完整启动流程
This commit is contained in:
@@ -27,6 +27,12 @@ namespace BaseGames.Combat
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public BreakLevel Break;
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public string SourceId;
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public string SkillId;
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/// <summary>
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/// 攻击来源投射物(仅当攻击方是 Projectile 时非 null)。
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/// 用于弹反成功时调用 ReflectAsPlayerProjectile() 翻转阵营。
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/// [NonSerialized]:MonoBehaviour 引用不参与 Unity 资产序列化。
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/// </summary>
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[System.NonSerialized] public Projectile SourceProjectile;
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// ── Builder ──────────────────────────────────────────────────────────
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/// <summary>
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@@ -48,6 +54,7 @@ namespace BaseGames.Combat
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private BreakLevel _break;
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private Vector2 _sourcePosition;
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private int _sourceLayer;
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private Projectile _sourceProjectile;
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public Builder() { }
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@@ -65,6 +72,7 @@ namespace BaseGames.Combat
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public Builder SetBreak(BreakLevel v) { _break = v; return this; }
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public Builder SetSourcePos(Vector2 v) { _sourcePosition = v; return this; }
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public Builder SetLayer(int v) { _sourceLayer = v; return this; }
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public Builder SetProjectile(Projectile v) { _sourceProjectile = v; return this; }
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public DamageInfo Build() => new DamageInfo
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{
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@@ -83,6 +91,7 @@ namespace BaseGames.Combat
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Break = _break,
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SourcePosition = _sourcePosition,
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SourceLayer = _sourceLayer,
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SourceProjectile = _sourceProjectile,
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};
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}
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@@ -95,7 +104,8 @@ namespace BaseGames.Combat
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DamageSourceSO so,
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Vector2 knockbackDir = default,
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Vector2 sourcePos = default,
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int sourceLayer = 0)
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int sourceLayer = 0,
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Projectile sourceProjectile = null)
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{
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int baseAmt = Mathf.RoundToInt(so.BaseDamage * so.DamageMultiplier);
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return new DamageInfo
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@@ -115,6 +125,7 @@ namespace BaseGames.Combat
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KnockbackForce = so.KnockbackForce,
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SourcePosition = sourcePos,
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SourceLayer = sourceLayer,
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SourceProjectile = sourceProjectile,
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};
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}
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}
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@@ -49,6 +49,9 @@ namespace BaseGames.Combat
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/// <summary>命中确认委托(PlayerCombat / EnemyCombat 订阅)。</summary>
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public event System.Action<DamageInfo> OnHitConfirmed;
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// 宿主投射物缓存(Activate 时填入,DamageInfo.SourceProjectile 写入用)
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private Projectile _ownerProjectile;
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/// <summary>
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/// 激活 HitBox。source/attacker 均可选,未传则使用 Inspector 默认值。
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/// ⚠️ 不存在 Activate(float duration) 重载。
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@@ -86,6 +89,8 @@ namespace BaseGames.Combat
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Debug.LogWarning($"[HitBox] {name}: Collider2D.isTrigger 应为 true。", this);
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// 缓存 IClashService:OnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找
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_clashService = ServiceLocator.GetOrDefault<IClashService>();
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// 缓存宿主投射物(仅 Projectile GameObject 上挂载的 HitBox 非 null)
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_ownerProjectile = GetComponent<Projectile>();
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}
