UI系统优化
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@@ -5,16 +5,33 @@ using BaseGames.Core.Events;
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namespace BaseGames.UI
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{
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[DefaultExecutionOrder(+50)]
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public class UIManager : MonoBehaviour
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/// <summary>
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/// 面板 ID 枚举。新增面板时只需在此添加值并在 Inspector 的 _panels 数组中注册,
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/// 无需修改 UIManager 的其他代码,满足开闭原则。
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/// </summary>
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public enum PanelId
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{
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[Header("Canvas Roots")]
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Pause,
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Settings,
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Map,
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Shop,
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CharmPanel,
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SpellSelect,
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}
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[DefaultExecutionOrder(+50)]
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public class UIManager : MonoBehaviour, IUIManager
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{
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// ── 状态驱动根节点(不进入面板栈,仅根据 GameState 显示/隐藏)────────
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[Header("状态驱动根节点(非面板栈)")]
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[SerializeField] private GameObject _hudRoot;
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[SerializeField] private GameObject _pauseMenuRoot;
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[SerializeField] private GameObject _deathScreenRoot;
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[SerializeField] private GameObject _settingsRoot;
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[SerializeField] private GameObject _mapRoot;
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[SerializeField] private GameObject _shopRoot;
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// ── 面板栈注册表 ──────────────────────────────────────────────────────
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[Header("面板栈注册表(Inspector 配置,可运行时扩展)")]
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[Tooltip("将 PanelId 与对应的根 GameObject 绑定。" +
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"新增面板只需在此添加一行,无需修改 UIManager 代码。")]
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[SerializeField] private PanelRegistration[] _panels;
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[Header("Event Channels")]
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[SerializeField] private GameStateEventChannelSO _onGameStateChanged;
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@@ -22,27 +39,68 @@ namespace BaseGames.UI
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[SerializeField] private VoidEventChannelSO _onFastTravelOpen;
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[SerializeField] private StringEventChannelSO _onShopOpen;
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[SerializeField] private VoidEventChannelSO _onMapOpen;
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[SerializeField] private VoidEventChannelSO _onCharmPanelOpen;
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[SerializeField] private VoidEventChannelSO _onSpellSelectOpen;
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private readonly Stack<GameObject> _panelStack = new();
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private readonly CompositeDisposable _subs = new();
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// ── 面板栈结构 ────────────────────────────────────────────────────────
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private readonly Stack<GameObject> _panelStack = new();
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/// <summary>O(1) 成员判断,与 _panelStack 保持同步,替代 Stack.Contains O(n)。</summary>
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private readonly HashSet<GameObject> _openPanelSet = new();
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private readonly Dictionary<PanelId, GameObject> _panelRegistry = new();
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private readonly CompositeDisposable _subs = new();
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// ── 序列化辅助结构 ────────────────────────────────────────────────────
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[System.Serializable]
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private struct PanelRegistration
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{
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[Tooltip("面板标识符(与代码中的 PanelId 枚举对应)。")]
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public PanelId id;
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[Tooltip("该面板的根 GameObject(通常是 Canvas 的直接子节点)。")]
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public GameObject root;
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}
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// ── 生命周期 ──────────────────────────────────────────────────────────
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private void Awake()
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{
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if (_panels != null)
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foreach (var p in _panels)
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if (p.root != null) _panelRegistry[p.id] = p.root;
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}
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private void OnEnable()
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{
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ServiceLocator.Register<IUIManager>(this);
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_onGameStateChanged?.Subscribe(HandleGameStateChanged).AddTo(_subs);
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_onPauseRequested?.Subscribe(TogglePause).AddTo(_subs);
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_onFastTravelOpen?.Subscribe(OpenMap).AddTo(_subs);
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_onShopOpen?.Subscribe(OpenShop).AddTo(_subs);
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_onMapOpen?.Subscribe(OpenMap).AddTo(_subs);
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_onCharmPanelOpen?.Subscribe(OpenCharmPanel).AddTo(_subs);
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_onSpellSelectOpen?.Subscribe(OpenSpellSelect).AddTo(_subs);
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}
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private void OnDisable()
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{
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ServiceLocator.Unregister<IUIManager>(this);
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_subs.Clear();
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}
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// ── 面板注册(运行时动态扩展入口)────────────────────────────────────
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/// <summary>
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/// 运行时注册或覆盖面板绑定(如场景加载后动态添加的面板)。
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/// Inspector 中已配置的面板无需调用此方法。
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/// </summary>
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public void RegisterPanel(PanelId id, GameObject root)
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{
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if (root != null) _panelRegistry[id] = root;
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}
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// ── 状态响应 ──────────────────────────────────────────────────────────
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private void HandleGameStateChanged(GameStateId state)
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{
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// GameStateId 是 struct,用 if/else 而非 switch
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bool showHud = state == GameStates.Gameplay || state == GameStates.BossFight;
