { "30", "60", "120", "∞" });
|
||||
|
||||
// 可访问性
|
||||
var rUiScale = CreateSettingRow(content, "Row_UIScale", "SETTINGS_UI_SCALE");
|
||||
var sUiScale = GetOrCreateSliderInRow(rUiScale, 0.8f, 1.5f, 1f, 76f);
|
||||
var uiScaleVal = GetOrCreateText(rUiScale, "ValueText", "100%", 22f, new Color(0.8f,0.78f,0.7f,1f), TextAlignmentOptions.MidlineRight);
|
||||
SetRect((RectTransform)uiScaleVal.transform, new Vector2(1f, 0.5f), new Vector2(1f, 0.5f), new Vector2(1f, 0.5f), new Vector2(-12f, 0f), new Vector2(64f, 36f));
|
||||
var rColorblind = CreateSettingRow(content, "Row_Colorblind", "SETTINGS_COLORBLIND");
|
||||
var dColorblind = GetOrCreateDropdownInRow(rColorblind, new[] { "关闭", "红色盲", "绿色盲", "蓝黄色盲" });
|
||||
var rShake = CreateSettingRow(content, "Row_ScreenShake", "SETTINGS_SCREEN_SHAKE");
|
||||
var tShake = GetOrCreateToggleInRow(rShake);
|
||||
|
||||
// 语言
|
||||
var rLang = CreateSettingRow(content, "Row_Language", "SETTINGS_LANGUAGE");
|
||||
var dLang = GetOrCreateDropdownInRow(rLang, new[] { "中文", "English", "日本語", "한국어" });
|
||||
|
||||
// 绑定 SettingsPanelController 字段
|
||||
AssignReference(ctrl, "_masterVolume", sMaster);
|
||||
AssignReference(ctrl, "_bgmVolume", sBgm);
|
||||
AssignReference(ctrl, "_sfxVolume", sSfx);
|
||||
AssignReference(ctrl, "_ambientVolume", sAmbient);
|
||||
AssignReference(ctrl, "_vSyncToggle", tVsync);
|
||||
AssignReference(ctrl, "_fpsDropdown", dFps);
|
||||
AssignReference(ctrl, "_uiScaleSlider", sUiScale);
|
||||
AssignReference(ctrl, "_uiScaleValueText", uiScaleVal);
|
||||
AssignReference(ctrl, "_colorblindDropdown", dColorblind);
|
||||
AssignReference(ctrl, "_screenShakeToggle", tShake);
|
||||
AssignReference(ctrl, "_languageDropdown", dLang);
|
||||
// 数据驱动设置面板预制件(运行时据 UI_SettingsSchema 生成 Slider/Toggle/Dropdown 行)
|
||||
var settingsInst = InstantiateControlPrefabOnce(
|
||||
"Assets/_Game/Prefabs/UI/Controls/UI_SettingsPanel.prefab", panelGo.transform, "DataDrivenSettings", report);
|
||||
if (settingsInst != null && settingsInst.transform is RectTransform settingsRt)
|
||||
SetRect(settingsRt, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f),
|
||||
new Vector2(0f, -10f), new Vector2(560f, 720f));
|
||||
|
||||
// 返回按钮
|
||||
GameObject backGo = GetOrCreateButtonChild(panelGo.transform, "BackButton", "Back");
|
||||
@@ -1373,7 +1327,7 @@ namespace BaseGames.Editor
|
||||
}
|
||||
|
||||
/// <summary>构建制作团队面板(标题 + 滚动正文 + 返回)。</summary>
|
||||
private static void BuildCreditsPanel(GameObject panelGo, MainMenuController menuCtrl, List<string> report)
|
||||
private static void BuildCreditsPanel(GameObject panelGo, DataDrivenMainMenuController menuCtrl, List<string> report)
|
||||
{
|
||||
GetOrCreateImage(panelGo.transform, "Overlay", new Color(0.04f, 0.05f, 0.08f, 0.97f), true).transform.SetAsFirstSibling();
|
||||
|
||||
@@ -1393,6 +1347,54 @@ namespace BaseGames.Editor
|
||||
AssignReference(menuCtrl, "_btnCloseCredits", backGo.GetComponent<Button>());
|
||||
}
|
||||
|
||||
// ── 数据驱动迁移助手 ──────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 按类型名移除组件(不引用类型符号,便于退役后删除脚本而不破坏脚手架编译)。
|
||||
/// 已成为 missing script 的组件不会被此方法移除(GetComponents 返回 null)。
|
||||
/// </summary>
|
||||
private static void RemoveComponentByTypeName(GameObject go, string typeName)
|
||||
{
|
||||
if (go == null) return;
|
||||
foreach (var c in go.GetComponents<MonoBehaviour>())
|
||||
if (c != null && c.GetType().Name == typeName)
|
||||
Object.DestroyImmediate(c);
|
||||
}
|
||||
|
||||
/// <summary>若存在同名子节点则删除(幂等替换旧硬编码内容)。</summary>
|
||||
private static void DeleteChildIfPresent(Transform parent, string name)
|
||||
{
|
||||
var t = parent.Find(name);
|
||||
if (t != null) Object.DestroyImmediate(t.gameObject);
|
||||
}
|
||||
|
||||
/// <summary>加载控件库资产(不存在则记入报告)。</summary>
|
||||
private static T LoadControlAsset<T>(string path, List<string> report) where T : Object
|
||||
{
|
||||
var a = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||
if (a == null)
|
||||
report.Add($"未找到资产 {path}(请先运行 BaseGames/UI/控件库 下的生成菜单)。");
|
||||
return a;
|
||||
}
|
||||
|
||||
/// <summary>把控件库预制件实例化为指定父节点的子节点(按名幂等:已存在则复用)。</summary>
|
||||
private static GameObject InstantiateControlPrefabOnce(string prefabPath, Transform parent,
|
||||
string instanceName, List<string> report)
|
||||
{
|
||||
var existing = parent.Find(instanceName);
|
||||
if (existing != null) return existing.gameObject;
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
||||
if (prefab == null)
|
||||
{
|
||||
report.Add($"未找到预制件 {prefabPath}(请先运行 BaseGames/UI/控件库 下的生成菜单)。");
|
||||
return null;
|
||||
}
|
||||
var inst = (GameObject)PrefabUtility.InstantiatePrefab(prefab, parent);
|
||||
inst.name = instanceName;
|
||||
return inst;
|
||||
}
|
||||
|
||||
private static void AssignReference(Object target, string propertyName, Object value)
|
||||
{
|
||||
AssignReference(target, propertyName, value, null);
|
||||
@@ -1428,6 +1430,95 @@ namespace BaseGames.Editor
|
||||
serializedObject.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实例化 / 复用 <c>UI_LoadingScreen</c> 预制件作为 Persistent 的加载界面(命名 Canvas_Loading)。
|
||||
/// 历史的非预制件裸物体会被替换为预制件实例;绑定 <c>_config</c> 与三个加载事件频道。
|
||||
/// 预制件缺失时仅在 report 提示(先跑「生成加载界面」菜单),不报错。
|
||||
/// </summary>
|
||||
private static void EnsureLoadingScreenInstance(Transform uiParent, List<string> report)
|
||||
{
|
||||
const string instName = "Canvas_Loading";
|
||||
const string prefabPath = "Assets/_Game/Prefabs/UI/UI_LoadingScreen.prefab";
|
||||
const string configPath = "Assets/_Game/Data/UI/UI_LoadingConfig.asset";
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
||||
if (prefab == null)
|
||||
{
|
||||
report.Add("缺少 UI_LoadingScreen 预制件:请先运行菜单「BaseGames/UI/控件库/生成加载界面(预制件 + 默认配置)」,再重跑本脚手架。");
|
||||
return;
|
||||
}
|
||||
|
||||
Transform existing = uiParent.Find(instName);
|
||||
GameObject go;
|
||||
if (existing != null && PrefabUtility.GetCorrespondingObjectFromSource(existing.gameObject) != null)
|
||||
{
|
||||
go = existing.gameObject; // 已是预制件实例:复用
|
||||
}
|
||||
else
|
||||
{
|
||||
if (existing != null) Undo.DestroyObjectImmediate(existing.gameObject); // 历史裸物体:替换为预制件实例
|
||||
go = (GameObject)PrefabUtility.InstantiatePrefab(prefab, uiParent);
|
||||
go.name = instName;
|
||||
Undo.RegisterCreatedObjectUndo(go, "Instantiate UI_LoadingScreen");
|
||||
}
|
||||
|
||||
var loadingMgr = go.GetComponent<LoadingScreenManager>();
|
||||
if (loadingMgr != null)
|
||||
{
|
||||
var cfg = AssetDatabase.LoadAssetAtPath<BaseGames.UI.LoadingScreenConfigSO>(configPath);
|
||||
if (cfg != null) AssignReference(loadingMgr, "_config", cfg);
|
||||
AssignAsset(loadingMgr, "_onLoadingStarted", report, false, "EVT_LoadingStarted");
|
||||
AssignAsset(loadingMgr, "_onLoadingComplete", report, false, "EVT_LoadingComplete");
|
||||
AssignAsset(loadingMgr, "_onLoadingProgressUpdated", report, false, "EVT_LoadingProgressUpdated");
|
||||
}
|
||||
report.Add("Canvas_Loading:由 UI_LoadingScreen 预制件实例化(样式在预制件内由美术编辑;内容/时长在 UI_LoadingConfig 由策划编辑)。");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实例化 / 复用 <c>UI_PauseScreen</c> 预制件作为暂停面板(命名 PauseMenuRoot,供 UIManager PanelId.Pause 注册)。
|
||||
/// 历史的裸物体会被替换为预制件实例;绑定 <c>_config</c> 与事件频道。返回面板根 GameObject。
|
||||
/// </summary>
|
||||
private static GameObject EnsurePauseScreenInstance(Transform uiParent, List<string> report)
|
||||
{
|
||||
const string instName = "PauseMenuRoot";
|
||||
const string prefabPath = "Assets/_Game/Prefabs/UI/UI_PauseScreen.prefab";
|
||||
const string configPath = "Assets/_Game/Data/UI/UI_PauseMenuConfig.asset";
|
||||
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
||||
Transform existing = uiParent.Find(instName);
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
report.Add("缺少 UI_PauseScreen 预制件:请先运行「BaseGames/UI/控件库/生成暂停界面(预制件 + 默认配置)」,再重跑本脚手架。");
|
||||
return existing != null ? existing.gameObject : GetOrCreateChild(uiParent, instName).gameObject;
|
||||
}
|
||||
|
||||
GameObject go;
|
||||
if (existing != null && PrefabUtility.GetCorrespondingObjectFromSource(existing.gameObject) != null)
|
||||
{
|
||||
go = existing.gameObject; // 已是预制件实例:复用
|
||||
}
|
||||
else
|
||||
{
|
||||
if (existing != null) Undo.DestroyObjectImmediate(existing.gameObject); // 历史裸物体:替换
|
||||
go = (GameObject)PrefabUtility.InstantiatePrefab(prefab, uiParent);
|
||||
go.name = instName;
|
||||
Undo.RegisterCreatedObjectUndo(go, "Instantiate UI_PauseScreen");
|
||||
}
|
||||
|
||||
var ctrl = go.GetComponent<DataDrivenPauseMenuController>();
|
||||
if (ctrl != null)
|
||||
{
|
||||
var cfg = AssetDatabase.LoadAssetAtPath<PauseMenuConfigSO>(configPath);
|
||||
if (cfg != null) AssignReference(ctrl, "_config", cfg);
|
||||
// 与 GameManager._onResumeRequested 同源:实际资产名为 EVT_PauseResumed(EVT_ResumeRequested 不存在,回退)
|
||||
AssignAsset(ctrl, "_onResumeRequested", report, false, "EVT_ResumeRequested", "EVT_PauseResumed");
|
||||
AssignAsset(ctrl, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
|
||||
}
|
||||
report.Add("PauseMenuRoot:由 UI_PauseScreen 预制件实例化(样式在预制件、菜单项在 UI_PauseMenuConfig)。");
|
||||
return go;
|
||||
}
|
||||
|
||||
private static void AssignAsset(Object target, string propertyName, List<string> report, bool required, params string[] candidates)
|
||||
{
|
||||
Object asset = FindFirstAsset(candidates);
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using BaseGames.Localization;
|
||||
using BaseGames.UI.MainMenu;
|
||||
|
||||
namespace BaseGames.Editor.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// <see cref="DataDrivenMainMenuController"/> 自定义 Inspector。
|
||||
///
|
||||
/// 菜单按钮运行时据 UI_MainMenuConfig 生成,编辑器下 MenuPanel 默认为空。
|
||||
/// 本编辑器提供「预览 / 清除」按钮:在编辑器内据表生成按钮,让美术直观查看布局、
|
||||
/// 就近调整 UI_MainMenu_Button 预制件样式与 MenuPanel 布局参数。预览按钮运行时会被自动清空重建。
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(DataDrivenMainMenuController))]
|
||||
public class DataDrivenMainMenuControllerEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
var ctrl = (DataDrivenMainMenuController)target;
|
||||
EditorGUILayout.Space(8);
|
||||
EditorGUILayout.HelpBox(
|
||||
"菜单按钮在运行时据 UI_MainMenuConfig 自动生成(编辑器下 MenuPanel 为空属正常)。\n" +
|
||||
"点「预览」在编辑器内据表生成按钮以查看 / 调整样式与布局;样式改 UI_MainMenu_Button 预制件 / UI_Theme_Default。\n" +
|
||||
"预览按钮仅用于编辑器查看,进入 Play 会自动清空并据表重建。",
|
||||
MessageType.Info);
|
||||
|
||||
using (new EditorGUILayout.HorizontalScope())
|
||||
{
|
||||
if (GUILayout.Button("▶ 预览菜单(编辑器内)", GUILayout.Height(26)))
|
||||
PreviewMenu(ctrl);
|
||||
if (GUILayout.Button("✕ 清除预览", GUILayout.Height(26), GUILayout.Width(120)))
|
||||
{
|
||||
ctrl.ClearMenu();
|
||||
MarkDirty(ctrl);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void PreviewMenu(DataDrivenMainMenuController ctrl)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
EditorUtility.DisplayDialog("预览菜单", "请退出 Play 模式后再使用编辑器预览。", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
ctrl.BuildMenu(); // 内部 ClearMenu + 据表实例化按钮(编辑器用 DestroyImmediate)
|
||||
|
||||
// 标签:运行时 SetKey 在无服务时显示 key,这里改用编辑器预览显示本地化译文
|
||||
foreach (var loc in ctrl.GetComponentsInChildren<LocalizedText>(true))
|
||||
loc.UpdateEditorPreview();
|
||||
|
||||
MarkDirty(ctrl);
|
||||
}
|
||||
|
||||
private static void MarkDirty(DataDrivenMainMenuController ctrl)
|
||||
{
|
||||
EditorUtility.SetDirty(ctrl);
|
||||
if (!Application.isPlaying)
|
||||
EditorSceneManager.MarkSceneDirty(ctrl.gameObject.scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 93f9600681435a74187c249850a0f71c
|
||||
guid: 9a79a1b78119328418b64ed2c384ea9c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,68 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using BaseGames.Localization;
|
||||
using BaseGames.UI.Settings;
|
||||
|
||||
namespace BaseGames.Editor.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// <see cref="DataDrivenSettingsPanel"/> 自定义 Inspector。
|
||||
///
|
||||
/// 设置行运行时据 SettingsSchemaSO 生成,编辑器下行容器默认为空。
|
||||
/// 本编辑器提供「预览 / 清除」按钮:在编辑器内据表生成行,让美术直观查看分节与布局、
|
||||
/// 就近调整 UI_Setting_*Row 预制件样式与容器布局参数。预览行运行时会被自动清空重建。
|
||||
/// (与 <see cref="DataDrivenMainMenuControllerEditor"/> 同一套预览模式。)
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(DataDrivenSettingsPanel))]
|
||||
public class DataDrivenSettingsPanelEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
var panel = (DataDrivenSettingsPanel)target;
|
||||
EditorGUILayout.Space(8);
|
||||
EditorGUILayout.HelpBox(
|
||||
"设置行在运行时据 SettingsSchemaSO 自动生成(编辑器下行容器为空属正常)。\n" +
|
||||
"点「预览」在编辑器内据表生成行以查看 / 调整样式与布局;样式改 UI_Setting_*Row 预制件 / UI_Theme_Default。\n" +
|
||||
"预览行仅用于编辑器查看(不绑定 ISettingsService),进入 Play 会自动清空并据表重建。",
|
||||
MessageType.Info);
|
||||
|
||||
using (new EditorGUILayout.HorizontalScope())
|
||||
{
|
||||
if (GUILayout.Button("▶ 预览设置行(编辑器内)", GUILayout.Height(26)))
|
||||
PreviewRows(panel);
|
||||
if (GUILayout.Button("✕ 清除预览", GUILayout.Height(26), GUILayout.Width(120)))
|
||||
{
|
||||
panel.Clear();
|
||||
MarkDirty(panel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void PreviewRows(DataDrivenSettingsPanel panel)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
EditorUtility.DisplayDialog("预览设置行", "请退出 Play 模式后再使用编辑器预览。", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
panel.Build(); // 内部 Clear + 据表实例化行(编辑器无 ISettingsService,仅生成行 + 标签)
|
||||
|
||||
// 标签:运行时 SetKey 在无服务时显示 key,这里改用编辑器预览显示本地化译文
|
||||
foreach (var loc in panel.GetComponentsInChildren<LocalizedText>(true))
|
||||
loc.UpdateEditorPreview();
|
||||
|
||||
MarkDirty(panel);
|
||||
}
|
||||
|
||||
private static void MarkDirty(DataDrivenSettingsPanel panel)
|
||||
{
|
||||
EditorUtility.SetDirty(panel);
|
||||
if (!Application.isPlaying)
|
||||
EditorSceneManager.MarkSceneDirty(panel.gameObject.scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e1f947f274273f4c9a5a310fc40a625
|
||||
guid: 9afba7ce47e6eeb41a8d08751bd4ff13
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -350,7 +350,6 @@ namespace BaseGames.Editor.UI
|
||||
var cancelBtn = MakeButton(boxGo.transform, "CancelButton", "取消", new Vector2( 110, -90), out TMP_Text cancelLabel);
|
||||
|
||||
var dialog = GetOrAddComponent<ConfirmDialogController>(dialogGo);
|
||||
AssignRef(dialog, "_root", dialogGo);
|
||||
AssignRef(dialog, "_titleText", title);
|
||||
AssignRef(dialog, "_bodyText", body);
|
||||
AssignRef(dialog, "_confirmLabel", confirmLabel);
|
||||
|
||||
@@ -359,6 +359,7 @@ namespace BaseGames.Editor.UI
|
||||
private static GameObject BuildSettingHeader(List<string> report)
|
||||
{
|
||||
var go = NewUI(PfSettingHeader, 480, 32);
|
||||
var hdrLe = go.AddComponent<LayoutElement>(); hdrLe.preferredHeight = 36f; hdrLe.minHeight = 32f;
|
||||
var lblGo = NewUIChild(go.transform, "Label", out var rt);
|
||||
Stretch(rt);
|
||||
var lbl = lblGo.AddComponent<TextMeshProUGUI>();
|
||||
@@ -414,6 +415,7 @@ namespace BaseGames.Editor.UI
|
||||
private static GameObject SettingRowRoot(string name, out TMP_Text label)
|
||||
{
|
||||
var go = NewUI(name, 480, 44);
|
||||
var rowLe = go.AddComponent<LayoutElement>(); rowLe.preferredHeight = 44f; rowLe.minHeight = 40f;
|
||||
var h = go.AddComponent<HorizontalLayoutGroup>();
|
||||
h.spacing = 12; h.childAlignment = TextAnchor.MiddleLeft;
|
||||
h.childForceExpandWidth = false; h.childForceExpandHeight = false;
|
||||
@@ -539,6 +541,10 @@ namespace BaseGames.Editor.UI
|
||||
if (s_theme != null) AssignRef(uiBtn, "_theme", s_theme);
|
||||
var view = go.AddComponent<MainMenuButtonView>();
|
||||
|
||||
// LayoutElement:放入竖排布局(VerticalLayoutGroup childControlHeight)时保持固定行高,避免被压扁
|
||||
var le = go.AddComponent<LayoutElement>();
|
||||
le.preferredHeight = 64f; le.minHeight = 56f;
|
||||
|
||||
var iconGo = NewUIChild(go.transform, "Icon", out var irt);
|
||||
irt.anchorMin = new Vector2(0, 0.5f); irt.anchorMax = new Vector2(0, 0.5f); irt.pivot = new Vector2(0, 0.5f);
|
||||
irt.anchoredPosition = new Vector2(14, 0); irt.sizeDelta = new Vector2(32, 32);
|
||||
|
||||
157
Assets/_Game/Scripts/Editor/UI/UIInputPromptScaffold.cs
Normal file
157
Assets/_Game/Scripts/Editor/UI/UIInputPromptScaffold.cs
Normal file
@@ -0,0 +1,157 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using BaseGames.UI;
|
||||
using BaseGames.UI.Theme;
|
||||
|
||||
namespace BaseGames.Editor.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 输入提示控件脚手架:生成 / 放置 <c>UI_Control_InputPrompt</c> 预制件
|
||||
/// —— 一个「按键图标 + 文字」的可复用提示(如菜单底部「Ⓐ 确定」「Ⓑ 返回」)。
|
||||
///
|
||||
/// <para>图标走已有的设备适配链路(零代码):</para>
|
||||
/// 控件内 <see cref="InputIconImage"/> 据 ActionName 经 <c>IInputIconService</c> 解析
|
||||
/// <b>当前设备</b>(键鼠/PS/Xbox/Switch)+ 改键后的实际绑定 → 自动显示正确按键图标,
|
||||
/// 设备切换/改键时自动刷新。<b>前提:美术把按键 sprite 填入 ICN_Keyboard/Xbox/PlayStation/Switch 资产。</b>
|
||||
///
|
||||
/// <para>策划/美术用法:</para>
|
||||
/// 菜单「向选中节点放置 ▸ InputPrompt」放进任意 Canvas,
|
||||
/// 在 Icon 的 InputIconImage 填 ActionName(如 Interact/Jump),Label 填提示文字(可挂 LocalizedText)。
|
||||
///
|
||||
/// 菜单:BaseGames/UI/控件库/...