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private void OnDisable()
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@@ -124,7 +129,8 @@ namespace BaseGames.Combat
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_currentSource,
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knockDir,
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_attackerTransform.position,
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_attackerTransform.gameObject.layer);
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_attackerTransform.gameObject.layer,
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_ownerProjectile);
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// ① 拼刀检测:当前 HitBox 携带 CanClash 标记,且碰到对立阵营的 HitBox 层
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int otherLayer = other.gameObject.layer;
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@@ -64,7 +64,14 @@ namespace BaseGames.Combat
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// 2. 弹反检查(_parrySystem == null 时跳过)
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// ParrySystem 只暴露窗口状态,伤害数据留在 Combat 层,无跨程序集数据依赖。
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if (_parrySystem != null && info.Flags.HasFlag(DamageFlags.CanBeParried))
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if (_parrySystem.ConsumeParry()) return;
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{
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if (_parrySystem.ConsumeParry())
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{
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// 若攻击来源是投射物,翻转其阵营 Layer 与飞行方向
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info.SourceProjectile?.ReflectAsPlayerProjectile();
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return;
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}
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}
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// 3. 霸体检查(_poiseSource == null 时跳过)
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if (!info.Flags.HasFlag(DamageFlags.ForceBreak) && _poiseSource != null)
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@@ -51,7 +51,25 @@ namespace BaseGames.Combat
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gameObject.layer = (ownerLayer == playerLayer) ? playerProjLayer : enemyProjLayer;
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}
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/// <summary>子类在此设定初速度或附加初始化逻辑。</summary>
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/// <summary>
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/// 弹反:将投射物阵营从 EnemyProjectile 切换为 PlayerProjectile。
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/// 反转飞行方向,并重置 HitBox 命中记录使其能够命中新目标(敌人)。
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/// 由 HurtBox.ReceiveDamage() 在弹反成功后调用。
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/// </summary>
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public virtual void ReflectAsPlayerProjectile()
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{
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int playerProjLayer = LayerMask.NameToLayer("PlayerProjectile");
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if (playerProjLayer < 0) return;
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gameObject.layer = playerProjLayer;
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Direction = -Direction;
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_rb.velocity = -_rb.velocity;
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// 重置 HitBox 命中记录,确保反射后可命中新目标
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_hitBox.Deactivate();
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_hitBox.Activate(_config?.DamageSource);
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}
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protected virtual void OnInitialized() { }
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protected virtual void Update()
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@@ -63,6 +63,8 @@ namespace BaseGames.Core.Assets
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public const string Poolable = "Poolable";
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public const string BGM = "BGM";
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public const string Charms = "Charms";
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/// <summary>游戏启动时预热下载的资产标签(BootSequencer 使用)。</summary>
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public const string Preload = "Preload";
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}
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}
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}
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104
Assets/_Game/Scripts/Core/BootSequencer.cs
Normal file
104
Assets/_Game/Scripts/Core/BootSequencer.cs
Normal file
@@ -0,0 +1,104 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using BaseGames.Core.Events;
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namespace BaseGames.Core
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{
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/// <summary>
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/// 游戏启动序列编排器(挂载在 Persistent 场景)。
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///
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/// 职责:
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/// 1. 触发 Splash 演出(通过 EVT_SplashStartRequest 事件,与 BaseGames.UI 程序集解耦)。
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/// 2. 并行预热 Addressable 依赖(标签 <see cref="Assets.AddressKeys.Labels.Preload"/>)。
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/// 3. 两者均完成后协程返回,由 <see cref="GameManager"/> 继续加载主菜单场景。