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if (_hudRoot != null) _hudRoot.SetActive(showHud);
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@@ -52,7 +110,6 @@ namespace BaseGames.UI
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}
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else
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{
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// 离开 Dead 状态时(复活/重生)隐藏死亡界面
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if (_deathScreenRoot != null) _deathScreenRoot.SetActive(false);
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if (state == GameStates.Cutscene)
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@@ -60,29 +117,101 @@ namespace BaseGames.UI
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}
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}
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// ── 面板栈 API ────────────────────────────────────────────────────────
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/// <summary>通过 ID 打开已注册的面板。</summary>
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public void OpenPanel(PanelId id)
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{
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if (_panelRegistry.TryGetValue(id, out var panel))
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OpenPanel(panel);
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}
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/// <summary>打开指定 GameObject 面板并压栈;已在栈中则忽略(O(1) 判断)。</summary>
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public void OpenPanel(GameObject panel)
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{
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if (panel == null) return;
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if (!_openPanelSet.Add(panel)) return; // HashSet.Add 返回 false = 已存在
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if (_panelStack.Count > 0) _panelStack.Peek().SetActive(false);
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panel.SetActive(true);
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_panelStack.Push(panel);
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}
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/// <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>
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public void CloseTopPanel()
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{
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if (_panelStack.Count == 0) return;
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_panelStack.Pop().SetActive(false);
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if (_panelStack.Count > 0) _panelStack.Peek().SetActive(true);
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var top = _panelStack.Pop();
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_openPanelSet.Remove(top);
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top.SetActive(false);
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if (_panelStack.Count > 0)
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{
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var restored = _panelStack.Peek();
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restored.SetActive(true);
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restored.GetComponent<IFocusable>()?.OnFocusRestored();
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}
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}
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// ── 快捷事件回调 ──────────────────────────────────────────────────────
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private void TogglePause()
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{
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if (_pauseMenuRoot != null && _pauseMenuRoot.activeSelf)
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if (_panelRegistry.TryGetValue(PanelId.Pause, out var pausePanel)
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&& _panelStack.Count > 0 && _panelStack.Peek() == pausePanel)
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CloseTopPanel();
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else
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OpenPanel(_pauseMenuRoot);
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OpenPanel(PanelId.Pause);
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}
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private void OpenShop(string _) => OpenPanel(_shopRoot);
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private void OpenMap() => OpenPanel(_mapRoot);
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private void OpenShop(string _) => OpenPanel(PanelId.Shop);
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private void OpenMap() => OpenPanel(PanelId.Map);
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private void OpenCharmPanel() => OpenPanel(PanelId.CharmPanel);
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private void OpenSpellSelect() => OpenPanel(PanelId.SpellSelect);
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// ── 编辑器工具 (不入构建) ──────────────────────────────────────────────────
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/// <summary>验证面板注册表是否完整、无重复、无空引用。</summary>
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[ContextMenu("验证面板注册表")]
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private void EditorValidateRegistry()
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{
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if (_panels == null || _panels.Length == 0)
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{
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Debug.LogWarning("[UIManager] 面板注册表为空!", this);
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return;
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}
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var seen = new System.Collections.Generic.HashSet<PanelId>();
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bool ok = true;
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foreach (var p in _panels)
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{
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if (p.root == null)
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{
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Debug.LogWarning($"[UIManager] PanelId.{p.id} 的 GameObject 引用为 null!", this);
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ok = false;
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}
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if (!seen.Add(p.id))
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{
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Debug.LogError($"[UIManager] PanelId.{p.id} 重复注册!", this);
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ok = false;
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}
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}
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if (ok)
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Debug.Log($"[UIManager] 验证通过 ✔ 已注册 {_panels.Length} 个面板。", this);
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}
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#if UNITY_EDITOR
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/// <summary>仅供 UIManagerEditor 实时可视化面板栈(由栈顶到栈底顺序)。</summary>
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public GameObject[] EditorGetPanelSnapshot() => _panelStack.ToArray();
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#endif
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[ContextMenu("测试:打开 Pause 面板")]
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private void EditorOpenPause() => OpenPanel(PanelId.Pause);
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[ContextMenu("测试:打开 Map 面板")]
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private void EditorOpenMap() => OpenPanel(PanelId.Map);
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[ContextMenu("测试:打开 Shop 面板")]
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private void EditorOpenShop() => OpenPanel(PanelId.Shop);
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[ContextMenu("测试:关闭栈顶面板")]
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private void EditorCloseTop() => CloseTopPanel();
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}
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}
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