|
||||
/// </summary>
|
||||
public static class UIInputPromptScaffold
|
||||
{
|
||||
private const string ControlsDir = "Assets/_Game/Prefabs/UI/Controls";
|
||||
private const string ThemePath = "Assets/_Game/Data/UI/Themes/UI_Theme_Default.asset";
|
||||
private const string PfPrompt = "UI_Control_InputPrompt";
|
||||
|
||||
[MenuItem("BaseGames/UI/控件库/生成输入提示控件(UI_Control_InputPrompt)")]
|
||||
public static void GeneratePrompt()
|
||||
{
|
||||
EnsureFolder(ControlsDir);
|
||||
BuildPrompt();
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Debug.Log($"[UIInputPrompt] 已生成 {ControlsDir}/{PfPrompt}.prefab。\n" +
|
||||
"用法:菜单「向选中节点放置 ▸ InputPrompt」放进 UI,Icon 填 ActionName、Label 填文字。\n" +
|
||||
"图标随当前设备自动切换;需美术把按键 sprite 填入 ICN_Keyboard/Xbox/PlayStation/Switch 资产。");
|
||||
}
|
||||
|
||||
[MenuItem("BaseGames/UI/控件库/向选中节点放置 ▸ InputPrompt")]
|
||||
private static void PlacePrompt()
|
||||
{
|
||||
string path = $"{ControlsDir}/{PfPrompt}.prefab";
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
||||
if (prefab == null)
|
||||
{
|
||||
EditorUtility.DisplayDialog("控件库",
|
||||
$"未找到预制件:{path}\n请先执行「生成输入提示控件(UI_Control_InputPrompt)」。", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
Transform parent = Selection.activeTransform;
|
||||
if (parent == null)
|
||||
{
|
||||
var canvas = Object.FindObjectOfType<Canvas>();
|
||||
parent = canvas != null ? canvas.transform : null;
|
||||
}
|
||||
|
||||
var instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab, parent);
|
||||
if (instance == null) return;
|
||||
Undo.RegisterCreatedObjectUndo(instance, $"Place {PfPrompt}");
|
||||
Selection.activeGameObject = instance;
|
||||
EditorGUIUtility.PingObject(instance);
|
||||
}
|
||||
|
||||
// ── 构建 ─────────────────────────────────────────────────────────────
|
||||
private static void BuildPrompt()
|
||||
{
|
||||
var theme = AssetDatabase.LoadAssetAtPath<UIThemeSO>(ThemePath);
|
||||
|
||||
// 根:横向布局(图标 + 文字),自适应内容宽度
|
||||
var root = NewUI(PfPrompt, 120f, 44f);
|
||||
var h = root.AddComponent<HorizontalLayoutGroup>();
|
||||
h.spacing = 8f; h.childAlignment = TextAnchor.MiddleLeft;
|
||||
h.childForceExpandWidth = false; h.childForceExpandHeight = false;
|
||||
h.childControlWidth = true; h.childControlHeight = true;
|
||||
var fitter = root.AddComponent<ContentSizeFitter>();
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
// 图标:Image + InputIconImage(同物体,InputIconImage 要求 Image)
|
||||
var iconGo = NewUIChild(root.transform, "Icon", out _);
|
||||
var iconImg = iconGo.AddComponent<Image>();
|
||||
iconImg.preserveAspect = true;
|
||||
iconImg.sprite = Knob(); // 编辑期占位图;运行时由 InputIconImage 替换为当前设备按键图(无图则自动隐藏)
|
||||
var iconLe = iconGo.AddComponent<LayoutElement>();
|
||||
iconLe.preferredWidth = 40f; iconLe.preferredHeight = 40f;
|
||||
iconLe.minWidth = 32f; iconLe.minHeight = 32f;
|
||||
var iconComp = iconGo.AddComponent<InputIconImage>();
|
||||
SetEnum(iconComp, "_mode", (int)InputIconImage.LookupMode.ByActionName);
|
||||
SetString(iconComp, "_actionName", "Interact"); // 占位 ActionName,策划按需改
|
||||
|
||||
// 文字:提示标签(可挂 LocalizedText;默认占位)
|
||||
var lblGo = NewUIChild(root.transform, "Label", out _);
|
||||
var lbl = lblGo.AddComponent<TextMeshProUGUI>();
|
||||
lbl.text = "提示"; lbl.fontSize = 24f; lbl.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
lbl.color = new Color(0.80f, 0.80f, 0.82f, 1f);
|
||||
lbl.raycastTarget = false;
|
||||
var lblLe = lblGo.AddComponent<LayoutElement>();
|
||||
lblLe.preferredHeight = 40f;
|
||||
SetEnum(lblGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Text_Secondary);
|
||||
|
||||
_ = theme; // 配色随就近父级 UIThemeApplier;本控件不自带 applier,避免嵌套重复应用
|
||||
|
||||
string path = $"{ControlsDir}/{PfPrompt}.prefab";
|
||||
PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
}
|
||||
|
||||
// ── 助手 ─────────────────────────────────────────────────────────────
|
||||
private static GameObject NewUI(string name, float w, float h)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform));
|
||||
((RectTransform)go.transform).sizeDelta = new Vector2(w, h);
|
||||
return go;
|
||||
}
|
||||
|
||||
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 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 SetString(Component c, string prop, string value)
|
||||
{
|
||||
var so = new SerializedObject(c);
|
||||
var p = so.FindProperty(prop);
|
||||
if (p != null) { p.stringValue = value; so.ApplyModifiedPropertiesWithoutUndo(); }
|
||||
}
|
||||
|
||||
private static Sprite Knob() => AssetDatabase.GetBuiltinExtraResource<Sprite>("UI/Skin/Knob.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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8adf13ec10899df439ee33bc9dcbcdeb
|
||||
guid: 67910478514f5d342b774044378cd877
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
275
Assets/_Game/Scripts/Editor/UI/UILoadingScreenScaffold.cs
Normal file
275
Assets/_Game/Scripts/Editor/UI/UILoadingScreenScaffold.cs
Normal file
@@ -0,0 +1,275 @@
|
||||
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 active;LoadingScreenManager 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 Show(SetActive 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2513f08dc745f2a45b2209eb81f2ca05
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
265
Assets/_Game/Scripts/Editor/UI/UINewGameModeScaffold.cs
Normal file
265
Assets/_Game/Scripts/Editor/UI/UINewGameModeScaffold.cs
Normal file
@@ -0,0 +1,265 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using BaseGames.UI.MainMenu;
|
||||
using BaseGames.UI.Theme;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Localization;
|
||||
using BaseGames.Editor.Localization;
|
||||
|
||||
namespace BaseGames.Editor.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 新游戏难度选择脚手架:生成 / 更新 <c>UI_NewGameModePanel</c> 预制件 + 默认 <c>UI_NewGameModeConfig</c> 表 + 中英文案。
|
||||
/// 该面板是 MainMenu Canvas 的子面板(非独立 Canvas),由 SaveSlotController 经 ShowAsync 模态弹出。
|
||||
///
|
||||
/// 美术 → 改 UI_NewGameModePanel 预制件(暗化/对话框/标题/说明/返回样式,难度按钮样式见 UI_MainMenu_Button);
|
||||
/// 策划 → 改 UI_NewGameModeConfig(增删/重排难度、改标签/说明)。
|
||||
///
|
||||
/// 菜单:BaseGames/UI/控件库/生成新游戏难度选择(预制件 + 默认配置)
|
||||
/// </summary>
|
||||
public static class UINewGameModeScaffold
|
||||
{
|
||||
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_NewGameModePanel";
|
||||
private const string ConfigName = "UI_NewGameModeConfig";
|
||||
private const string BtnPrefabPath = "Assets/_Game/Prefabs/UI/Controls/UI_MainMenu_Button.prefab";
|
||||
|
||||
[MenuItem("BaseGames/UI/控件库/生成新游戏难度选择(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("[UINewGameMode] 难度选择已生成/更新:\n");
|
||||
foreach (var r in report) sb.AppendLine(" • " + r);
|
||||
sb.AppendLine("用法:重跑「BaseGames/Scene/Setup/Scaffold MainMenu Scene」实例化进 MainMenu(接 SaveSlotController._modeSelect)。");
|
||||
Debug.Log(sb.ToString());
|
||||
}
|
||||
|
||||
private static void BuildPrefab(UIThemeSO theme, NewGameModeConfigSO config, List<string> report)
|
||||
{
|
||||
// 根:铺满全屏的面板(非 Canvas;作为 MainMenu Canvas 子节点)。初始隐藏,由导航器激活。
|
||||
var root = new GameObject(PrefabName, typeof(RectTransform), typeof(CanvasGroup));
|
||||
var rootRt = (RectTransform)root.transform;
|
||||
Stretch(rootRt);
|
||||
var ctrl = root.AddComponent<NewGameModeController>();
|
||||
var applier = root.AddComponent<UIThemeApplier>();
|
||||
if (theme != null) AssignRef(applier, "_theme", theme);
|
||||
|
||||
// 暗化遮罩(铺满,挡点击)
|
||||
var overlayGo = NewUIChild(root.transform, "Overlay", out var overlayRt);
|
||||
Stretch(overlayRt);
|
||||
var overlay = overlayGo.AddComponent<Image>();
|
||||
overlay.color = new Color(0f, 0f, 0f, 0.6f); overlay.raycastTarget = true;
|
||||
|
||||
// 对话框
|
||||
var boxGo = NewUIChild(root.transform, "DialogBox", out var boxRt);
|
||||
SetRect(boxRt, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f),
|
||||
Vector2.zero, new Vector2(760f, 520f));
|
||||
var box = boxGo.AddComponent<Image>();
|
||||
box.sprite = Standard(); box.type = Image.Type.Sliced;
|
||||
box.color = new Color(0.10f, 0.11f, 0.15f, 0.98f);
|
||||
SetEnum(boxGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Graphic_Background);
|
||||
|
||||
// 标题
|
||||
var titleGo = NewUIChild(boxGo.transform, "Title", out var titleRt);
|
||||
SetRect(titleRt, new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0.5f, 1f),
|
||||
new Vector2(0f, -50f), new Vector2(-60f, 60f));
|
||||
var title = titleGo.AddComponent<TextMeshProUGUI>();
|
||||
title.text = "选择难度"; title.alignment = TextAlignmentOptions.Center; title.fontSize = 40f;
|
||||
title.raycastTarget = false;
|
||||
var titleLoc = titleGo.AddComponent<LocalizedText>();
|
||||
SetString(titleLoc, "_key", "MODE_SELECT_TITLE");
|
||||
SetEnum(titleGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Text_Header);
|
||||
|
||||
// 难度按钮容器(竖排)
|
||||
var optionGo = NewUIChild(boxGo.transform, "OptionContainer", out var optionRt);
|
||||
SetRect(optionRt, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f),
|
||||
new Vector2(0f, -130f), new Vector2(460f, 200f));
|
||||
var vlg = optionGo.AddComponent<VerticalLayoutGroup>();
|
||||
vlg.spacing = 12f; vlg.childAlignment = TextAnchor.UpperCenter;
|
||||
vlg.childControlWidth = true; vlg.childControlHeight = true;
|
||||
vlg.childForceExpandWidth = true; vlg.childForceExpandHeight = false;
|
||||
|
||||
// 说明文本(选中项时显示)
|
||||
var descGo = NewUIChild(boxGo.transform, "DescText", out var descRt);
|
||||
SetRect(descRt, new Vector2(0f, 0f), new Vector2(1f, 0f), new Vector2(0.5f, 0f),
|
||||
new Vector2(0f, 130f), new Vector2(-80f, 80f));
|
||||
var desc = descGo.AddComponent<TextMeshProUGUI>();
|
||||
desc.text = ""; desc.alignment = TextAlignmentOptions.Center; desc.fontSize = 22f;
|
||||
desc.color = new Color(0.82f, 0.6f, 0.6f, 1f); desc.raycastTarget = false; desc.enableWordWrapping = true;
|
||||
SetEnum(descGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Text_Secondary);
|
||||
|
||||
// 返回按钮
|
||||
var backGo = NewUIChild(boxGo.transform, "Btn_Back", out var backRt);
|
||||
SetRect(backRt, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
|
||||
new Vector2(0f, 46f), new Vector2(260f, 60f));
|
||||
var backImg = backGo.AddComponent<Image>();
|
||||
backImg.sprite = Standard(); backImg.type = Image.Type.Sliced; backImg.color = new Color(1f, 1f, 1f, 0.06f);
|
||||
var backBtn = backGo.AddComponent<Button>(); backBtn.targetGraphic = backImg;
|
||||
var backLblGo = NewUIChild(backGo.transform, "Label", out var backLblRt);
|
||||
Stretch(backLblRt);
|
||||
var backLbl = backLblGo.AddComponent<TextMeshProUGUI>();
|
||||
backLbl.text = "返回"; backLbl.alignment = TextAlignmentOptions.Center; backLbl.fontSize = 28f;
|
||||
backLblGo.AddComponent<LocalizedText>();
|
||||
SetString(backLblGo.GetComponent<LocalizedText>(), "_key", "BTN_BACK");
|
||||
SetEnum(backLblGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Text_Primary);
|
||||
|
||||
// 绑定控制器
|
||||
AssignRef(ctrl, "_config", config);
|
||||
AssignRef(ctrl, "_container", optionRt);
|
||||
AssignRef(ctrl, "_canvasGroup", root.GetComponent<CanvasGroup>());
|
||||
AssignRef(ctrl, "_titleText", titleLoc);
|
||||
AssignRef(ctrl, "_descText", desc);
|
||||
AssignRef(ctrl, "_btnBack", backBtn);
|
||||
|
||||
var btnPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(BtnPrefabPath);
|
||||
var btnView = btnPrefab != null ? btnPrefab.GetComponent<MainMenuButtonView>() : null;
|
||||
if (btnView == null) report.Add($"未找到按钮预制件 {BtnPrefabPath}(请先运行「生成主菜单」)。");
|
||||
AssignRef(ctrl, "_buttonPrefab", btnView);
|
||||
|
||||
root.SetActive(false); // 结果面板由导航器激活
|
||||
|
||||
string path = $"{PrefabDir}/{PrefabName}.prefab";
|
||||
PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
report.Add(path);
|
||||
}
|
||||
|
||||
private static NewGameModeConfigSO EnsureDefaultConfig(List<string> report)
|
||||
{
|
||||
string path = $"{ConfigDir}/{ConfigName}.asset";
|
||||
var cfg = AssetDatabase.LoadAssetAtPath<NewGameModeConfigSO>(path);
|
||||
bool created = cfg == null;
|
||||
if (created) { cfg = ScriptableObject.CreateInstance<NewGameModeConfigSO>(); AssetDatabase.CreateAsset(cfg, path); }
|
||||
|
||||
if (created)
|
||||
{
|
||||
var items = new (DifficultyLevel lvl, string label, string desc)[]
|
||||
{
|
||||
(DifficultyLevel.Normal, "MODE_NORMAL", ""),
|
||||
(DifficultyLevel.SteelSoul, "MODE_STEELSOUL", "MODE_STEELSOUL_DESC"),
|
||||
};
|
||||
var so = new SerializedObject(cfg);
|
||||
var prop = so.FindProperty("_items");
|
||||
prop.arraySize = items.Length;
|
||||
for (int i = 0; i < items.Length; i++)
|
||||
{
|
||||
var el = prop.GetArrayElementAtIndex(i);
|
||||
el.FindPropertyRelative("level").enumValueIndex = (int)items[i].lvl;
|
||||
el.FindPropertyRelative("labelKey").stringValue = items[i].label;
|
||||
el.FindPropertyRelative("descKey").stringValue = items[i].desc;
|
||||
}
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
report.Add($"{path}(默认 {items.Length} 项:普通 / 钢铁之魂)");
|
||||
}
|
||||
return cfg;
|
||||
}
|
||||
|
||||
private static void SeedLocalization(List<string> report)
|
||||
{
|
||||
var zh = new Dictionary<string, string>
|
||||
{
|
||||
{ "MODE_SELECT_TITLE", "选择难度" },
|
||||
{ "MODE_NORMAL", "普通" },
|
||||
{ "MODE_STEELSOUL", "钢铁之魂" },
|
||||
{ "MODE_STEELSOUL_DESC", "一命模式:死亡即清空存档,请谨慎选择。" },
|
||||
{ "BTN_BACK", "返回" },
|
||||
};
|
||||
var en = new Dictionary<string, string>
|
||||
{
|
||||
{ "MODE_SELECT_TITLE", "Select Mode" },
|
||||
{ "MODE_NORMAL", "Normal" },
|
||||
{ "MODE_STEELSOUL", "Steel Soul" },
|
||||
{ "MODE_STEELSOUL_DESC", "One life. Death wipes the save — choose with care." },
|
||||
{ "BTN_BACK", "Back" },
|
||||
};
|
||||
int added = MergeWriteUI(Language.ChineseSimplified, zh) + MergeWriteUI(Language.English, en);
|
||||
report.Add($"本地化新增 {added} 条(已存在不覆盖)。");
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// ── 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 SetString(Component c, string prop, string value)
|
||||
{
|
||||
if (c == null) return;
|
||||
var so = new SerializedObject(c);
|
||||
var p = so.FindProperty(prop);