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///
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/// 配置说明(Inspector):
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/// _preloadLabel — 留空则跳过预热,游戏仍可正常启动。
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/// _onSplashStartRequest / _onSplashComplete — 绑定同名 SO 资产;
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/// 若留空则视为"无 Splash"直接进入主菜单。
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/// </summary>
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[DefaultExecutionOrder(-800)]
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public class BootSequencer : MonoBehaviour
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{
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[Header("Addressable 预热(可选)")]
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[Tooltip("填写 Addressable 标签名(如 'Preload')以在启动时预热该标签下的所有依赖;留空则跳过。")]
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[SerializeField] private AssetLabelReference _preloadLabel;
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[Header("Event Channels - Raise")]
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[Tooltip("发布后 SplashScreenController 开始播放演出。留空则不显示 Splash。")]
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[SerializeField] private VoidEventChannelSO _onSplashStartRequest;
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[Tooltip("预热进度 [0,1],供进度条显示。")]
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[SerializeField] private FloatEventChannelSO _onPreloadProgress;
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[Header("Event Channels - Listen")]
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[Tooltip("SplashScreenController 演出结束时发布此事件。留空则不等待 Splash 完成。")]
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[SerializeField] private VoidEventChannelSO _onSplashComplete;
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private bool _splashDone;
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private readonly CompositeDisposable _subs = new();
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// ── 生命周期 ─────────────────────────────────────────────────────────
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private void OnEnable()
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{
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_onSplashComplete?.Subscribe(() => _splashDone = true).AddTo(_subs);
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}
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private void OnDisable() => _subs.Clear();
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// ── 公开 API(供 GameManager 通过 yield 驱动)────────────────────────
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/// <summary>
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/// 运行完整启动序列(Splash 演出 + Addressable 预热并行执行)。
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/// 两者均完成后协程返回;GameManager 随后加载主菜单场景并切换 FSM 状态。
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/// </summary>
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public IEnumerator RunBootSequenceCoroutine()
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{
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// 若未绑定 SplashComplete 频道,则无需等待 Splash,直接视为已完成
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_splashDone = (_onSplashComplete == null);
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// 触发 Splash 演出(SplashScreenController 订阅此事件)
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_onSplashStartRequest?.Raise();
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// 并行启动 Addressable 预热
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bool preloadDone = false;
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StartCoroutine(PreloadCoroutine(() => preloadDone = true));
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// 等待两者均完成
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yield return new WaitUntil(() => _splashDone && preloadDone);
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}
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// ── 内部:Addressable 预热 ────────────────────────────────────────────
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private IEnumerator PreloadCoroutine(System.Action onDone)
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{
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if (_preloadLabel == null || string.IsNullOrEmpty(_preloadLabel.labelString))
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{
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// 无预热配置,立即完成
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_onPreloadProgress?.Raise(1f);
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onDone?.Invoke();
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yield break;
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}
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// 仅下载依赖(不实例化),最小化内存占用
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var handle = Addressables.DownloadDependenciesAsync(_preloadLabel, false);
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while (!handle.IsDone)
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{
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// 保留 10% 余量,避免 PercentComplete 到 0.9 后卡顿
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_onPreloadProgress?.Raise(handle.PercentComplete * 0.9f);
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yield return null;
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}
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if (handle.Status != AsyncOperationStatus.Succeeded)
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Debug.LogWarning("[BootSequencer] Addressable 预热部分失败,游戏将继续启动。" +
