UI系统优化
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@@ -1,6 +1,7 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using BaseGames.Core;
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namespace BaseGames.UI
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@@ -9,9 +10,11 @@ namespace BaseGames.UI
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/// 设置面板控制器(架构 10_UIModule §7)。
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/// 驱动 SettingsManager 的音量与画面设置,并从当前配置初始化控件值。
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/// </summary>
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public class SettingsPanelController : MonoBehaviour
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public class SettingsPanelController : MonoBehaviour, IFocusable
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{
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[SerializeField] private SettingsManager _settings;
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// ISettingsService 通过 ServiceLocator 获取,无需 Inspector 直接注入具体类,
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// 支持测试场景替换 Mock 实现。
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private ISettingsService _settings;
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[Header("音量滑条")]
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[SerializeField] private Slider _masterVolume;
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@@ -28,12 +31,13 @@ namespace BaseGames.UI
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private static readonly int[] FpsOptions = { 30, 60, 120, -1 };
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private void Start()
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private void OnEnable()
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{
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_settings = ServiceLocator.GetOrDefault<ISettingsService>();
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if (_settings == null) return;
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var data = _settings.Current;
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// 初始化控件值(不触发 onChange;先移除监听再设置值再添加)
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// 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)
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InitSlider(_masterVolume, data.MasterVolume, v => _settings.SetMasterVolume(v));
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InitSlider(_bgmVolume, data.BGMVolume, v => _settings.SetBGMVolume(v));
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InitSlider(_sfxVolume, data.SFXVolume, v => _settings.SetSFXVolume(v));
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@@ -41,17 +45,22 @@ namespace BaseGames.UI
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if (_vSyncToggle != null)
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{
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_vSyncToggle.onValueChanged.RemoveAllListeners();
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_vSyncToggle.isOn = data.VSync;
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_vSyncToggle.onValueChanged.AddListener(v => _settings.SetVSync(v));
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}
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if (_fpsDropdown != null)
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{
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_fpsDropdown.onValueChanged.RemoveAllListeners();
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int idx = System.Array.IndexOf(FpsOptions, data.TargetFPS);
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_fpsDropdown.value = idx >= 0 ? idx : 1; // default 60
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_fpsDropdown.onValueChanged.AddListener(i =>
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_settings.SetTargetFrameRate(FpsOptions[Mathf.Clamp(i, 0, FpsOptions.Length - 1)]));
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}
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// 手柄导航:打开设置面板时将焦点置于主音量滑条
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EventSystem.current?.SetSelectedGameObject(_masterVolume?.gameObject);
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}
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// ── 辅助 ──────────────────────────────────────────────────────────────
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@@ -59,8 +68,15 @@ namespace BaseGames.UI
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private static void InitSlider(Slider slider, float value, UnityEngine.Events.UnityAction<float> onChange)
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{
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if (slider == null) return;
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slider.onValueChanged.RemoveAllListeners();
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slider.value = value;
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slider.onValueChanged.AddListener(onChange);
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}
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// ── IFocusable ────────────────────────────────────────────────────────
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/// <summary>面板恢复为栈顶时将焦点移回主音量滑条。</summary>
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public void OnFocusRestored()
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=> EventSystem.current?.SetSelectedGameObject(_masterVolume?.gameObject);
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}
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}
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