|
||||
if (p != null) { p.stringValue = 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($"[UINewGameMode] 未找到属性 {target.GetType().Name}.{prop}"); return; }
|
||||
p.objectReferenceValue = value;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Editor/UI/UINewGameModeScaffold.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/UI/UINewGameModeScaffold.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: df82a9fb6a00ca740badcfaefc083560
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
255
Assets/_Game/Scripts/Editor/UI/UIPauseScreenScaffold.cs
Normal file
255
Assets/_Game/Scripts/Editor/UI/UIPauseScreenScaffold.cs
Normal file
@@ -0,0 +1,255 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using BaseGames.UI;
|
||||
using BaseGames.UI.MainMenu;
|
||||
using BaseGames.UI.Theme;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Localization;
|
||||
using BaseGames.Editor.Localization;
|
||||
|
||||
namespace BaseGames.Editor.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 暂停界面脚手架:生成 / 更新 <c>UI_PauseScreen</c> 预制件 + 默认 <c>UI_PauseMenuConfig</c> 表 + 中英文案。
|
||||
/// 对齐「Prefab(样式)+ Config(数据)+ Theme(配色)」范式。
|
||||
///
|
||||
/// <para>编辑方式:</para>
|
||||
/// 美术 → 双击 <c>UI_PauseScreen.prefab</c> 改暗化背景/标题/布局/按钮样式(按钮样式见 UI_MainMenu_Button);
|
||||
/// 策划 → 选 <c>UI_PauseMenuConfig.asset</c> 增删/重排/改标签/改动作。
|
||||
///
|
||||
/// 菜单:BaseGames/UI/控件库/生成暂停界面(预制件 + 默认配置)
|
||||
/// </summary>
|
||||
public static class UIPauseScreenScaffold
|
||||
{
|
||||
private const string PrefabDir = "Assets/_Game/Prefabs/UI";
|
||||
private const string ControlsDir = "Assets/_Game/Prefabs/UI/Controls";
|
||||
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_PauseScreen";
|
||||
private const string ConfigName = "UI_PauseMenuConfig";
|
||||
private const string BtnPrefabPath = "Assets/_Game/Prefabs/UI/Controls/UI_MainMenu_Button.prefab";
|
||||
|
||||
[MenuItem("BaseGames/UI/控件库/生成暂停界面(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("[UIPauseScreen] 暂停界面已生成/更新:\n");
|
||||
foreach (var r in report) sb.AppendLine(" • " + r);
|
||||
sb.AppendLine("用法:重跑「BaseGames/Scene/Setup/Scaffold Persistent Scene」实例化进 Persistent(作为 PanelId.Pause 面板)。");
|
||||
Debug.Log(sb.ToString());
|
||||
}
|
||||
|
||||
// ── 预制件构建 ───────────────────────────────────────────────────────
|
||||
private static void BuildPrefab(UIThemeSO theme, PauseMenuConfigSO config, List<string> report)
|
||||
{
|
||||
// 根:全屏 Overlay Canvas(sortOrder 50:HUD 之上、加载/Splash 之下)
|
||||
var root = new GameObject(PrefabName,
|
||||
typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster), typeof(CanvasGroup));
|
||||
var canvas = root.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 50;
|
||||
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 ctrl = root.AddComponent<DataDrivenPauseMenuController>();
|
||||
|
||||
// 暗化背景(铺满,挡住下层点击)
|
||||
var dimGo = NewUIChild(root.transform, "Dim", out var dimRt);
|
||||
Stretch(dimRt);
|
||||
var dimImg = dimGo.AddComponent<Image>();
|
||||
dimImg.color = new Color(0f, 0f, 0f, 0.72f);
|
||||
dimImg.raycastTarget = true;
|
||||
|
||||
// 主题应用器挂根(每次 OnEnable 应用配色到带 UIThemeRole 的子节点)
|
||||
var applier = root.AddComponent<UIThemeApplier>();
|
||||
if (theme != null) AssignRef(applier, "_theme", theme);
|
||||
|
||||
// 标题
|
||||
var titleGo = NewUIChild(root.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, 220f), new Vector2(800f, 90f));
|
||||
var title = titleGo.AddComponent<TextMeshProUGUI>();
|
||||
title.text = "暂停"; title.alignment = TextAlignmentOptions.Center; title.fontSize = 64f;
|
||||
title.raycastTarget = false;
|
||||
titleGo.AddComponent<LocalizedText>(); // key 由脚手架下面绑 PAUSE_TITLE
|
||||
SetString(titleGo.GetComponent<LocalizedText>(), "_key", "PAUSE_TITLE");
|
||||
SetEnum(titleGo.AddComponent<UIThemeRole>(), "_kind", (int)UIThemeRoleKind.Text_Header);
|
||||
|
||||
// 按钮容器(居中竖排;运行时据表生成按钮)
|
||||
var menuGo = NewUIChild(root.transform, "MenuPanel", out var menuRt);
|
||||
SetRect(menuRt, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f),
|
||||
new Vector2(0f, -40f), new Vector2(520f, 360f));
|
||||
var vlg = menuGo.AddComponent<VerticalLayoutGroup>();
|
||||
vlg.spacing = 12f; vlg.childAlignment = TextAnchor.MiddleCenter;
|
||||
vlg.childControlWidth = true; vlg.childControlHeight = true;
|
||||
vlg.childForceExpandWidth = true; vlg.childForceExpandHeight = false;
|
||||
|
||||
// 绑定控制器
|
||||
AssignRef(ctrl, "_config", config);
|
||||
AssignRef(ctrl, "_container", menuRt);
|
||||
AssignRef(ctrl, "_canvasGroup", root.GetComponent<CanvasGroup>());
|
||||
|
||||
var btnPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(BtnPrefabPath);
|
||||
var btnView = btnPrefab != null ? btnPrefab.GetComponent<MainMenuButtonView>() : null;
|
||||
if (btnView == null) report.Add($"未找到按钮预制件 {BtnPrefabPath}(请先运行「生成主菜单」)。");
|
||||
AssignRef(ctrl, "_buttonPrefab", btnView);
|
||||
|
||||
// resume 频道与 GameManager 同源:实际资产名 EVT_PauseResumed(EVT_ResumeRequested 不存在)
|
||||
AssignRef(ctrl, "_onResumeRequested", FindAsset<VoidEventChannelSO>("EVT_PauseResumed")
|
||||
?? FindAsset<VoidEventChannelSO>("EVT_ResumeRequested"));
|
||||
AssignRef(ctrl, "_onSceneLoadRequest", FindAsset<SceneLoadRequestEventChannelSO>("EVT_SceneLoadRequest"));
|
||||
|
||||
string path = $"{PrefabDir}/{PrefabName}.prefab";
|
||||
PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
report.Add(path);
|
||||
}
|
||||
|
||||
// ── 默认配置 ─────────────────────────────────────────────────────────
|
||||
private static PauseMenuConfigSO EnsureDefaultConfig(List<string> report)
|
||||
{
|
||||
string path = $"{ConfigDir}/{ConfigName}.asset";
|
||||
var cfg = AssetDatabase.LoadAssetAtPath<PauseMenuConfigSO>(path);
|
||||
bool created = cfg == null;
|
||||
if (created) { cfg = ScriptableObject.CreateInstance<PauseMenuConfigSO>(); AssetDatabase.CreateAsset(cfg, path); }
|
||||
|
||||
if (created)
|
||||
{
|
||||
var items = new (string key, PauseMenuAction a)[]
|
||||
{
|
||||
("PAUSE_RESUME", PauseMenuAction.Resume),
|
||||
("MENU_SETTINGS", PauseMenuAction.OpenSettings),
|
||||
("PAUSE_MAIN_MENU", PauseMenuAction.ReturnToMainMenu),
|
||||
("MENU_QUIT", PauseMenuAction.Quit),
|
||||
};
|
||||
var so = new SerializedObject(cfg);
|
||||
var prop = so.FindProperty("_items");
|
||||
prop.arraySize = items.Length;
|
||||
for (int i = 0; i < items.Length; i++)
|
||||
{
|
||||
var el = prop.GetArrayElementAtIndex(i);
|
||||
el.FindPropertyRelative("labelKey").stringValue = items[i].key;
|
||||
el.FindPropertyRelative("action").enumValueIndex = (int)items[i].a;
|
||||
el.FindPropertyRelative("sceneKey").stringValue = "";
|
||||
}
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
report.Add($"{path}(默认 {items.Length} 项)");
|
||||
}
|
||||
return cfg;
|
||||
}
|
||||
|
||||
// ── 默认本地化(已存在的 key 不覆盖)────────────────────────────────────
|
||||
private static void SeedLocalization(List<string> report)
|
||||
{
|
||||
var zh = new Dictionary<string, string>
|
||||
{
|
||||
{ "PAUSE_TITLE", "暂停" },
|
||||
{ "PAUSE_RESUME", "继续" },
|
||||
{ "PAUSE_MAIN_MENU", "返回主菜单" },
|
||||
};
|
||||
var en = new Dictionary<string, string>
|
||||
{
|
||||
{ "PAUSE_TITLE", "Paused" },
|
||||
{ "PAUSE_RESUME", "Resume" },
|
||||
{ "PAUSE_MAIN_MENU", "Return to Title" },
|
||||
};
|
||||
int added = MergeWriteUI(Language.ChineseSimplified, zh) + MergeWriteUI(Language.English, en);
|
||||
report.Add($"本地化新增 {added} 条(已存在不覆盖;MENU_SETTINGS/MENU_QUIT 复用主菜单译文)。");
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// ── 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 SetString(Component c, string prop, string value)
|
||||
{
|
||||
if (c == null) return;
|
||||
var so = new SerializedObject(c);
|
||||
var p = so.FindProperty(prop);
|
||||
if (p != null) { p.stringValue = 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($"[UIPauseScreen] 未找到属性 {target.GetType().Name}.{prop}"); return; }
|
||||
p.objectReferenceValue = value;
|
||||
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 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Editor/UI/UIPauseScreenScaffold.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/UI/UIPauseScreenScaffold.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d74eff677fd2a04ab74c05b8cced069
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -214,8 +214,8 @@ namespace BaseGames.Input
|
||||
BindPerformed(_ui, "Navigate", ctx => NavigateEvent?.Invoke(ctx.ReadValue<Vector2>()));
|
||||
BindCanceled(_ui, "Navigate", _ => NavigateEvent?.Invoke(Vector2.zero));
|
||||
BindStarted(_ui, "Submit", () => SubmitEvent?.Invoke());
|
||||
// UI 模式下 ESC 与手柄 Start 均归为 Cancel(返回/关闭栈顶);UI map 不再有 Pause action。
|
||||
BindStarted(_ui, "Cancel", () => { CancelEvent?.Invoke(); _onUICancelPressed?.Raise(); });
|
||||
BindStarted(_ui, "Pause", HandlePause);
|
||||
BindPerformed(_ui, "Point", ctx => PointEvent?.Invoke(ctx.ReadValue<Vector2>()));
|
||||
// R13-N3 小地图缩放档位切换;Action 名称需在 InputActionAsset UI Map 中添加(可选)
|
||||
BindStarted(_ui, "CycleMinimapZoom", () => CycleMinimapZoomEvent?.Invoke());
|
||||
|
||||
@@ -31,7 +31,6 @@ namespace BaseGames.Challenge
|
||||
SceneName = _challengeSceneName,
|
||||
EntryTransitionId = string.Empty,
|
||||
TransitionType = TransitionType.Scene,
|
||||
ShowLoadingScreen = false,
|
||||
IsRespawn = false,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -114,7 +114,6 @@ namespace BaseGames.Support.AntiSoftlock
|
||||
SceneName = scene,
|
||||
EntryId = spawn,
|
||||
TransitionType = TransitionType.Scene,
|
||||
ShowLoadingScreen = true,
|
||||
IsRespawn = true,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -36,6 +36,23 @@ namespace BaseGames.UI
|
||||
[Tooltip("打开时是否自动把焦点设到首项。")]
|
||||
[SerializeField] protected bool _selectFirstOnEnable = true;
|
||||
|
||||
[Header("导航栈")]
|
||||
[Tooltip("被压栈时,正下方面板的处理方式:Replace 停用下层(整屏切换);Modal 保留下层可见但屏蔽其交互(对话框)。")]
|
||||
[SerializeField] protected PushMode _defaultMode = PushMode.Replace;
|
||||
|
||||
[Tooltip("是否允许 ESC / 手柄 B 取消本面板(栈顶时)。确认破坏性操作的根面板可关闭。")]
|
||||
[SerializeField] protected bool _canCancel = true;
|
||||
|
||||
/// <summary>被压栈方式(<see cref="IUINavigator.Push"/> 未显式指定 mode 时采用)。</summary>
|
||||
public PushMode DefaultMode => _defaultMode;
|
||||
|
||||
/// <summary>栈顶时 ESC / 手柄 B 是否可取消本面板。</summary>
|
||||
public bool CanCancel => _canCancel;
|
||||
|
||||
/// <summary>键盘 / 手柄默认焦点项(<see cref="_firstSelected"/> 优先,否则 <see cref="ResolveFirstSelected"/>)。供导航器出/入栈聚焦。</summary>
|
||||
public GameObject FirstSelectableGO
|
||||
=> _firstSelected != null ? _firstSelected.gameObject : ResolveFirstSelected();
|
||||
|
||||
/// <summary>事件订阅容器,OnDisable 自动清理。子类订阅用 <c>channel.Subscribe(..).AddTo(_subs)</c>。</summary>
|
||||
protected readonly CompositeDisposable _subs = new();
|
||||
|
||||
@@ -44,6 +61,7 @@ namespace BaseGames.UI
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
if (_canvasGroup == null) _canvasGroup = GetComponent<CanvasGroup>(); // 惰性解析(兼容运行时适配/未连线)
|
||||
OnPanelOpen();
|
||||
if (_canvasGroup != null && _fadeInDuration > 0f) PlayFadeIn();
|
||||
if (_selectFirstOnEnable) FocusFirst();
|
||||
@@ -62,9 +80,29 @@ namespace BaseGames.UI
|
||||
/// <summary>面板关闭时调用(OnDisable,_subs 已清理之后)。子类在此释放非 _subs 资源。</summary>
|
||||
protected virtual void OnPanelClose() { }
|
||||
|
||||
// ── 导航栈交互屏蔽 ────────────────────────────────────────────────────
|
||||
/// <summary>
|
||||
/// 切换本面板"是否参与交互/导航"。导航器把模态对话框压在本面板之上时,
|
||||
/// 以此屏蔽本面板(<see cref="CanvasGroup"/> interactable+blocksRaycasts=false)——
|
||||
/// 子控件 <c>Selectable.IsInteractable()</c> 随之为 false,自动退出 Unity 导航图,
|
||||
/// 杜绝方向键穿透到下层(无 CanvasGroup 时为空操作)。
|
||||
/// </summary>
|
||||
public void SetInteractableLayer(bool on)
|
||||
{
|
||||
if (_canvasGroup == null) return;
|
||||
_canvasGroup.interactable = on;
|
||||
_canvasGroup.blocksRaycasts = on;
|
||||
}
|
||||
|
||||
// ── 焦点 ──────────────────────────────────────────────────────────────
|
||||
/// <summary>关闭子面板、本面板恢复为栈顶时调用(<see cref="IUIManager.CloseTopPanel"/> 触发)。</summary>
|
||||
public virtual void OnFocusRestored() => FocusFirst();
|
||||
/// <summary>本面板重新成为栈顶(上层出栈)时调用:默认聚焦首项。</summary>
|
||||
public virtual void OnFocusGained() => FocusFirst();
|
||||
|
||||
/// <summary>本面板被上层压栈覆盖时调用(可选钩子,默认无操作)。</summary>
|
||||
public virtual void OnFocusLost() { }
|
||||
|
||||
/// <summary>兼容旧 <see cref="IFocusable"/> 路径:等价于 <see cref="OnFocusGained"/>。</summary>
|
||||
public virtual void OnFocusRestored() => OnFocusGained();
|
||||
|
||||
/// <summary>将 EventSystem 焦点设到首项(优先 <see cref="_firstSelected"/>,否则 <see cref="ResolveFirstSelected"/>)。</summary>
|
||||
protected void FocusFirst()
|
||||
|
||||
@@ -8,7 +8,7 @@ namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 滑条控件封装:Slider + 实时数值标签 + 一行式 <see cref="Bind"/>,
|
||||
/// 消除 <see cref="SettingsPanelController"/> 里"移除监听→设值→加监听→更新标签"的重复样板。
|
||||
/// 消除设置面板里"移除监听→设值→加监听→更新标签"的重复样板。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class UISlider : MonoBehaviour
|
||||
|
||||
@@ -31,99 +31,5 @@ namespace BaseGames.UI
|
||||
// 此处保留供将来添加设备切换时的其他 UI 响应(提示动画、音效反馈等)。
|
||||
}
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
/// <summary>
|
||||
/// 单个按键图标 Image 组件。
|
||||
///
|
||||
/// 支持两种查询模式:
|
||||
/// • ByActionName(推荐):填写 ActionName(如 "Interact"),
|
||||
/// 由 IInputIconService 自动解析当前设备 + 改键后的实际绑定路径 → 图标。
|
||||
/// • ByBindingPath(兼容/装饰用):直接填写固定路径(如 "<Keyboard>/space"),
|
||||
/// 适合教程截图等不跟随改键变化的场景。
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Image))]
|
||||
public class InputIconImage : MonoBehaviour
|
||||
{
|
||||
public enum LookupMode { ByActionName, ByBindingPath }
|
||||
|
||||
[SerializeField] private LookupMode _mode = LookupMode.ByActionName;
|
||||
|
||||
[Tooltip("Action 名称,如 Interact / Jump / Attack(仅 ByActionName 模式使用)")]
|
||||
[SerializeField] private string _actionName;
|
||||
|
||||
[Tooltip("固定绑定路径,如 <Keyboard>/space(仅 ByBindingPath 模式使用)")]
|
||||
[SerializeField] private string _bindingPath;
|
||||
|
||||
private Image _image;
|
||||
private IInputIconService _iconService;
|
||||
|
||||