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" 请检查 Addressable 标签配置与网络连接。");
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_onPreloadProgress?.Raise(1f);
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Addressables.Release(handle);
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onDone?.Invoke();
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System.Collections;
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using UnityEngine;
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using BaseGames.Core.Assets;
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using BaseGames.Core.Events;
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using BaseGames.Core.States;
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@@ -16,6 +17,7 @@ namespace BaseGames.Core
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// ── Inspector 引用 ────────────────────────────────────────────────
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[Header("Managers")]
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[SerializeField] private SettingsManager _settingsManager;
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[SerializeField] private BootSequencer _bootSequencer;
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[Header("Event Channels - Listen")]
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[SerializeField] private VoidEventChannelSO _onPlayerDied;
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@@ -24,6 +26,10 @@ namespace BaseGames.Core
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[SerializeField] private StringEventChannelSO _onBossFightStarted;
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[SerializeField] private BoolEventChannelSO _onBossFightEnded;
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[SerializeField] private VoidEventChannelSO _onDeathScreenConfirmed;
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[Tooltip("所有场景切换请求(与 SceneService 共享同一 SO)")]
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[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
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[Tooltip("SceneLoader 完成加载后发布(携带场景名称)")]
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[SerializeField] private StringEventChannelSO _onSceneLoaded;
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[Header("Event Channels - Raise")]
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[SerializeField] private BaseEventChannelSO<GameStateId> _onGameStateChanged;
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@@ -51,8 +57,30 @@ namespace BaseGames.Core
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private void Start()
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{
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// 在 Start 广播初始状态,确保其他组件已在 OnEnable 中完成订阅。
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// 广播初始状态,确保其他组件已在 OnEnable 中完成订阅。
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_onGameStateChanged?.Raise(new Events.GameStateId(GameStates.Initializing.Id));
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// 启动引导序列:Splash → 预热 → 加载主菜单场景 → 切换到 MainMenu 状态
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StartCoroutine(BootCoroutine());
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}
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/// <summary>
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/// 游戏启动引导协程:
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/// 1. 运行 BootSequencer(Splash + Addressable 预热)
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/// 2. 通过 ISceneService 加载主菜单场景
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/// 3. SceneLoader 完成后发布 _onSceneLoaded → HandleSceneLoaded 切换 FSM 到 MainMenu
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/// </summary>
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private IEnumerator BootCoroutine()
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{
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if (_bootSequencer != null)
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yield return StartCoroutine(_bootSequencer.RunBootSequenceCoroutine());
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var sceneService = ServiceLocator.GetOrDefault<ISceneService>();
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if (sceneService != null)
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yield return StartCoroutine(sceneService.LoadMainMenuCoroutine());
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else
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Debug.LogError("[GameManager] ISceneService 未注册,无法加载主菜单。" +
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" 请检查 Persistent 场景的 GameServiceRegistrar 配置。");
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}
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private void OnEnable()
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@@ -63,6 +91,8 @@ namespace BaseGames.Core
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_onBossFightStarted? .Subscribe(HandleBossFightStarted).AddTo(_subs);
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_onBossFightEnded? .Subscribe(HandleBossFightEnded).AddTo(_subs);
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_onDeathScreenConfirmed?.Subscribe(HandleDeathScreenConfirmed).AddTo(_subs);
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_onSceneLoadRequest? .Subscribe(HandleSceneLoadRequest).AddTo(_subs);
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_onSceneLoaded? .Subscribe(HandleSceneLoaded).AddTo(_subs);
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}
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private void OnDisable() => _subs.Clear();
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@@ -125,6 +155,45 @@ namespace BaseGames.Core