// ── 静态注册表:替换 FindObjectsByType,O(1) 注册/注销,O(n) 广播 ────────
|
||||
private static readonly List<InputIconImage> _registry = new();
|
||||
|
||||
/// <summary>通知注册表内所有已启用实例刷新图标(设备切换时调用)。</summary>
|
||||
internal static void RefreshAll()
|
||||
{
|
||||
for (int i = _registry.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (_registry[i] != null) _registry[i].Refresh();
|
||||
else _registry.RemoveAt(i); // 清理已销毁的残留引用
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake() => _image = GetComponent<Image>();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_iconService = ServiceLocator.GetOrDefault<IInputIconService>();
|
||||
if (_iconService != null)
|
||||
_iconService.OnIconSetChanged += Refresh;
|
||||
_registry.Add(this);
|
||||
Refresh();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (_iconService != null)
|
||||
_iconService.OnIconSetChanged -= Refresh;
|
||||
_registry.Remove(this);
|
||||
}
|
||||
|
||||
/// <summary>刷新图标显示。设备切换或改键后由 InputDeviceIconSwitcher / InputIconService 调用。</summary>
|
||||
public void Refresh()
|
||||
{
|
||||
if (_image == null) return;
|
||||
|
||||
// 若组件在 IInputIconService 注册前 Enable,此处补重试并补订阅
|
||||
if (_iconService == null)
|
||||
{
|
||||
_iconService = ServiceLocator.GetOrDefault<IInputIconService>();
|
||||
if (_iconService != null)
|
||||
_iconService.OnIconSetChanged += Refresh;
|
||||
}
|
||||
|
||||
Sprite sprite = null;
|
||||
|
||||
if (_mode == LookupMode.ByActionName && !string.IsNullOrEmpty(_actionName))
|
||||
{
|
||||
sprite = _iconService?.GetActionIcon(_actionName);
|
||||
}
|
||||
else if (_mode == LookupMode.ByBindingPath && !string.IsNullOrEmpty(_bindingPath))
|
||||
{
|
||||
// 使用固定路径在当前图标集查找(不随改键变化),适合装饰性按键说明
|
||||
sprite = _iconService?.GetPathIcon(_bindingPath);
|
||||
}
|
||||
|
||||
if (sprite != null)
|
||||
{
|
||||
_image.sprite = sprite;
|
||||
_image.enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_image.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
104
Assets/_Game/Scripts/UI/InputIconImage.cs
Normal file
104
Assets/_Game/Scripts/UI/InputIconImage.cs
Normal file
@@ -0,0 +1,104 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using BaseGames.Core;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 单个按键图标 Image 组件。
|
||||
///
|
||||
/// 支持两种查询模式:
|
||||
/// • ByActionName(推荐):填写 ActionName(如 "Interact"),
|
||||
/// 由 IInputIconService 自动解析当前设备 + 改键后的实际绑定路径 → 图标。
|
||||
/// • ByBindingPath(兼容/装饰用):直接填写固定路径(如 "<Keyboard>/space"),
|
||||
/// 适合教程截图等不跟随改键变化的场景。
|
||||
///
|
||||
/// ⚠️ 必须独立成文件(类名 = 文件名):作为可序列化的 MonoBehaviour,
|
||||
/// 若与其他类同处一个 .cs 文件(二级类),Unity 无法为其写出有效的 m_Script 引用,
|
||||
/// 挂载后存盘 / 重载会变成"缺失脚本"。
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Image))]
|
||||
public class InputIconImage : MonoBehaviour
|
||||
{
|
||||
public enum LookupMode { ByActionName, ByBindingPath }
|
||||
|
||||
[SerializeField] private LookupMode _mode = LookupMode.ByActionName;
|
||||
|
||||
[Tooltip("Action 名称,如 Interact / Jump / Attack(仅 ByActionName 模式使用)")]
|
||||
[SerializeField] private string _actionName;
|
||||
|
||||
[Tooltip("固定绑定路径,如 <Keyboard>/space(仅 ByBindingPath 模式使用)")]
|
||||
[SerializeField] private string _bindingPath;
|
||||
|
||||
private Image _image;
|
||||
private IInputIconService _iconService;
|
||||
|
||||
// ── 静态注册表:替换 FindObjectsByType,O(1) 注册/注销,O(n) 广播 ────────
|
||||
private static readonly List<InputIconImage> _registry = new();
|
||||
|
||||
/// <summary>通知注册表内所有已启用实例刷新图标(设备切换时调用)。</summary>
|
||||
internal static void RefreshAll()
|
||||
{
|
||||
for (int i = _registry.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (_registry[i] != null) _registry[i].Refresh();
|
||||
else _registry.RemoveAt(i); // 清理已销毁的残留引用
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake() => _image = GetComponent<Image>();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_iconService = ServiceLocator.GetOrDefault<IInputIconService>();
|
||||
if (_iconService != null)
|
||||
_iconService.OnIconSetChanged += Refresh;
|
||||
_registry.Add(this);
|
||||
Refresh();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (_iconService != null)
|
||||
_iconService.OnIconSetChanged -= Refresh;
|
||||
_registry.Remove(this);
|
||||
}
|
||||
|
||||
/// <summary>刷新图标显示。设备切换或改键后由 InputDeviceIconSwitcher / InputIconService 调用。</summary>
|
||||
public void Refresh()
|
||||
{
|
||||
if (_image == null) return;
|
||||
|
||||
// 若组件在 IInputIconService 注册前 Enable,此处补重试并补订阅
|
||||
if (_iconService == null)
|
||||
{
|
||||
_iconService = ServiceLocator.GetOrDefault<IInputIconService>();
|
||||
if (_iconService != null)
|
||||
_iconService.OnIconSetChanged += Refresh;
|
||||
}
|
||||
|
||||
Sprite sprite = null;
|
||||
|
||||
if (_mode == LookupMode.ByActionName && !string.IsNullOrEmpty(_actionName))
|
||||
{
|
||||
sprite = _iconService?.GetActionIcon(_actionName);
|
||||
}
|
||||
else if (_mode == LookupMode.ByBindingPath && !string.IsNullOrEmpty(_bindingPath))
|
||||
{
|
||||
// 使用固定路径在当前图标集查找(不随改键变化),适合装饰性按键说明
|
||||
sprite = _iconService?.GetPathIcon(_bindingPath);
|
||||
}
|
||||
|
||||
if (sprite != null)
|
||||
{
|
||||
_image.sprite = sprite;
|
||||
_image.enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_image.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/InputIconImage.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/InputIconImage.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8d9e520f0d671e458003b2974ccb45e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
41
Assets/_Game/Scripts/UI/LoadingScreenConfigSO.cs
Normal file
41
Assets/_Game/Scripts/UI/LoadingScreenConfigSO.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 加载界面数据配置(策划编辑)。承载随机提示文案、标题与时长/手感参数。
|
||||
/// <para>
|
||||
/// 职责边界:本表只放<b>数据</b>。视觉样式(背景图、进度条 sprite、配色、布局、装饰)全部在
|
||||
/// <c>UI_LoadingScreen</c> 预制件里由美术在 Prefab Mode 编辑,配色随 <c>UI_Theme_Default</c> 主题;
|
||||
/// 本表<b>不</b>放图片/颜色字段。
|
||||
/// </para>
|
||||
/// <see cref="LoadingScreenManager"/> 运行时优先读取本表;未指定时回退到组件上的序列化默认值。
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "BaseGames/UI/Loading Config", fileName = "UI_LoadingConfig")]
|
||||
public class LoadingScreenConfigSO : ScriptableObject
|
||||
{
|
||||
[Header("内容(本地化 Key,UI 表)")]
|
||||
[Tooltip("随机加载提示的本地化 Key 列表(如 LOADING_TIP_EXPLORE)。每次加载随机取一条;留空则不显示提示。")]
|
||||
[SerializeField] private string[] _tipKeys;
|
||||
|
||||
[Tooltip("加载界面标题的本地化 Key(如 LOADING_TITLE)。留空则不显示标题。")]
|
||||
[SerializeField] private string _titleKey;
|
||||
|
||||
[Header("时长 / 手感")]
|
||||
[Tooltip("加载画面最短显示时长(秒),避免一闪而过。")]
|
||||
[SerializeField] private float _minDisplayTime = 0.5f;
|
||||
|
||||
[Tooltip("预计加载时长(秒)。进度条按此时间平滑爬升至约 90%,真正加载完成时再冲满。\n" +
|
||||
"建议设为该游戏典型场景的加载耗时:偏长则爬得慢、偏短则更快到 90%。")]
|
||||
[SerializeField] private float _expectedLoadTime = 2.5f;
|
||||
|
||||
[Tooltip("进度条填充缓动速度(每秒可填充比例),用于平滑收尾。")]
|
||||
[SerializeField] private float _fillLerpSpeed = 1.6f;
|
||||
|
||||
public string[] TipKeys => _tipKeys;
|
||||
public string TitleKey => _titleKey;
|
||||
public float MinDisplayTime => _minDisplayTime;
|
||||
public float ExpectedLoadTime => _expectedLoadTime;
|
||||
public float FillLerpSpeed => _fillLerpSpeed;
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/LoadingScreenConfigSO.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/LoadingScreenConfigSO.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 814076691b7b57e4eaf67f32530baf5f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -12,26 +12,64 @@ namespace BaseGames.UI
|
||||
/// </summary>
|
||||
public class LoadingScreenManager : MonoBehaviour
|
||||
{
|
||||
[Tooltip("数据配置(策划编辑):随机提示、标题、时长/手感。\n" +
|
||||
"非空时优先于下方序列化默认值;为空则回退默认值(向后兼容)。\n" +
|
||||
"视觉样式(图片/配色/布局)在 UI_LoadingScreen 预制件里由美术编辑,不在此表。")]
|
||||
[SerializeField] private LoadingScreenConfigSO _config;
|
||||
|
||||
[Header("视图引用(由 UI_LoadingScreen 预制件绑定)")]
|
||||
[SerializeField] private GameObject _loadingRoot;
|
||||
[SerializeField] private Image _progressFill;
|
||||
[SerializeField] private TMP_Text _titleText;
|
||||
[SerializeField] private TMP_Text _tipText;
|
||||
[SerializeField] private Image[] _backgroundArts;
|
||||
|
||||
[Header("默认值(无 _config 时回退使用)")]
|
||||
[SerializeField] private string[] _tipMessages; // 本地化 key(对应 "UI" 表中的条目,如 "tip_explore")
|
||||
[SerializeField] private float _minDisplayTime = 0.5f;
|
||||
|
||||
[Tooltip("进度条填充缓动速度(每秒可填充的比例),用于把显示值平滑推向目标、避免瞬跳;越大越快、越小越平滑。")]
|
||||
[SerializeField] private float _fillLerpSpeed = 1.6f;
|
||||
|
||||
[Tooltip("预计加载时长(秒),用于‘感知进度’:进度条按时间平滑爬升至约 90%,真正加载完成时再冲满。\n" +
|
||||
"原因:Addressables 对单个场景的真实进度高度前置(毫秒内跳到 ~90% 再长时间停滞),\n" +
|
||||
"直接驱动会让进度条‘瞬间近满→卡死’;按时间爬升能保证进度条始终可见地推进。\n" +
|
||||
"建议设为该游戏场景的典型加载耗时;偏长则爬得慢、偏短则更快到 90%。")]
|
||||
[SerializeField] private float _expectedLoadTime = 2.5f;
|
||||
|
||||
[Header("Event Channels")]
|
||||
[SerializeField] private VoidEventChannelSO _onLoadingStarted;
|
||||
[SerializeField] private VoidEventChannelSO _onLoadingComplete;
|
||||
[SerializeField] private FloatEventChannelSO _onLoadingProgressUpdated;
|
||||
|
||||
// 未完成时进度条按时间爬升的上限(约 90%),余下 10% 留给"加载完成"那一冲。
|
||||
private const float kCreepCap = 0.9f;
|
||||
|
||||
private float _shownAt;
|
||||
private float _targetProgress; // 真实进度 [0,1],仅用于判定"是否已完成"(达到 1 冲满)
|
||||
private float _displayedProgress; // 进度条当前显示值(感知进度,缓动推进)
|
||||
private bool _isShowing;
|
||||
private readonly CompositeDisposable _subs = new();
|
||||
|
||||
// 配置取值:_config 优先,否则用组件上的序列化默认值(向后兼容)。
|
||||
private float MinDisplay => _config != null ? _config.MinDisplayTime : _minDisplayTime;
|
||||
private float ExpectedLoad => _config != null ? _config.ExpectedLoadTime : _expectedLoadTime;
|
||||
private float FillSpeed => _config != null ? _config.FillLerpSpeed : _fillLerpSpeed;
|
||||
private string[] TipKeys => (_config != null && _config.TipKeys != null && _config.TipKeys.Length > 0)
|
||||
? _config.TipKeys : _tipMessages;
|
||||
private string TitleKey => _config != null ? _config.TitleKey : null;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_onLoadingStarted?.Subscribe(Show).AddTo(_subs);
|
||||
_onLoadingComplete?.Subscribe(Hide).AddTo(_subs);
|
||||
_onLoadingProgressUpdated?.Subscribe(SetProgress).AddTo(_subs);
|
||||
|
||||
// 关键:本组件的宿主 Canvas 必须保持 active,OnEnable 才会执行并订阅上面的事件
|
||||
// (管理器不能挂在被自己关闭的 GameObject 上,否则永不订阅、加载画面永不显示)。
|
||||
// 因此这里只把内层遮罩根节点初始隐藏,显隐由 Show()/Hide() 切换 _loadingRoot。
|
||||
_isShowing = false;
|
||||
if (_loadingRoot != null) _loadingRoot.SetActive(false);
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
@@ -43,6 +81,9 @@ namespace BaseGames.UI
|
||||
public void Show()
|
||||
{
|
||||
_shownAt = Time.unscaledTime;
|
||||
_targetProgress = 0f;
|
||||
_displayedProgress = 0f;
|
||||
_isShowing = true;
|
||||
if (_loadingRoot != null) _loadingRoot.SetActive(true);
|
||||
if (_progressFill != null) _progressFill.fillAmount = 0f;
|
||||
|
||||
@@ -53,41 +94,76 @@ namespace BaseGames.UI
|
||||
_backgroundArts[Random.Range(0, _backgroundArts.Length)].enabled = true;
|
||||
}
|
||||
|
||||
// 标题(config 提供 key;留空则隐藏 Title 节点)
|
||||
if (_titleText != null)
|
||||
{
|
||||
string titleKey = TitleKey;
|
||||
bool hasTitle = !string.IsNullOrEmpty(titleKey);
|
||||
_titleText.gameObject.SetActive(hasTitle);
|
||||
if (hasTitle)
|
||||
_titleText.text = LocalizationManager.Get(titleKey, LocalizationTable.UI);
|
||||
}
|
||||
|
||||
// 随机提示(通过 LocalizationManager 解析 key)
|
||||
if (_tipText != null && _tipMessages != null && _tipMessages.Length > 0)
|
||||
_tipText.text = LocalizationManager.Get(_tipMessages[Random.Range(0, _tipMessages.Length)], LocalizationTable.UI);
|
||||
var tipKeys = TipKeys;
|
||||
if (_tipText != null && tipKeys != null && tipKeys.Length > 0)
|
||||
_tipText.text = LocalizationManager.Get(tipKeys[Random.Range(0, tipKeys.Length)], LocalizationTable.UI);
|
||||
}
|
||||
|
||||
public void Hide() => StartCoroutine(HideAfterMinTime());
|
||||
|
||||
public void SetProgress(float value)
|
||||
{
|
||||
if (_progressFill != null)
|
||||
_progressFill.fillAmount = Mathf.Clamp01(value);
|
||||
}
|
||||
/// <summary>接收真实加载进度。注意:进度条显示采用基于时间的"感知进度"(见 <see cref="Update"/>),
|
||||
/// 这里的真实值仅用于判定"是否已完成"(达到 1 时冲满)——因为 Addressables 单场景的真实进度
|
||||
/// 高度前置、不适合直接驱动进度条。</summary>
|
||||
public void SetProgress(float value) => _targetProgress = Mathf.Clamp01(value);
|
||||
|
||||
// ── 内部 ─────────────────────────────────────────────────────────────
|
||||
|
||||
// 缓存等待对象以避免典型路径(剩余时间 == _minDisplayTime)下的重复分配。
|
||||
private WaitForSecondsRealtime _cachedFullWait;
|
||||
// 进度条采用"感知进度":未完成时按时间预算(_expectedLoadTime)平滑爬升至 kCreepCap(~90%),
|
||||
// 加载完成(_targetProgress 达到 1,由 SceneLoader 末帧或 Hide() 置位)时冲满到 1。
|
||||
// 不直接跟随 Addressables 的真实 PercentComplete —— 它对单场景高度前置(毫秒内近满后长时间停滞),
|
||||
// 直接映射会让进度条"瞬间近满→卡死"。使用 unscaledDeltaTime,不受 timeScale 影响。
|
||||
private void Update()
|
||||
{
|
||||
if (!_isShowing || _progressFill == null) return;
|
||||
|
||||
float effectiveTarget;
|
||||
if (_targetProgress >= 1f)
|
||||
{
|
||||
effectiveTarget = 1f; // 加载完成 → 冲满
|
||||
}
|
||||
else
|
||||
{
|
||||
float elapsed = Time.unscaledTime - _shownAt;
|
||||
float expected = ExpectedLoad;
|
||||
effectiveTarget = expected > 0f
|
||||
? Mathf.Clamp01(elapsed / expected) * kCreepCap // 按时间爬升至 ~90%
|
||||
: kCreepCap;
|
||||
}
|
||||
|
||||
_displayedProgress = Mathf.MoveTowards(
|
||||
_displayedProgress, effectiveTarget, FillSpeed * Time.unscaledDeltaTime);
|
||||
_progressFill.fillAmount = _displayedProgress;
|
||||
}
|
||||
|
||||
private IEnumerator HideAfterMinTime()
|
||||
{
|
||||
float elapsed = Time.unscaledTime - _shownAt;
|
||||
float remaining = _minDisplayTime - elapsed;
|
||||
if (remaining > 0f)
|
||||
// 收尾:把目标推到满,让缓动平滑填满进度条后再隐藏。
|
||||
_targetProgress = 1f;
|
||||
|
||||
// 同时满足两个条件才隐藏:① 至少显示 MinDisplay ② 进度条视觉已填满。
|
||||
// 安全上限避免极端卡顿(缓动追不上 / 进度条缺失)时永不隐藏。
|
||||
float minDisplay = MinDisplay;
|
||||
float safetyDeadline = Time.unscaledTime + minDisplay + 1.5f;
|
||||
while (Time.unscaledTime < safetyDeadline)
|
||||
{
|
||||
// 完整剩余 ≈ 显示时间时复用缓存对象;否则按需新建(罕见路径)。
|
||||
if (Mathf.Approximately(remaining, _minDisplayTime))
|
||||
{
|
||||
_cachedFullWait ??= new WaitForSecondsRealtime(_minDisplayTime);
|
||||
yield return _cachedFullWait;
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(remaining);
|
||||
}
|
||||
bool minTimeElapsed = Time.unscaledTime - _shownAt >= minDisplay;
|
||||
bool barFilled = _progressFill == null || _displayedProgress >= 0.999f;
|
||||
if (minTimeElapsed && barFilled) break;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_isShowing = false;
|
||||
if (_loadingRoot != null) _loadingRoot.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
43
Assets/_Game/Scripts/UI/MainMenu/NewGameModeConfigSO.cs
Normal file
43
Assets/_Game/Scripts/UI/MainMenu/NewGameModeConfigSO.cs
Normal file
@@ -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 Key(UI 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;
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/MainMenu/NewGameModeConfigSO.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/MainMenu/NewGameModeConfigSO.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff0448c32aab82546bd71b33da6b2c9a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,31 +1,30 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using TMPro;
|
||||
using BaseGames.UI;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.UI.Menus
|
||||
{
|
||||
/// <summary>
|
||||
/// 通用模态确认对话框(是/否):用于删除 / 覆盖 / 退出等确认场景。
|
||||
/// 通用模态确认对话框(是/否):用于删除 / 覆盖 / 退出 / 传送等确认场景。
|
||||
///
|
||||
/// 设计:
|
||||
/// · 自包含、场景无关——通过本地 SetActive 显隐 + 回调 API 工作,不依赖 UIManager 面板栈,
|
||||
/// 因此既能用于主菜单场景(不走 UIManager),也能在游戏内复用。
|
||||
/// · 标题 / 正文 / 按钮文案均走本地化键(LocalizationManager.Get);传 null 则保留 Inspector 原文。
|
||||
/// · 默认焦点置于"取消"按钮,防止手柄连按误触确认(破坏性操作安全默认)。
|
||||
/// <para>双调用模式(同类不同实例各用其一,互不冲突):</para>
|
||||
/// <list type="bullet">
|
||||
/// <item><b>导航器 async(主菜单)</b>:<see cref="ShowAsync"/> 经 <see cref="IUINavigator"/> 压栈,
|
||||
/// 栈式回退、ESC 取消、焦点恢复统一由导航器负责。</item>
|
||||
/// <item><b>回调 legacy(游戏内地图传送等尚未接入导航器的场景)</b>:<see cref="Show"/> 本地 SetActive
|
||||
/// 显隐 + onConfirm/onCancel 回调,不依赖导航器。</item>
|
||||
/// </list>
|
||||
///
|
||||
/// 用法:
|
||||
/// _confirmDialog.Show("CONFIRM_DELETE_TITLE", "CONFIRM_DELETE_BODY",
|
||||
/// onConfirm: () => DoDelete(),
|
||||
/// onCancel: () => {});
|
||||
/// 标题 / 正文 / 按钮文案走本地化键(<see cref="LocalizationManager"/>);传 null 保留 Inspector 原文。
|
||||
/// 默认焦点置于"取消",防手柄/键盘连按误触破坏性确认。
|
||||
/// </summary>
|
||||
public class ConfirmDialogController : MonoBehaviour
|
||||
public class ConfirmDialogController : UIResultPanel<bool>
|
||||
{
|
||||
[Header("根节点(显隐用,留空则用本 GameObject)")]
|
||||
[SerializeField] private GameObject _root;
|
||||
|
||||
[Header("文本")]
|
||||
[SerializeField] private TMP_Text _titleText;
|
||||
[SerializeField] private TMP_Text _bodyText;
|
||||
@@ -38,78 +37,89 @@ namespace BaseGames.UI.Menus
|
||||
[SerializeField] private Button _btnConfirm;
|
||||
[SerializeField] private Button _btnCancel;
|
||||
|
||||
private Action _onConfirm;
|
||||
private Action _onCancel;
|
||||
// 取消 / ESC / 销毁默认结果:否。
|
||||
protected override bool CancelResult => false;
|
||||
|
||||
// legacy 回调模式状态
|
||||
private Action _legacyConfirm;
|
||||
private Action _legacyCancel;
|
||||
private bool _legacyMode;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_btnConfirm?.onClick.AddListener(HandleConfirm);
|
||||
_btnCancel? .onClick.AddListener(HandleCancel);
|
||||
SetVisible(false);
|
||||
_btnConfirm?.onClick.AddListener(() => OnButton(true));
|
||||
_btnCancel? .onClick.AddListener(() => OnButton(false));
|
||||
// 不在此 SetActive(false):面板初始由场景/脚手架序列化为隐藏,激活完全交给导航器
|
||||
// (对象初始 inactive 时 Awake 会被推迟到首次激活才执行,若在此关闭会立刻自我隐藏)。
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 弹出确认框。
|
||||
/// </summary>
|
||||
/// <param name="titleKey">标题本地化键;null 保留原文。</param>
|
||||
/// <param name="bodyKey">正文本地化键;null 保留原文。</param>
|
||||
/// <param name="onConfirm">点击确认后回调(确认框已自动关闭)。</param>
|
||||
/// <param name="onCancel">点击取消后回调(可选)。</param>
|
||||
/// <param name="confirmKey">确认按钮文案本地化键(可选)。</param>
|
||||
/// <param name="cancelKey">取消按钮文案本地化键(可选)。</param>
|
||||
/// <summary>默认焦点:取消按钮(破坏性操作安全默认)。</summary>
|
||||
protected override GameObject ResolveFirstSelected()
|
||||
=> _btnCancel != null ? _btnCancel.gameObject
|
||||
: _btnConfirm != null ? _btnConfirm.gameObject : null;
|
||||
|
||||
// ── 导航器 async 路径(主菜单)────────────────────────────────────────
|
||||
/// <summary>弹出确认框并等待结果(true=确认 / false=取消)。由导航器压栈管理。</summary>
|
||||
public Task<bool> ShowAsync(string titleKey, string bodyKey, CancellationToken ct = default,
|
||||
string confirmKey = null, string cancelKey = null)
|
||||
{
|
||||
_legacyMode = false;
|
||||
ApplyText(titleKey, bodyKey, confirmKey, cancelKey);
|
||||
|
||||
var nav = GetService<IUINavigator>();
|
||||
if (nav == null)
|
||||
{
|
||||
Debug.LogError("[ConfirmDialog] 未找到 IUINavigator 服务,无法以 async 模式弹出。", this);
|
||||
return Task.FromResult(false);
|
||||
}
|
||||
return nav.PushForResultAsync<bool>(this, ct);
|
||||
}
|
||||
|
||||
// ── legacy 回调路径(游戏内尚未接入导航器的调用方)──────────────────
|
||||
/// <summary>弹出确认框(回调式,本地显隐,不走导航器)。</summary>
|
||||
public void Show(string titleKey, string bodyKey, Action onConfirm, Action onCancel = null,
|
||||
string confirmKey = null, string cancelKey = null)
|
||||
{
|
||||
_onConfirm = onConfirm;
|
||||
_onCancel = onCancel;
|
||||
|
||||
if (_titleText != null && titleKey != null) _titleText.text = Loc(titleKey);
|
||||
if (_bodyText != null && bodyKey != null) _bodyText.text = Loc(bodyKey);
|
||||
if (_confirmLabel != null && confirmKey != null) _confirmLabel.text = Loc(confirmKey);
|
||||
if (_cancelLabel != null && cancelKey != null) _cancelLabel.text = Loc(cancelKey);
|
||||
|
||||
SetVisible(true);
|
||||
|
||||
// 安全默认:焦点置于取消,避免手柄/键盘连按直接确认破坏性操作
|
||||
EventSystem.current?.SetSelectedGameObject(_btnCancel != null
|
||||
? _btnCancel.gameObject
|
||||
: _btnConfirm?.gameObject);
|
||||
_legacyMode = true;
|
||||
_legacyConfirm = onConfirm;
|
||||
_legacyCancel = onCancel;
|
||||
ApplyText(titleKey, bodyKey, confirmKey, cancelKey);
|
||||
gameObject.SetActive(true); // OnEnable 经 UIPanelBase 自动聚焦取消按钮
|
||||
}
|
||||
|
||||
/// <summary>外部强制关闭(如父面板被关闭时)。不触发任何回调。</summary>
|
||||
/// <summary>外部强制关闭(仅 legacy 模式有效)。不触发任何回调。</summary>
|
||||
public void Close()
|
||||
{
|
||||
_onConfirm = null;
|
||||
_onCancel = null;
|
||||
SetVisible(false);
|
||||
if (!_legacyMode) return;
|
||||
_legacyConfirm = null;
|
||||
_legacyCancel = null;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// ── 按钮回调 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void HandleConfirm()
|
||||
// ── 按钮 ──────────────────────────────────────────────────────────────
|
||||
private void OnButton(bool confirmed)
|
||||
{
|
||||
var cb = _onConfirm;
|
||||
SetVisible(false);
|
||||
_onConfirm = null;
|
||||
_onCancel = null;
|
||||
cb?.Invoke();
|
||||
}
|
||||
|
||||
private void HandleCancel()
|
||||
{
|
||||
var cb = _onCancel;
|
||||
SetVisible(false);
|
||||
_onConfirm = null;
|
||||
_onCancel = null;
|
||||
cb?.Invoke();
|
||||
if (_legacyMode)
|
||||
{
|
||||
var cb = confirmed ? _legacyConfirm : _legacyCancel;
|
||||
_legacyConfirm = null;
|
||||
_legacyCancel = null;
|
||||
gameObject.SetActive(false);
|
||||
cb?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
Complete(confirmed); // 设置结果 + 由导航器出栈
|
||||
}
|
||||
}
|
||||
|
||||
// ── 工具 ──────────────────────────────────────────────────────────────
|
||||
|
||||
private void SetVisible(bool visible)
|
||||
private void ApplyText(string titleKey, string bodyKey, string confirmKey, string cancelKey)
|
||||
{
|
||||
var go = _root != null ? _root : gameObject;
|
||||
go.SetActive(visible);
|
||||
if (_titleText != null && titleKey != null) _titleText.text = Loc(titleKey);
|
||||
if (_bodyText != null && bodyKey != null) _bodyText.text = Loc(bodyKey);
|
||||
if (_confirmLabel != null && confirmKey != null) _confirmLabel.text = Loc(confirmKey);
|
||||
if (_cancelLabel != null && cancelKey != null) _cancelLabel.text = Loc(cancelKey);
|
||||
}
|
||||
|
||||
private static string Loc(string key)
|
||||
|
||||
102
Assets/_Game/Scripts/UI/Menus/DataDrivenPauseMenuController.cs
Normal file
102
Assets/_Game/Scripts/UI/Menus/DataDrivenPauseMenuController.cs
Normal file
@@ -0,0 +1,102 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using BaseGames.Core.Assets;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.UI.MainMenu; // 复用通用菜单按钮视图 MainMenuButtonView
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 数据驱动暂停菜单(仿 <see cref="MainMenu.DataDrivenMainMenuController"/>)。
|
||||
/// 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。
|
||||
/// 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。
|
||||
/// </summary>
|
||||
public class DataDrivenPauseMenuController : UIPanelBase
|
||||
{
|
||||
[Header("数据表 / 按钮列表")]
|
||||
[SerializeField] private PauseMenuConfigSO _config;
|
||||
[Tooltip("按钮的父节点(通常挂 VerticalLayoutGroup)。")]
|
||||
[SerializeField] private Transform _container;
|
||||
[SerializeField] private MainMenuButtonView _buttonPrefab;
|
||||
|
||||
[Header("Event Channels")]
|
||||
[SerializeField] private VoidEventChannelSO _onResumeRequested;
|
||||
[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
|
||||
|
||||
private IUIManager _uiManager;
|
||||
private readonly List<MainMenuButtonView> _buttons = new();
|
||||
private MainMenuButtonView _firstButton;
|
||||
|
||||
// 暂停面板由 UIManager 开启,此时 ServiceLocator 已就绪
|
||||
protected override void OnPanelOpen()
|
||||
{
|
||||
_uiManager = GetService<IUIManager>();
|
||||
BuildMenu();
|
||||
}
|
||||
|
||||
protected override void OnPanelClose() => _uiManager = null;
|
||||
|
||||
/// <summary>默认焦点 / 焦点恢复回到首个按钮。</summary>
|
||||
protected override GameObject ResolveFirstSelected()
|
||||
=> _firstButton != null ? _firstButton.Button.gameObject : null;
|
||||
|
||||
/// <summary>据配置重建按钮列表(public 以便编辑器预览/测试)。</summary>
|
||||
public void BuildMenu()
|
||||
{
|
||||
ClearMenu();
|
||||
if (_config == null || _container == null || _buttonPrefab == null) return;
|
||||
|
||||
foreach (var item in _config.Items)
|
||||
{
|
||||
var view = Instantiate(_buttonPrefab, _container);
|
||||
view.gameObject.SetActive(true);
|
||||
var captured = item;
|
||||
view.Bind(item.labelKey, item.icon, () => Dispatch(captured));
|
||||
_buttons.Add(view);
|
||||
if (_firstButton == null) _firstButton = view;
|
||||
}
|
||||
}
|
||||
|
||||
private 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);
|
||||
}
|
||||
}
|
||||
|
||||
// ── 动作派发 ──────────────────────────────────────────────────────────
|
||||
private void Dispatch(PauseMenuConfigSO.Item item)
|
||||
{
|
||||
switch (item.action)
|
||||
{
|
||||
case PauseMenuAction.Resume:
|
||||
_onResumeRequested?.Raise();
|
||||
_uiManager?.CloseTopPanel();
|
||||
break;
|
||||
case PauseMenuAction.OpenSettings:
|
||||
_uiManager?.OpenPanel(PanelId.Settings);
|
||||
break;
|
||||
case PauseMenuAction.ReturnToMainMenu:
|
||||
_uiManager?.CloseTopPanel();
|
||||
_onSceneLoadRequest?.Raise(new SceneLoadRequest
|
||||
{
|
||||
SceneName = string.IsNullOrEmpty(item.sceneKey) ? AddressKeys.SceneMainMenu : item.sceneKey,
|
||||
TransitionType = TransitionType.Scene,
|
||||
});
|
||||
break;
|
||||
case PauseMenuAction.Quit:
|
||||
Application.Quit();
|
||||
break;
|
||||
case PauseMenuAction.RaiseEvent:
|
||||
item.eventChannel?.Raise();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70ebf028cc731414caf75f2c7f4c28b4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
48
Assets/_Game/Scripts/UI/Menus/PauseMenuConfigSO.cs
Normal file
48
Assets/_Game/Scripts/UI/Menus/PauseMenuConfigSO.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using BaseGames.Core.Events;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <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>
|
||||
public enum PauseMenuAction
|
||||
{
|
||||
Resume, // 继续游戏(关闭暂停面板)
|
||||
OpenSettings, // 打开设置面板
|
||||
ReturnToMainMenu, // 返回主菜单(场景加载)
|
||||
Quit, // 退出游戏
|
||||
RaiseEvent, // 触发 eventChannel(万能扩展)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 暂停菜单数据驱动表(策划编辑)。按顺序列出暂停菜单项;
|
||||
/// <see cref="DataDrivenPauseMenuController"/> 据此生成按钮并派发动作。
|
||||
/// 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。
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "BaseGames/UI/Pause Menu Config", fileName = "UI_PauseMenuConfig")]
|
||||
public class PauseMenuConfigSO : ScriptableObject
|
||||
{
|
||||
[Serializable]
|
||||
public struct Item
|
||||
{
|
||||
[Tooltip("按钮标签本地化 Key(UI 表)。")]
|
||||
public string labelKey;
|
||||
|
||||
[Tooltip("按钮图标(可空)。")]
|
||||
public Sprite icon;
|
||||
|
||||
[Tooltip("点击动作。")]
|
||||
public PauseMenuAction action;
|
||||
|
||||
[Tooltip("ReturnToMainMenu 的目标场景 Addressable Key(留空用默认主菜单)。")]
|
||||
public string sceneKey;
|
||||
|
||||
[Tooltip("RaiseEvent 动作触发的事件频道。")]
|
||||
public VoidEventChannelSO eventChannel;
|
||||
}
|
||||
|
||||
[SerializeField] private Item[] _items;
|
||||
|
||||
public Item[] Items => _items;
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/Menus/PauseMenuConfigSO.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/Menus/PauseMenuConfigSO.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7dd5202b8fce1d40b073624a3b22953
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,68 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using BaseGames.Core.Assets;
|
||||
using BaseGames.Core.Events;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 暂停菜单控制器(架构 10_UIModule §5)。
|
||||
/// 挂载在 Canvas_Menu → PauseMenuPanel GameObject 上。
|
||||
/// 按钮绑定在 Awake 中完成;生命周期 / 焦点由 <see cref="UIPanelBase"/> 统一处理。
|
||||
/// </summary>
|
||||
public class PauseMenuController : UIPanelBase
|
||||
{
|
||||
// UIManager 通过 ServiceLocator 解析,开启时自动获取,无需 Inspector 直接绑定具体类型
|
||||
private IUIManager _uiManager;
|
||||
|
||||
[Header("按钮引用")]
|
||||
[SerializeField] private Button _btnResume;
|
||||
[SerializeField] private Button _btnSettings;
|
||||
[SerializeField] private Button _btnMainMenu;