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else RequestTransition(GameStates.GameOver);
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}
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// ── 场景加载状态同步 ──────────────────────────────────────────────
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/// <summary>
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/// 当 SceneService 开始加载主要场景(非 Room 过渡)时,更新 FSM 到 LoadingScene 状态。
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/// Room 过渡(TransitionType.Room)不经过此处,状态保持 Gameplay。
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/// </summary>
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private void HandleSceneLoadRequest(SceneLoadRequest request)
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{
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if (request.TransitionType != TransitionType.Scene) return;
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// 返回主菜单不经过 LoadingScene 中间状态(_onSceneLoaded 会直接处理)
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if (request.SceneName == AddressKeys.SceneMainMenu) return;
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var cur = _fsm.CurrentStateId;
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if (cur == GameStates.MainMenu
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|| cur == GameStates.Gameplay
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|| cur == GameStates.BossFight)
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{
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RequestTransition(GameStates.LoadingScene);
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}
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}
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/// <summary>
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/// SceneLoader 完成加载后根据目标场景名自动切换 FSM 状态:
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/// SceneMainMenu → MainMenu(适用于 Initializing / Paused / GameOver / LoadingScene)
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/// 其他场景 → Gameplay(仅当处于 LoadingScene 时;Room 过渡不受影响)
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/// </summary>
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private void HandleSceneLoaded(string sceneName)
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{
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if (sceneName == AddressKeys.SceneMainMenu)
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{
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RequestTransition(GameStates.MainMenu);
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return;
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}
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if (_fsm.CurrentStateId == GameStates.LoadingScene)
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RequestTransition(GameStates.Gameplay);
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}
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private bool _deathScreenConfirmed;
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private GameStateId _prePauseState = GameStates.Gameplay;
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private void HandleDeathScreenConfirmed() => _deathScreenConfirmed = true;
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@@ -20,19 +20,39 @@ namespace BaseGames.Core
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[Header("Event Channels - Raise")]
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[SerializeField] private StringEventChannelSO _onSceneLoaded;
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[Header("Event Channels - Raise(加载画面)")]
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[Tooltip("ShowLoadingScreen=true 时,在加载开始时发布。")]
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[SerializeField] private VoidEventChannelSO _onLoadingStarted;
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[Tooltip("ShowLoadingScreen=true 时,在加载完成时发布。")]
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[SerializeField] private VoidEventChannelSO _onLoadingComplete;
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[Tooltip("ShowLoadingScreen=true 时,持续发布加载进度 [0,1]。")]
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[SerializeField] private FloatEventChannelSO _onLoadingProgressUpdated;
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private string _currentRoomScene;
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private AsyncOperationHandle<SceneInstance> _currentHandle;
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public IEnumerator LoadSceneCoroutine(SceneLoadRequest request)
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{
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if (request.ShowLoadingScreen)
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_onLoadingStarted?.Raise();
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// 先加载新场景(Additive),成功后再卸载旧场景
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// 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
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var loadOp = Addressables.LoadSceneAsync(request.SceneName, LoadSceneMode.Additive);
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yield return loadOp;
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// 逐帧轮询以上报进度(不能直接 yield return loadOp,那样无法回调进度)
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while (!loadOp.IsDone)
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{
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if (request.ShowLoadingScreen)
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_onLoadingProgressUpdated?.Raise(loadOp.PercentComplete * 0.9f);
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yield return null;