|
||||
[SerializeField] private Button _btnQuit;
|
||||
|
||||
[Header("Event Channels")]
|
||||
[SerializeField] private VoidEventChannelSO _onResumeRequested;
|
||||
[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_btnResume?.onClick.AddListener(Resume);
|
||||
_btnSettings?.onClick.AddListener(OpenSettings);
|
||||
_btnMainMenu?.onClick.AddListener(GoToMainMenu);
|
||||
_btnQuit?.onClick.AddListener(Application.Quit);
|
||||
}
|
||||
|
||||
// 暂停面板由 UIManager 开启,此时 ServiceLocator 已就绪
|
||||
protected override void OnPanelOpen() => _uiManager = GetService<IUIManager>();
|
||||
protected override void OnPanelClose() => _uiManager = null;
|
||||
|
||||
/// <summary>默认焦点 / 焦点恢复回到"继续"按钮(基类 FocusFirst 调用)。</summary>
|
||||
protected override GameObject ResolveFirstSelected()
|
||||
=> _btnResume != null ? _btnResume.gameObject : null;
|
||||
|
||||
// ── 按钮回调 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void Resume()
|
||||
{
|
||||
_onResumeRequested?.Raise();
|
||||
_uiManager?.CloseTopPanel();
|
||||
}
|
||||
|
||||
private void OpenSettings()
|
||||
{
|
||||
_uiManager?.OpenPanel(PanelId.Settings);
|
||||
}
|
||||
|
||||
private void GoToMainMenu()
|
||||
{
|
||||
_uiManager?.CloseTopPanel();
|
||||
_onSceneLoadRequest?.Raise(new SceneLoadRequest
|
||||
{
|
||||
SceneName = AddressKeys.SceneMainMenu,
|
||||
TransitionType = TransitionType.Scene,
|
||||
ShowLoadingScreen = false,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,13 +3,10 @@ using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using TMPro;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Core.Save;
|
||||
using BaseGames.Localization;
|
||||
using BaseGames.World.Map;
|
||||
using BaseGames.UI;
|
||||
using BaseGames.UI.MainMenu;
|
||||
|
||||
namespace BaseGames.UI.Menus
|
||||
@@ -26,19 +23,21 @@ namespace BaseGames.UI.Menus
|
||||
/// <summary>
|
||||
/// 驱动主菜单存档槽选择面板(新游戏 / 继续 / 删除)。
|
||||
///
|
||||
/// <para>本面板经 <see cref="IUINavigator"/> 压栈(由主菜单控制器 Push)。覆盖确认 / 模式选择
|
||||
/// 这两个子对话框走导航器结果面板(<see cref="ConfirmDialogController.ShowAsync"/> /
|
||||
/// <see cref="NewGameModeController.ShowAsync"/>)——线性 <c>await</c>,无回调嵌套,ESC 逐层回退。</para>
|
||||
///
|
||||
/// 前端选档流程:
|
||||
/// · 新游戏开档前先选模式(普通 / 钢铁之魂),占用槽位需覆盖确认。
|
||||
/// · 删除强制走通用确认对话框(无静默删除旁路)。
|
||||
/// · 卡片展示游玩时长 / 区域 / 货币 / 生命 / 钢魂徽章。
|
||||
///
|
||||
/// 模式由 MainMenuController 在打开面板前通过 <see cref="SetMode"/> 指定。
|
||||
/// ConfirmDialog 与 NewGameMode 面板经 Inspector 注入(同处 MainMenu 场景)。
|
||||
/// 模式由主菜单控制器在压栈前经 <see cref="SetMode"/> 指定。
|
||||
/// </summary>
|
||||
public class SaveSlotController : MonoBehaviour, IFocusable
|
||||
public class SaveSlotController : UIPanelBase
|
||||
{
|
||||
[SerializeField] private SaveSlotUI[] _slotUIs;
|
||||
|
||||
[Header("子面板(Inspector 注入,同处 MainMenu 场景)")]
|
||||
[Header("子对话框(Inspector 注入,同处 MainMenu 场景,走导航器结果面板)")]
|
||||
[Tooltip("通用确认对话框,用于覆盖 / 删除确认。为空时:覆盖退化为直接建档,删除被忽略(绝不静默删除)。")]
|
||||
[SerializeField] private ConfirmDialogController _confirmDialog;
|
||||
[Tooltip("新游戏模式选择面板。为空时新游戏退化为普通模式。")]
|
||||
@@ -48,7 +47,7 @@ namespace BaseGames.UI.Menus
|
||||
[SerializeField] private IntEventChannelSO _onSlotConfirmed;
|
||||
|
||||
[Header("焦点")]
|
||||
[Tooltip("面板恢复为栈顶时自动聚焦的默认按钮,通常为第一个存档槽的选择按钮。")]
|
||||
[Tooltip("面板默认聚焦的按钮,通常为第一个存档槽的选择按钮。")]
|
||||
[SerializeField] private Button _defaultFocusButton;
|
||||
|
||||
private SaveSlotPanelMode _mode = SaveSlotPanelMode.NewGame;
|
||||
@@ -60,40 +59,24 @@ namespace BaseGames.UI.Menus
|
||||
if (_slotUIs[i] != null) _slotUIs[i].Init(i, this);
|
||||
}
|
||||
|
||||
/// <summary>由 MainMenuController 在 SetActive(true) 之前调用,决定本次打开语境。</summary>
|
||||
/// <summary>由主菜单控制器在压栈前调用,决定本次打开语境。</summary>
|
||||
public void SetMode(SaveSlotPanelMode mode) => _mode = mode;
|
||||
|
||||
// ── IFocusable ────────────────────────────────────────────────────────
|
||||
public void OnFocusRestored() => StartCoroutine(RestoreFocusNextFrame());
|
||||
/// <summary>默认 / 恢复焦点回到首个存档槽按钮。</summary>
|
||||
protected override GameObject ResolveFirstSelected()
|
||||
=> _defaultFocusButton != null ? _defaultFocusButton.gameObject : null;
|
||||
|
||||
private System.Collections.IEnumerator RestoreFocusNextFrame()
|
||||
{
|
||||
yield return null;
|
||||
if (UnityEngine.EventSystems.EventSystem.current != null && _defaultFocusButton != null)
|
||||
UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(_defaultFocusButton.gameObject);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
// ── 生命周期(UIPanelBase 驱动)──────────────────────────────────────
|
||||
protected override void OnPanelOpen()
|
||||
{
|
||||
_cts = new CancellationTokenSource();
|
||||
var ct = _cts.Token;
|
||||
var task = RefreshAsync(ct);
|
||||
task.ContinueWith(t =>
|
||||
{
|
||||
if (t.IsFaulted && !(t.Exception?.InnerException is OperationCanceledException))
|
||||
Debug.LogException(t.Exception?.InnerException ?? t.Exception, this);
|
||||
}, TaskScheduler.FromCurrentSynchronizationContext());
|
||||
|
||||
// 面板打开时设置初始焦点(键盘 / 手柄导航入口)
|
||||
StartCoroutine(RestoreFocusNextFrame());
|
||||
RunGuarded(RefreshAsync(_cts.Token));
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
protected override void OnPanelClose()
|
||||
{
|
||||
// 关闭子对话框,避免下次打开残留
|
||||
_confirmDialog?.Close();
|
||||
_modeSelect?.Close();
|
||||
|
||||
// 注意:不再级联 Close 子对话框(旧实现于此强关 confirm/mode,是"ESC 一次关多层"的根因)。
|
||||
// 子对话框生命周期完全交给导航器;若本面板随场景卸载,其 await 由结果面板兜底收口。
|
||||
_cts?.Cancel();
|
||||
_cts?.Dispose();
|
||||
_cts = null;
|
||||
@@ -119,47 +102,42 @@ namespace BaseGames.UI.Menus
|
||||
}
|
||||
|
||||
// ── 选槽 ────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>选中指定槽位。行为取决于当前模式与槽位是否有档。由 SaveSlotUI 内部按钮调用。</summary>
|
||||
public void OnSlotSelected(int slotIndex)
|
||||
{
|
||||
if (slotIndex < 0 || slotIndex >= _slotUIs.Length) return;
|
||||
RunGuarded(HandleSlotSelectedAsync(slotIndex));
|
||||
}
|
||||
|
||||
private async Task HandleSlotSelectedAsync(int slotIndex)
|
||||
{
|
||||
var svc = ServiceLocator.GetOrDefault<ISaveService>();
|
||||
if (svc == null) return;
|
||||
|
||||
bool hasData = svc.HasSave(slotIndex);
|
||||
var ct = _cts?.Token ?? CancellationToken.None;
|
||||
|
||||
if (_mode == SaveSlotPanelMode.Continue)
|
||||
{
|
||||
if (!hasData) return; // 继续模式:空槽不可选
|
||||
_ = ContinueSlotAsync(slotIndex);
|
||||
if (!svc.HasSave(slotIndex)) return; // 继续模式:空槽不可选
|
||||
await ContinueSlotAsync(slotIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
// ── 新游戏模式 ──
|
||||
if (hasData)
|
||||
if (svc.HasSave(slotIndex) && _confirmDialog != null)
|
||||
{
|
||||
// 占用槽位:先覆盖确认
|
||||
if (_confirmDialog != null)
|
||||
_confirmDialog.Show("CONFIRM_OVERWRITE_TITLE", "CONFIRM_OVERWRITE_BODY",
|
||||
onConfirm: () => BeginNewGameFlow(slotIndex));
|
||||
else
|
||||
BeginNewGameFlow(slotIndex); // 无对话框时退化为直接建档
|
||||
bool ok = await _confirmDialog.ShowAsync("CONFIRM_OVERWRITE_TITLE", "CONFIRM_OVERWRITE_BODY", ct);
|
||||
if (!ok) return; // 取消覆盖
|
||||
}
|
||||
else
|
||||
{
|
||||
BeginNewGameFlow(slotIndex);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>开新档流程:选模式 → 建档。</summary>
|
||||
private void BeginNewGameFlow(int slotIndex)
|
||||
{
|
||||
DifficultyLevel level = DifficultyLevel.Normal;
|
||||
if (_modeSelect != null)
|
||||
_modeSelect.Show(level => _ = StartNewGameAsync(slotIndex, level));
|
||||
else
|
||||
_ = StartNewGameAsync(slotIndex, DifficultyLevel.Normal); // 无模式面板时退化为普通
|
||||
{
|
||||
DifficultyLevel? chosen = await _modeSelect.ShowAsync(ct);
|
||||
if (chosen == null) return; // 取消模式选择
|
||||
level = chosen.Value;
|
||||
}
|
||||
|
||||
await StartNewGameAsync(slotIndex, level);
|
||||
}
|
||||
|
||||
private async Task StartNewGameAsync(int slotIndex, DifficultyLevel level)
|
||||
@@ -190,7 +168,6 @@ namespace BaseGames.UI.Menus
|
||||
}
|
||||
|
||||
// ── 删除(强制确认)────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>请求删除指定槽位。强制经通用确认对话框;无对话框时忽略,绝不静默删除。</summary>
|
||||
public void OnSlotDeleteRequested(int slotIndex)
|
||||
{
|
||||
@@ -201,9 +178,15 @@ namespace BaseGames.UI.Menus
|
||||
Debug.LogWarning("[SaveSlotController] 未配置 ConfirmDialog,删除请求被忽略(防止静默删除)。");
|
||||
return;
|
||||
}
|
||||
RunGuarded(DeleteFlowAsync(slotIndex));
|
||||
}
|
||||
|
||||
_confirmDialog.Show("CONFIRM_DELETE_TITLE", "CONFIRM_DELETE_BODY",
|
||||
onConfirm: () => _ = DeleteAndRefreshAsync(slotIndex));
|
||||
private async Task DeleteFlowAsync(int slotIndex)
|
||||
{
|
||||
var ct = _cts?.Token ?? CancellationToken.None;
|
||||
bool ok = await _confirmDialog.ShowAsync("CONFIRM_DELETE_TITLE", "CONFIRM_DELETE_BODY", ct);
|
||||
if (!ok) return;
|
||||
await DeleteAndRefreshAsync(slotIndex);
|
||||
}
|
||||
|
||||
private async Task DeleteAndRefreshAsync(int slotIndex)
|
||||
@@ -213,5 +196,16 @@ namespace BaseGames.UI.Menus
|
||||
await svc.DeleteSlotAsync(slotIndex);
|
||||
await RefreshAsync(_cts?.Token ?? CancellationToken.None);
|
||||
}
|
||||
|
||||
// ── 工具 ──────────────────────────────────────────────────────────────
|
||||
/// <summary>fire-and-forget Task 的统一异常护栏(吞掉取消,记录其余)。</summary>
|
||||
private void RunGuarded(Task task)
|
||||
{
|
||||
task.ContinueWith(t =>
|
||||
{
|
||||
if (t.IsFaulted && !(t.Exception?.InnerException is OperationCanceledException))
|
||||
Debug.LogException(t.Exception?.InnerException ?? t.Exception, this);
|
||||
}, TaskScheduler.FromCurrentSynchronizationContext());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,142 +0,0 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 设置面板控制器(架构 10_UIModule §7)。
|
||||
/// 驱动 SettingsManager 的音量与画面设置,并从当前配置初始化控件值。
|
||||
/// 生命周期 / 焦点由 <see cref="UIPanelBase"/> 统一处理。
|
||||
/// </summary>
|
||||
public class SettingsPanelController : UIPanelBase
|
||||
{
|
||||
// ISettingsService 通过 ServiceLocator 获取,无需 Inspector 直接注入具体类,
|
||||
// 支持测试场景替换 Mock 实现。
|
||||
private ISettingsService _settings;
|
||||
|
||||
[Header("音量滑条")]
|
||||
[SerializeField] private Slider _masterVolume;
|
||||
[SerializeField] private Slider _bgmVolume;
|
||||
[SerializeField] private Slider _sfxVolume;
|
||||
[SerializeField] private Slider _ambientVolume;
|
||||
|
||||
[Header("画面")]
|
||||
[SerializeField] private Toggle _vSyncToggle;
|
||||
[SerializeField] private TMP_Dropdown _fpsDropdown; // 30 / 60 / 120 / 无限
|
||||
|
||||
[Header("可访问性")]
|
||||
[SerializeField] private Slider _uiScaleSlider; // 0.8 ~ 1.5
|
||||
[SerializeField] private TMP_Text _uiScaleValueText; // 实时显示 "100%"
|
||||
[SerializeField] private TMP_Dropdown _colorblindDropdown; // None / Prot / Deut / Trit
|
||||
[SerializeField] private Toggle _screenShakeToggle;
|
||||
|
||||
[Header("语言")]
|
||||
[SerializeField] private TMP_Dropdown _languageDropdown; // 中文 / English / 日本語 / 한국어
|
||||
|
||||
[Header("按键重绑定")]
|
||||
[SerializeField] private GameObject _rebindPanelRoot; // RebindPanel GameObject
|
||||
|
||||
private static readonly int[] FpsOptions = { 30, 60, 120, -1 };
|
||||
|
||||
// 语言下拉项顺序(与脚手架填充的显示项一一对应)
|
||||
private static readonly Language[] LanguageOptions =
|
||||
{ Language.ChineseSimplified, Language.English, Language.Japanese, Language.Korean };
|
||||
|
||||
protected override void OnPanelOpen()
|
||||
{
|
||||
_settings = ServiceLocator.GetOrDefault<ISettingsService>();
|
||||
if (_settings == null) return;
|
||||
var data = _settings.Current;
|
||||
|
||||
// 初始化控件值(先移除监听再设置值再添加,防止面板重开时重复注册)
|
||||
InitSlider(_masterVolume, data.MasterVolume, v => _settings.SetMasterVolume(v));
|
||||
InitSlider(_bgmVolume, data.BGMVolume, v => _settings.SetBGMVolume(v));
|
||||
InitSlider(_sfxVolume, data.SFXVolume, v => _settings.SetSFXVolume(v));
|
||||
InitSlider(_ambientVolume,data.AmbientVolume, v => _settings.SetAmbientVolume(v));
|
||||
|
||||
if (_vSyncToggle != null)
|
||||
{
|
||||
_vSyncToggle.onValueChanged.RemoveAllListeners();
|
||||
_vSyncToggle.isOn = data.VSync;
|
||||
_vSyncToggle.onValueChanged.AddListener(v => _settings.SetVSync(v));
|
||||
}
|
||||
|
||||
if (_fpsDropdown != null)
|
||||
{
|
||||
_fpsDropdown.onValueChanged.RemoveAllListeners();
|
||||
int idx = System.Array.IndexOf(FpsOptions, data.TargetFPS);
|
||||
_fpsDropdown.value = idx >= 0 ? idx : 1; // default 60
|
||||
_fpsDropdown.onValueChanged.AddListener(i =>
|
||||
_settings.SetTargetFrameRate(FpsOptions[Mathf.Clamp(i, 0, FpsOptions.Length - 1)]));
|
||||
}
|
||||
|
||||
// ── 可访问性 ──────────────────────────────────────────────────────
|
||||
if (_uiScaleSlider != null)
|
||||
{
|
||||
_uiScaleSlider.onValueChanged.RemoveAllListeners();
|
||||
_uiScaleSlider.minValue = 0.8f;
|
||||
_uiScaleSlider.maxValue = 1.5f;
|
||||
_uiScaleSlider.value = Mathf.Clamp(data.UIScale, _uiScaleSlider.minValue, _uiScaleSlider.maxValue);
|
||||
UpdateUIScaleLabel(_uiScaleSlider.value);
|
||||
_uiScaleSlider.onValueChanged.AddListener(v =>
|
||||
{
|
||||
_settings.SetUIScale(v);
|
||||
UpdateUIScaleLabel(v);
|
||||
});
|
||||
}
|
||||
|
||||
if (_colorblindDropdown != null)
|
||||
{
|
||||
_colorblindDropdown.onValueChanged.RemoveAllListeners();
|
||||
_colorblindDropdown.value = (int)data.ColorblindMode;
|
||||
_colorblindDropdown.onValueChanged.AddListener(i =>
|
||||
_settings.SetColorblindMode((ColorblindMode)Mathf.Clamp(i, 0, 3)));
|
||||
}
|
||||
|
||||
if (_screenShakeToggle != null)
|
||||
{
|
||||
_screenShakeToggle.onValueChanged.RemoveAllListeners();
|
||||
_screenShakeToggle.isOn = data.ScreenShakeEnabled;
|
||||
_screenShakeToggle.onValueChanged.AddListener(v => _settings.SetScreenShakeEnabled(v));
|
||||
}
|
||||
|
||||
// ── 语言 ──────────────────────────────────────────────────────────
|
||||
if (_languageDropdown != null)
|
||||
{
|
||||
_languageDropdown.onValueChanged.RemoveAllListeners();
|
||||
var loc = ServiceLocator.GetOrDefault<ILocalizationService>();
|
||||
int idx = loc != null ? System.Array.IndexOf(LanguageOptions, loc.CurrentLanguage) : 0;
|
||||
_languageDropdown.value = idx >= 0 ? idx : 0;
|
||||
_languageDropdown.RefreshShownValue();
|
||||
_languageDropdown.onValueChanged.AddListener(i =>
|
||||
ServiceLocator.GetOrDefault<ILocalizationService>()?
|
||||
.SetLanguage(LanguageOptions[Mathf.Clamp(i, 0, LanguageOptions.Length - 1)]));
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateUIScaleLabel(float v)
|
||||
{
|
||||
if (_uiScaleValueText != null)
|
||||
_uiScaleValueText.text = Mathf.RoundToInt(v * 100f) + "%";
|
||||
}
|
||||
|
||||
// ── 辅助 ──────────────────────────────────────────────────────────────
|
||||
|
||||
private static void InitSlider(Slider slider, float value, UnityEngine.Events.UnityAction<float> onChange)
|
||||
{
|
||||
if (slider == null) return;
|
||||
slider.onValueChanged.RemoveAllListeners();
|
||||
slider.value = value;
|
||||
slider.onValueChanged.AddListener(onChange);
|
||||
}
|
||||
|
||||
// ── 焦点 ──────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>默认焦点 / 焦点恢复回到主音量滑条(基类 FocusFirst 调用)。</summary>
|
||||
protected override GameObject ResolveFirstSelected()
|
||||
=> _masterVolume != null ? _masterVolume.gameObject : null;
|
||||
}
|
||||
}
|
||||
8
Assets/_Game/Scripts/UI/Navigation.meta
Normal file
8
Assets/_Game/Scripts/UI/Navigation.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a5e5751b1ad3a45439165d543174bbe1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
47
Assets/_Game/Scripts/UI/Navigation/IUINavigator.cs
Normal file
47
Assets/_Game/Scripts/UI/Navigation/IUINavigator.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 统一 UI 导航栈服务。所有面板(主菜单子面板 + 游戏内面板)经此压栈/出栈,
|
||||
/// 由它统一保证:只有栈顶可交互、下层被屏蔽出导航图、ESC 逐层回退、出栈恢复焦点。
|
||||
///
|
||||
/// <para>设计要点:</para>
|
||||
/// <list type="bullet">
|
||||
/// <item>单一取消入口:导航器是 EVT_UICancelPressed 的唯一消费者,ESC 只关栈顶一层。</item>
|
||||
/// <item>场景作用域:面板可能位于会被卸载的关卡 / 主菜单场景,导航器订阅 sceneUnloaded
|
||||
/// 清理随场景销毁的栈层,每次操作对已销毁面板兜底。</item>
|
||||
/// <item>非面板的"底层上下文"(如主菜单按钮组、游戏内 HUD)不入栈,由各自上下文
|
||||
/// 订阅 <see cref="StackChanged"/> / 读 <see cref="Depth"/> 自行屏蔽。</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public interface IUINavigator
|
||||
{
|
||||
/// <summary>当前栈顶面板;空栈为 null。</summary>
|
||||
UIPanelBase Top { get; }
|
||||
|
||||
/// <summary>栈深度(已打开的面板层数)。</summary>
|
||||
int Depth { get; }
|
||||
|
||||
/// <summary>栈结构变化(任何 Push / Pop / 场景清理)后触发,供底层上下文屏蔽自身。</summary>
|
||||
event Action StackChanged;
|
||||
|
||||
/// <summary>压栈打开面板。<paramref name="mode"/> 为空时用面板自身 <see cref="UIPanelBase.DefaultMode"/>。</summary>
|
||||
void Push(UIPanelBase panel, PushMode? mode = null);
|
||||
|
||||
/// <summary>关闭栈顶并恢复下层(若有)。空栈无操作。</summary>
|
||||
void Pop();
|
||||
|
||||
/// <summary>清空整个栈(逐层关闭)。</summary>
|
||||
void PopToRoot();
|
||||
|
||||
/// <summary>
|
||||
/// 压栈打开结果面板并等待玩家给出结果(确认 / 选择)。
|
||||
/// 面板被出栈(含 ESC 取消)、被销毁或 <paramref name="ct"/> 取消时,
|
||||
/// 以面板的取消默认值兜底完成,绝不悬挂 await。
|
||||
/// </summary>
|
||||
Task<T> PushForResultAsync<T>(UIResultPanel<T> panel, CancellationToken ct = default);
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/Navigation/IUINavigator.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/Navigation/IUINavigator.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c910e685c9b35d4b90d187e2e20e614
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
14
Assets/_Game/Scripts/UI/Navigation/PushMode.cs
Normal file
14
Assets/_Game/Scripts/UI/Navigation/PushMode.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 面板压栈方式:决定一个面板压栈时,其正下方的面板如何处理。
|
||||
/// </summary>
|
||||
public enum PushMode
|
||||
{
|
||||
/// <summary>替换:压栈时停用下方面板(整屏切换,下层不可见、不参与导航)。</summary>
|
||||
Replace,
|
||||
|
||||
/// <summary>模态:压栈时下方面板保持可见,但屏蔽其交互与射线(对话框叠在其上)。</summary>
|
||||
Modal,
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/Navigation/PushMode.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/Navigation/PushMode.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2dad1d08b7f80394493ca81439a7eb02
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
182
Assets/_Game/Scripts/UI/Navigation/UINavigator.cs
Normal file
182
Assets/_Game/Scripts/UI/Navigation/UINavigator.cs
Normal file
@@ -0,0 +1,182 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.SceneManagement;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Events;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// <see cref="IUINavigator"/> 的实现:统一 UI 导航栈。常驻 Persistent 场景,
|
||||
/// 经 ServiceLocator 暴露,主菜单与游戏内共用同一套栈语义。
|
||||
///
|
||||
/// <para>压栈:记录压栈前焦点;据新面板 <see cref="PushMode"/> 处理下方面板
|
||||
/// (Replace→停用;Modal→保留可见但 <see cref="UIPanelBase.SetInteractableLayer"/>(false)
|
||||
/// 使其退出导航图);激活新面板并延后一帧聚焦其首项。</para>
|
||||
/// <para>出栈:关闭栈顶,按其压栈时的 mode 还原下方面板,恢复焦点到压栈前的选中项。</para>
|
||||
/// <para>取消:本类是 EVT_UICancelPressed 的唯一消费者,仅在栈顶 <see cref="UIPanelBase.CanCancel"/>
|
||||
/// 时出栈一层(逐层回退)。</para>
|
||||
/// </summary>
|
||||
[DefaultExecutionOrder(+40)] // 早于 UIManager(+50),确保委托方解析得到本服务
|
||||
public class UINavigator : MonoBehaviour, IUINavigator
|
||||
{
|
||||
[Tooltip("UI 取消操作(ESC / 手柄 B·Circle)。本导航器为唯一订阅者,按下时关闭栈顶一层。对应 EVT_UICancelPressed。")]
|
||||
[SerializeField] private VoidEventChannelSO _onUICancelPressed;
|
||||
|
||||
private readonly Stack<UIStackEntry> _stack = new();
|
||||
private readonly CompositeDisposable _subs = new();
|
||||
private Coroutine _focusRoutine;
|
||||
|
||||
public UIPanelBase Top => _stack.Count > 0 ? _stack.Peek().Panel : null;
|
||||
public int Depth => _stack.Count;
|
||||
|
||||
public event Action StackChanged;
|
||||
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
private void OnEnable()
|
||||
{
|
||||
ServiceLocator.Register<IUINavigator>(this);
|
||||
_onUICancelPressed?.Subscribe(HandleCancel).AddTo(_subs);
|
||||
SceneManager.sceneUnloaded += OnSceneUnloaded;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
SceneManager.sceneUnloaded -= OnSceneUnloaded;
|
||||
_subs.Clear();
|
||||
ServiceLocator.Unregister<IUINavigator>(this);
|
||||
}
|
||||
|
||||
// ── 压栈 ──────────────────────────────────────────────────────────────
|
||||
public void Push(UIPanelBase panel, PushMode? mode = null)
|
||||
{
|
||||
if (panel == null) return;
|
||||
PurgeDead();
|
||||
|
||||
PushMode m = mode ?? panel.DefaultMode;
|
||||
|
||||
// 处理下方面板:Replace 停用、Modal 屏蔽交互(退出导航图,杜绝上下键穿透)。
|
||||
if (_stack.Count > 0)
|
||||
{
|
||||
var below = _stack.Peek().Panel;
|
||||
if (below != null)
|
||||
{
|
||||
below.OnFocusLost();
|
||||
if (m == PushMode.Replace) below.gameObject.SetActive(false);
|
||||
else below.SetInteractableLayer(false);
|
||||
}
|
||||
}
|
||||
|
||||
var entry = new UIStackEntry
|
||||
{
|
||||
Panel = panel,
|
||||
Mode = m,
|
||||
FocusToRestore = EventSystem.current != null ? EventSystem.current.currentSelectedGameObject : null,
|
||||
OwningScene = panel.gameObject.scene,
|
||||
};
|
||||
_stack.Push(entry);
|
||||
|
||||
panel.gameObject.SetActive(true);
|
||||
panel.SetInteractableLayer(true);
|
||||
FocusNextFrame(panel.FirstSelectableGO);
|
||||
|
||||
StackChanged?.Invoke();
|
||||
}
|
||||
|
||||
// ── 出栈 ──────────────────────────────────────────────────────────────
|
||||
public void Pop()
|
||||
{
|
||||
PurgeDead();
|
||||
if (_stack.Count == 0) return;
|
||||
|
||||
var top = _stack.Pop();
|
||||
if (top.Panel != null) top.Panel.gameObject.SetActive(false);
|
||||
|
||||
UIPanelBase below = _stack.Count > 0 ? _stack.Peek().Panel : null;
|
||||
if (below != null)
|
||||
{
|
||||
// 按 top 压栈时的 mode 还原下方面板。
|
||||
if (top.Mode == PushMode.Replace) below.gameObject.SetActive(true);
|
||||
else below.SetInteractableLayer(true);
|
||||
below.OnFocusGained();
|
||||
}
|
||||
|
||||
// 恢复焦点到压栈前的选中项(失效则回落到下层首项)。
|
||||
GameObject restore = top.FocusToRestore != null && top.FocusToRestore.activeInHierarchy
|
||||
? top.FocusToRestore
|
||||
: below != null ? below.FirstSelectableGO : null;
|
||||
FocusNextFrame(restore);
|
||||
|
||||
StackChanged?.Invoke();
|
||||
}
|
||||
|
||||
public void PopToRoot()
|
||||
{
|
||||
while (_stack.Count > 0) Pop();
|
||||
}
|
||||
|
||||
// ── 取消(ESC / 手柄 B)──────────────────────────────────────────────
|
||||
private void HandleCancel()
|
||||
{
|
||||
PurgeDead();
|
||||
if (_stack.Count == 0) return; // 栈空(如主菜单根):无操作
|
||||
if (Top != null && !Top.CanCancel) return;
|
||||
Pop(); // 仅关栈顶一层
|
||||
}
|
||||
|
||||
// ── 结果面板 ──────────────────────────────────────────────────────────
|
||||
public Task<T> PushForResultAsync<T>(UIResultPanel<T> panel, CancellationToken ct = default)
|
||||
{
|
||||
if (panel == null) return Task.FromResult<T>(default);
|
||||
Task<T> task = panel.BeginResult(ct);
|
||||
Push(panel, PushMode.Modal); // 结果对话框天然模态:下层保留可见但屏蔽交互
|
||||
return task;
|
||||
}
|
||||
|
||||
// ── 场景卸载清理 ──────────────────────────────────────────────────────
|
||||
private void OnSceneUnloaded(Scene s)
|
||||
{
|
||||
if (_stack.Count == 0) return;
|
||||
|
||||
// Stack 无法删中间项:过滤后按原序重建(保留非本场景且未销毁的层)。
|
||||
var kept = new List<UIStackEntry>();
|
||||
foreach (var e in _stack) // 枚举顺序:栈顶→栈底
|
||||
if (e.Panel != null && e.OwningScene != s) kept.Add(e);
|
||||
|
||||
if (kept.Count == _stack.Count) return; // 无变化
|
||||
|
||||
_stack.Clear();
|
||||
for (int i = kept.Count - 1; i >= 0; i--) _stack.Push(kept[i]);
|
||||
StackChanged?.Invoke();
|
||||
}
|
||||
|
||||
private void PurgeDead()
|
||||
{
|
||||
bool changed = false;
|
||||
while (_stack.Count > 0 && _stack.Peek().Panel == null) { _stack.Pop(); changed = true; }
|
||||
if (changed) StackChanged?.Invoke();
|
||||
}
|
||||
|
||||
// ── 焦点(延后一帧,避开 OnEnable / UISelectionRestorer 同帧竞争)────────
|
||||
private void FocusNextFrame(GameObject target)
|
||||
{
|
||||
if (_focusRoutine != null) StopCoroutine(_focusRoutine);
|
||||
if (!isActiveAndEnabled) return;
|
||||
_focusRoutine = StartCoroutine(FocusRoutine(target));
|
||||
}
|
||||
|
||||
private IEnumerator FocusRoutine(GameObject target)
|
||||
{
|
||||
yield return null;
|
||||
_focusRoutine = null;
|
||||
if (target == null || !target.activeInHierarchy) yield break;
|
||||
if (EventSystem.current != null)
|
||||
EventSystem.current.SetSelectedGameObject(target);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/Navigation/UINavigator.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/Navigation/UINavigator.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b777118c6c3387b4e81cbf5bb56c8a23
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
60
Assets/_Game/Scripts/UI/Navigation/UIResultPanel.cs
Normal file
60
Assets/_Game/Scripts/UI/Navigation/UIResultPanel.cs
Normal file
@@ -0,0 +1,60 @@
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 返回结果的模态面板基类(确认框、模式 / 难度选择等)。
|
||||
///
|
||||
/// <para>用法(调用方走线性 await,无回调嵌套):</para>
|
||||
/// <code>
|
||||
/// bool ok = await _confirmDialog.ShowAsync("CONFIRM_OVERWRITE_TITLE", "CONFIRM_OVERWRITE_BODY", ct);
|
||||
/// if (!ok) return;
|
||||
/// </code>
|
||||
///
|
||||
/// <para>结果通道由 <see cref="TaskCompletionSource{T}"/> 承载,并对所有"提前结束"路径兜底
|
||||
/// (ESC 取消出栈、外部强关、所属场景卸载、CancellationToken 取消),保证 await 绝不悬挂。</para>
|
||||
/// </summary>
|
||||
public abstract class UIResultPanel<T> : UIPanelBase
|
||||
{
|
||||
private TaskCompletionSource<T> _tcs;
|
||||
private CancellationTokenRegistration _ctReg;
|
||||
|
||||
/// <summary>取消 / 默认结果:ESC、返回、销毁、场景卸载、ct 取消时以此完成。</summary>
|
||||
protected abstract T CancelResult { get; }
|
||||
|
||||
/// <summary>由导航器 <see cref="IUINavigator.PushForResultAsync{T}"/> 调用:开启一轮结果等待。</summary>
|
||||
internal Task<T> BeginResult(CancellationToken ct)
|
||||
{
|
||||
// 复用面板:若上一轮仍未决,先以默认值收口,避免句柄泄漏。
|
||||
ResolvePending();
|
||||
|
||||
_tcs = new TaskCompletionSource<T>(TaskCreationOptions.RunContinuationsAsynchronously);
|
||||
_ctReg = ct.CanBeCanceled ? ct.Register(ResolvePending) : default;
|
||||
return _tcs.Task;
|
||||
}
|
||||
|
||||
/// <summary>具体按钮回调:以 <paramref name="result"/> 完成并出栈自身。</summary>
|
||||
protected void Complete(T result)
|
||||
{
|
||||
var tcs = _tcs;
|
||||
if (tcs != null && tcs.TrySetResult(result))
|
||||
{
|
||||
_ctReg.Dispose();
|
||||
GetService<IUINavigator>()?.Pop(); // 弹出自己(栈顶)
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>以取消默认值收口未决结果(幂等)。</summary>
|
||||
private void ResolvePending()
|
||||
{
|
||||
var tcs = _tcs;
|
||||
if (tcs != null && tcs.TrySetResult(CancelResult))
|
||||
_ctReg.Dispose();
|
||||
}
|
||||
|
||||
// 出栈(含 ESC 取消)会 SetActive(false) → OnDisable → OnPanelClose;
|
||||
// 场景卸载 / 销毁同样经 OnDisable。统一在此兜底,覆盖所有提前结束路径。
|
||||
protected override void OnPanelClose() => ResolvePending();
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/Navigation/UIResultPanel.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/Navigation/UIResultPanel.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 87869bd9c1e862141bff2eff5fcbaf51
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
17
Assets/_Game/Scripts/UI/Navigation/UIStackEntry.cs
Normal file
17
Assets/_Game/Scripts/UI/Navigation/UIStackEntry.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 导航栈中一层的记录。<see cref="FocusToRestore"/> 记录压栈前的选中项,
|
||||
/// 出栈时据此恢复键盘 / 手柄焦点;<see cref="OwningScene"/> 用于场景卸载时清理本层。
|
||||
/// </summary>
|
||||
internal sealed class UIStackEntry
|
||||
{
|
||||
public UIPanelBase Panel;
|
||||
public GameObject FocusToRestore;
|
||||
public PushMode Mode;
|
||||
public Scene OwningScene;
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/Navigation/UIStackEntry.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/Navigation/UIStackEntry.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4f0c943bfa478e4aa7b24aafb5192f3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -10,7 +10,7 @@ namespace BaseGames.UI.Settings
|
||||
/// <summary>
|
||||
/// 数据驱动设置面板:据 <see cref="SettingsSchemaSO"/> 生成控件行并绑定 <see cref="ISettingsService"/>。
|
||||
///
|
||||
/// 取代硬编码的 <see cref="BaseGames.UI.SettingsPanelController"/>:策划改表即可增删 / 重排 / 改标签 / 分节,
|
||||
/// 取代旧的硬编码设置面板控制器:策划改表即可增删 / 重排 / 改标签 / 分节,
|
||||
/// 无需改代码。每行据 <see cref="SettingKey"/> 自动选用 Slider / Toggle / Dropdown 行预制件,
|
||||
/// 并复用通用控件 <see cref="UISlider"/> / <see cref="UIDropdown"/>。
|
||||
///
|
||||
@@ -73,10 +73,17 @@ namespace BaseGames.UI.Settings
|
||||
}
|
||||
}
|
||||
|
||||
private void Clear()
|
||||
/// <summary>清空已生成的行(容器全部子节点)。编辑器预览与运行时关闭共用(编辑期用 DestroyImmediate)。</summary>
|
||||
public void Clear()
|
||||
{
|
||||
foreach (var go in _spawned) if (go != null) Destroy(go);
|
||||
_spawned.Clear();
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject PrefabFor(ControlKind kind) => kind switch
|
||||
|
||||
@@ -53,13 +53,9 @@ namespace BaseGames.UI
|
||||
[SerializeField] private VoidEventChannelSO _onSpellSelectOpen;
|
||||
[Tooltip("打开统一背包菜单(InventoryHub)。对应 EVT_InventoryOpen。")]
|
||||
[SerializeField] private VoidEventChannelSO _onInventoryOpen;
|
||||
[Tooltip("UI 取消操作(ESC / 手柄 B·Circle),全局关闭栈顶面板。对应 EVT_UICancelPressed。")]
|
||||
[SerializeField] private VoidEventChannelSO _onUICancelPressed;
|
||||
|
||||
// ── 面板栈结构 ────────────────────────────────────────────────────────
|
||||
private readonly Stack<GameObject> _panelStack = new();
|
||||
/// <summary>O(1) 成员判断,与 _panelStack 保持同步,替代 Stack.Contains O(n)。</summary>
|
||||
private readonly HashSet<GameObject> _openPanelSet = new();
|
||||
// ── 面板栈:委托给统一的 UINavigator(不再自管栈)─────────────────────
|
||||
private IUINavigator _navigator;
|
||||
private readonly Dictionary<PanelId, GameObject> _panelRegistry = new();
|
||||
private readonly CompositeDisposable _subs = new();
|
||||
|
||||
@@ -114,6 +110,7 @@ namespace BaseGames.UI
|
||||
private void OnEnable()
|
||||
{
|
||||
ServiceLocator.Register<IUIManager>(this);
|
||||
_navigator = ServiceLocator.GetOrDefault<IUINavigator>();
|
||||
_onGameStateChanged?.Subscribe(HandleGameStateChanged).AddTo(_subs);
|
||||
_onPauseRequested?.Subscribe(TogglePause).AddTo(_subs);
|
||||
_onFastTravelOpen?.Subscribe(OpenMap).AddTo(_subs);
|
||||
@@ -122,7 +119,7 @@ namespace BaseGames.UI
|
||||
_onCharmPanelOpen?.Subscribe(OpenCharmPanel).AddTo(_subs);
|
||||
_onSpellSelectOpen?.Subscribe(OpenSpellSelect).AddTo(_subs);
|
||||
_onInventoryOpen?.Subscribe(OpenInventory).AddTo(_subs);
|
||||
_onUICancelPressed?.Subscribe(HandleUICancelPressed).AddTo(_subs);
|
||||
// 取消键(ESC / 手柄 B)由 UINavigator 统一消费,UIManager 不再订阅。
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
@@ -239,46 +236,44 @@ namespace BaseGames.UI
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>打开指定 GameObject 面板并压栈;已在栈中则忽略(O(1) 判断)。</summary>
|
||||
/// <summary>打开指定 GameObject 面板:经统一 <see cref="IUINavigator"/> 压栈。</summary>
|
||||
public void OpenPanel(GameObject panel)
|
||||
{
|
||||
if (panel == null) return;
|
||||
if (!_openPanelSet.Add(panel)) return;
|
||||
if (_panelStack.Count > 0) _panelStack.Peek().SetActive(false);
|
||||
panel.SetActive(true);
|
||||
_panelStack.Push(panel);
|
||||
var uiPanel = EnsurePanel(panel);
|
||||
if (uiPanel != null) Navigator?.Push(uiPanel);
|
||||
}
|
||||
|
||||
/// <summary>关闭栈顶面板并恢复上一层(如有);上一层若实现 IFocusable 则自动恢复焦点。</summary>
|
||||
public void CloseTopPanel()
|
||||
/// <summary>关闭栈顶面板并恢复上一层(委托给导航器)。</summary>
|
||||
public void CloseTopPanel() => Navigator?.Pop();
|
||||
|
||||
/// <summary>
|
||||
/// 适配器:保证面板根挂有 <see cref="UIPanelBase"/>(导航器压栈对象)。
|
||||
/// 既有面板若未挂则运行时补 <see cref="UISimplePanel"/> + CanvasGroup,
|
||||
/// 使所有游戏内面板无需逐个改脚手架即可纳入统一导航栈。
|
||||
/// </summary>
|
||||
private static UIPanelBase EnsurePanel(GameObject go)
|
||||
{
|
||||
if (_panelStack.Count == 0) return;
|
||||
var top = _panelStack.Pop();
|
||||
_openPanelSet.Remove(top);
|
||||
top.SetActive(false);
|
||||
if (_panelStack.Count > 0)
|
||||
var p = go.GetComponent<UIPanelBase>();
|
||||
if (p == null)
|
||||
{
|
||||
var restored = _panelStack.Peek();
|
||||
restored.SetActive(true);
|
||||
restored.GetComponent<IFocusable>()?.OnFocusRestored();
|
||||
if (go.GetComponent<CanvasGroup>() == null) go.AddComponent<CanvasGroup>();
|
||||
p = go.AddComponent<UISimplePanel>();
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
// ── 快捷事件回调 ──────────────────────────────────────────────────────
|
||||
private void HandleUICancelPressed()
|
||||
{
|
||||
if (_panelStack.Count > 0)
|
||||
CloseTopPanel();
|
||||
}
|
||||
|
||||
private void TogglePause()
|
||||
{
|
||||
if (_panelRegistry.TryGetValue(PanelId.Pause, out var pausePanel)
|
||||
&& _panelStack.Count > 0 && _panelStack.Peek() == pausePanel)
|
||||
CloseTopPanel();
|
||||
&& Navigator?.Top != null && Navigator.Top.gameObject == pausePanel)
|
||||
Navigator.Pop();
|
||||
else
|
||||
OpenPanel(PanelId.Pause);
|
||||
}
|
||||
|
||||
private IUINavigator Navigator => _navigator ??= ServiceLocator.GetOrDefault<IUINavigator>();
|
||||
private void OpenShop(string _) => OpenPanel(PanelId.Shop);
|
||||
private void OpenMap() => OpenPanel(PanelId.Map);
|
||||
private void OpenCharmPanel() => OpenPanel(PanelId.CharmPanel);
|
||||
@@ -335,8 +330,9 @@ namespace BaseGames.UI
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>仅供 UIManagerEditor 实时可视化面板栈(由栈顶到栈底顺序)。</summary>
|
||||
public GameObject[] EditorGetPanelSnapshot() => _panelStack.ToArray();
|
||||
/// <summary>仅供 UIManagerEditor 实时可视化栈顶面板(栈本体已迁移至 UINavigator)。</summary>
|
||||
public GameObject[] EditorGetPanelSnapshot()
|
||||
=> Navigator?.Top != null ? new[] { Navigator.Top.gameObject } : System.Array.Empty<GameObject>();
|
||||
#endif
|
||||
|
||||
[ContextMenu("测试:打开 Pause 面板")]
|
||||
|
||||
@@ -18,6 +18,10 @@ namespace BaseGames.UI
|
||||
[DefaultExecutionOrder(100)]
|
||||
public class UISelectionRestorer : MonoBehaviour
|
||||
{
|
||||
[Tooltip("始终保持选中:选中丢失(如鼠标点击空白处)即立即恢复,无需等待导航键。\n" +
|
||||
"适合\"菜单始终有一项高亮\"的手感;关闭则仅在按下方向/确认键时恢复(避免抢占鼠标)。")]
|
||||
[SerializeField] private bool _keepSelectionAlways = true;
|
||||
|
||||
private GameObject _lastSelected;
|
||||
|
||||
private void Update()
|
||||
@@ -32,8 +36,8 @@ namespace BaseGames.UI
|
||||
return;
|
||||
}
|
||||
|
||||
// 选中已丢失:仅当出现导航/确认意图时才恢复,避免抢占鼠标操作
|
||||
if (!NavigationIntentThisFrame(es)) return;
|
||||
// 选中已丢失:始终保持模式下立即恢复;否则仅在出现导航/确认意图时恢复
|
||||
if (!_keepSelectionAlways && !NavigationIntentThisFrame(es)) return;
|
||||
if (_lastSelected == null || !_lastSelected.activeInHierarchy) return;
|
||||
|
||||
var sel = _lastSelected.GetComponent<Selectable>();
|
||||
|
||||
@@ -98,7 +98,6 @@ namespace BaseGames.World
|
||||
SceneName = _targetSceneAddress,
|
||||
EntryTransitionId = _targetTransitionId,
|
||||
TransitionType = _transitionType,
|
||||
ShowLoadingScreen = _transitionType == TransitionType.Scene,
|
||||
IsRespawn = false,
|
||||
};
|
||||
|
||||
|
||||
@@ -141,7 +141,6 @@ namespace BaseGames.World.Map
|
||||
SceneName = targetRoomId, // RoomId 即场景 Addressable key("Room_" 前缀,见 ISceneLoadCoordinator)
|
||||
EntryTransitionId = null, // 默认出生点;精确落到传送站点为后续增强项
|
||||
TransitionType = TransitionType.Scene, // 完整淡出 + 加载画面,符合快速旅行演出
|
||||
ShowLoadingScreen = true,
|
||||
IsRespawn = false,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -69,7 +69,6 @@ namespace BaseGames.World
|
||||
SceneName = _targetSceneAddress,
|
||||
EntryTransitionId = _targetTransitionId,
|
||||
TransitionType = _transitionType,
|
||||
ShowLoadingScreen = _transitionType == TransitionType.Scene,
|
||||
IsRespawn = false,
|
||||
};
|
||||
|
||||
|
||||
@@ -623,15 +623,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
},
|
||||
{
|
||||
""name"": ""Pause"",
|
||||
""type"": ""Button"",
|
||||
""id"": ""2d22c992-df5f-4d63-8a35-42a1464f7ff3"",
|
||||
""expectedControlType"": """",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
},
|
||||
{
|
||||
""name"": ""Submit"",
|
||||
""type"": ""Button"",
|
||||
@@ -645,7 +636,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
""name"": ""Cancel"",
|
||||
""type"": ""Button"",
|
||||
""id"": ""b304717b-ed90-4179-8543-fac11a253476"",
|
||||
""expectedControlType"": ""Button"",
|
||||
""expectedControlType"": """",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
@@ -1015,17 +1006,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""5c3030c2-489b-43cc-92c3-c5eed849affa"",
|
||||
""path"": ""<Keyboard>/escape"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Keyboard&Mouse"",
|
||||
""action"": ""Pause"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""5632ce4b-cb65-4d5a-a133-262727b68139"",
|
||||
@@ -1033,7 +1013,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Gamepad"",
|
||||
""action"": ""Pause"",
|
||||
""action"": ""Cancel"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
@@ -1051,7 +1031,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""e6b74122-53a6-4ad1-85fb-dce8de71bf51"",
|
||||
""path"": ""*/{Cancel}"",
|
||||
""path"": ""<Keyboard>/escape"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Keyboard&Mouse;Gamepad;Touch;Joystick;XR"",
|
||||
@@ -1335,7 +1315,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
// UI
|
||||
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
|
||||
m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
|
||||
m_UI_Pause = m_UI.FindAction("Pause", throwIfNotFound: true);
|
||||
m_UI_Submit = m_UI.FindAction("Submit", throwIfNotFound: true);
|
||||
m_UI_Cancel = m_UI.FindAction("Cancel", throwIfNotFound: true);
|
||||
m_UI_Point = m_UI.FindAction("Point", throwIfNotFound: true);
|
||||
@@ -1714,7 +1693,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
private readonly InputActionMap m_UI;
|
||||
private List<IUIActions> m_UIActionsCallbackInterfaces = new List<IUIActions>();
|
||||
private readonly InputAction m_UI_Navigate;
|
||||
private readonly InputAction m_UI_Pause;
|
||||
private readonly InputAction m_UI_Submit;
|
||||
private readonly InputAction m_UI_Cancel;
|
||||
private readonly InputAction m_UI_Point;
|
||||
@@ -1744,10 +1722,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
/// </summary>
|
||||
public InputAction @Navigate => m_Wrapper.m_UI_Navigate;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "UI/Pause".
|
||||
/// </summary>
|
||||
public InputAction @Pause => m_Wrapper.m_UI_Pause;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "UI/Submit".
|
||||
/// </summary>
|
||||
public InputAction @Submit => m_Wrapper.m_UI_Submit;
|
||||
@@ -1828,9 +1802,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
@Navigate.started += instance.OnNavigate;
|
||||
@Navigate.performed += instance.OnNavigate;
|
||||
@Navigate.canceled += instance.OnNavigate;
|
||||
@Pause.started += instance.OnPause;
|
||||
@Pause.performed += instance.OnPause;
|
||||
@Pause.canceled += instance.OnPause;
|
||||
@Submit.started += instance.OnSubmit;
|
||||
@Submit.performed += instance.OnSubmit;
|
||||
@Submit.canceled += instance.OnSubmit;
|
||||
@@ -1884,9 +1855,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
@Navigate.started -= instance.OnNavigate;
|
||||
@Navigate.performed -= instance.OnNavigate;
|
||||
@Navigate.canceled -= instance.OnNavigate;
|
||||
@Pause.started -= instance.OnPause;
|
||||
@Pause.performed -= instance.OnPause;
|
||||
@Pause.canceled -= instance.OnPause;
|
||||
@Submit.started -= instance.OnSubmit;
|
||||
@Submit.performed -= instance.OnSubmit;
|
||||
@Submit.canceled -= instance.OnSubmit;
|
||||
@@ -2134,13 +2102,6 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnNavigate(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Pause" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnPause(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Submit" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
|
||||
@@ -537,15 +537,6 @@
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Pause",
|
||||
"type": "Button",
|
||||
"id": "2d22c992-df5f-4d63-8a35-42a1464f7ff3",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Submit",
|
||||
"type": "Button",
|
||||
@@ -559,7 +550,7 @@
|
||||
"name": "Cancel",
|
||||
"type": "Button",
|
||||
"id": "b304717b-ed90-4179-8543-fac11a253476",
|
||||
"expectedControlType": "Button",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
@@ -929,17 +920,6 @@
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "5c3030c2-489b-43cc-92c3-c5eed849affa",
|
||||
"path": "<Keyboard>/escape",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Keyboard&Mouse",
|
||||
"action": "Pause",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "5632ce4b-cb65-4d5a-a133-262727b68139",
|
||||
@@ -947,7 +927,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Gamepad",
|
||||
"action": "Pause",
|
||||
"action": "Cancel",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -965,7 +945,7 @@
|
||||
{
|
||||
"name": "",
|
||||
"id": "e6b74122-53a6-4ad1-85fb-dce8de71bf51",
|
||||
"path": "*/{Cancel}",
|
||||
"path": "<Keyboard>/escape",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Keyboard&Mouse;Gamepad;Touch;Joystick;XR",
|
||||
|
||||
Reference in New Issue
Block a user