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}
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if (loadOp.Status != AsyncOperationStatus.Succeeded)
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{
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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;
|
||||
}
|
||||
|
||||
@@ -45,6 +65,13 @@ namespace BaseGames.Core
|
||||
|
||||
_currentHandle = loadOp;
|
||||
_currentRoomScene = request.SceneName;
|
||||
|
||||
if (request.ShowLoadingScreen)
|
||||
{
|
||||
_onLoadingProgressUpdated?.Raise(1f);
|
||||
_onLoadingComplete?.Raise();
|
||||
}
|
||||
|
||||
_onSceneLoaded?.Raise(request.SceneName);
|
||||
}
|
||||
|
||||
|
||||
@@ -69,6 +69,18 @@ namespace BaseGames.Editor
|
||||
CreateAsset<VoidEventChannelSO> ("UI", "EVT_MapOpen");
|
||||
CreateAsset<ColorblindModeEventChannelSO> ("UI", "EVT_ColorblindMode");
|
||||
|
||||
// ── 启动流程 / Splash ─────────────────────────────────────────────
|
||||
CreateAsset<VoidEventChannelSO> ("UI/Splash", "EVT_SplashStartRequest");
|
||||
CreateAsset<VoidEventChannelSO> ("UI/Splash", "EVT_SplashComplete");
|
||||
|
||||
// ── 启动流程 / Loading 画面 ───────────────────────────────────────
|
||||
CreateAsset<VoidEventChannelSO> ("UI/Loading", "EVT_LoadingStarted");
|
||||
CreateAsset<VoidEventChannelSO> ("UI/Loading", "EVT_LoadingComplete");
|
||||
CreateAsset<FloatEventChannelSO> ("UI/Loading", "EVT_LoadingProgressUpdated");
|
||||
|
||||
// ── 启动流程 / 主菜单 ─────────────────────────────────────────────
|
||||
CreateAsset<IntEventChannelSO> ("UI/MainMenu", "EVT_SlotConfirmed");
|
||||
|
||||
// ── World ─────────────────────────────────────────────────────────
|
||||
CreateAsset<StringEventChannelSO> ("World", "EVT_SavePointActivated");
|
||||
CreateAsset<VoidEventChannelSO> ("World", "EVT_CheckpointReached");
|
||||
|
||||
530
Assets/_Game/Scripts/Editor/Scene/BootFlowSetupWizard.cs
Normal file
530
Assets/_Game/Scripts/Editor/Scene/BootFlowSetupWizard.cs
Normal file
@@ -0,0 +1,530 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.UI;
|
||||
using BaseGames.UI.MainMenu;
|
||||
using BaseGames.UI.Splash;
|
||||
|
||||
namespace BaseGames.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// 启动流程安装向导(四步检查清单窗口)。
|
||||
///
|
||||
/// 功能:
|
||||
/// Step 1 — 检测并创建启动流程所需的全部事件频道 SO 资产。
|
||||
/// Step 2 — 检测 Persistent 场景中 BootSequencer / SplashScreenController /
|
||||
/// LoadingScreenManager 的存在性并提供一键脚手架入口。
|
||||
/// Step 3 — 检测 Scene_MainMenu 是否存在并提供一键脚手架入口。
|
||||
/// Step 4 — 全局验证(必要字段绑定状态),输出操作报告。
|
||||
///
|
||||
/// 菜单:BaseGames / Tools / Boot Flow Wizard
|
||||
/// </summary>
|
||||
public class BootFlowSetupWizard : EditorWindow
|
||||
{
|
||||
// ── 常量 ──────────────────────────────────────────────────────────────
|
||||
private const string EventRoot = "Assets/_Game/Data/Events";
|
||||
private const string PersistentName = "Scene_Persistent";
|
||||
private const string MainMenuName = "Scene_MainMenu";
|
||||
|
||||
// 启动流程所需的事件频道资产清单 (subfolder, assetName, SO type)
|
||||
private static readonly (string folder, string name, System.Type type)[] BootChannels =
|
||||
{
|
||||
("UI/Splash", "EVT_SplashStartRequest", typeof(VoidEventChannelSO)),
|
||||
("UI/Splash", "EVT_SplashComplete", typeof(VoidEventChannelSO)),
|
||||
("UI/Loading", "EVT_LoadingStarted", typeof(VoidEventChannelSO)),
|
||||
("UI/Loading", "EVT_LoadingComplete", typeof(VoidEventChannelSO)),
|
||||
("UI/Loading", "EVT_LoadingProgressUpdated",typeof(FloatEventChannelSO)),
|
||||
("UI/MainMenu", "EVT_SlotConfirmed", typeof(IntEventChannelSO)),
|
||||
("Core", "EVT_SceneLoadRequest", typeof(SceneLoadRequestEventChannelSO)),
|
||||
("Core", "EVT_SceneLoaded", typeof(StringEventChannelSO)),
|
||||
};
|
||||
|
||||
// ── UI 引用 ───────────────────────────────────────────────────────────
|
||||
private ScrollView _scroll;
|
||||
private Label _statusBar;
|
||||
private readonly List<(Label label, System.Func<bool> check)> _checks = new();
|
||||
|
||||
// ── 菜单入口 ──────────────────────────────────────────────────────────
|
||||
|
||||
[MenuItem("BaseGames/Tools/Boot Flow Wizard", priority = 10)]
|
||||
public static void Open()
|
||||
{
|
||||
var wnd = GetWindow<BootFlowSetupWizard>();
|
||||
wnd.titleContent = new GUIContent("Boot Flow Wizard",
|
||||
EditorGUIUtility.IconContent("d_PlayButton").image);
|
||||
wnd.minSize = new Vector2(480, 620);
|
||||
}
|
||||
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
rootVisualElement.style.flexDirection = FlexDirection.Column;
|
||||
BuildHeader();
|
||||
_scroll = new ScrollView(ScrollViewMode.Vertical);
|
||||
_scroll.style.flexGrow = 1;
|
||||
rootVisualElement.Add(_scroll);
|
||||
BuildStep1();
|
||||
BuildStep2();
|
||||
BuildStep3();
|
||||
BuildStep4();
|
||||
BuildStatusBar();
|
||||
RefreshAllChecks();
|
||||
}
|
||||
|
||||
private void OnFocus() => RefreshAllChecks();
|
||||
|
||||
// ── UI 构建 ───────────────────────────────────────────────────────────
|
||||
|
||||
private void BuildHeader()
|
||||
{
|
||||
var header = new VisualElement();
|
||||
StyleRow(header, new Color(0.17f, 0.17f, 0.17f));
|
||||
header.style.paddingLeft = 12;
|
||||
header.style.paddingTop = 10;
|
||||
header.style.paddingBottom = 10;
|
||||
|
||||
var title = new Label("🚀 Boot Flow Setup Wizard");
|
||||
title.style.fontSize = 15;
|
||||
title.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
title.style.color = new Color(0.85f, 0.92f, 1f);
|
||||
header.Add(title);
|
||||
|
||||
var sub = new Label("完成以下四步即可激活完整游戏启动流程。");
|
||||
sub.style.color = new Color(0.55f, 0.55f, 0.55f);
|
||||
sub.style.fontSize = 11;
|
||||
header.Add(sub);
|
||||
|
||||
rootVisualElement.Add(header);
|
||||
}
|
||||
|
||||
private void BuildStep1()
|
||||
{
|
||||
var section = BuildSection("Step 1 — 创建事件频道资产", new Color(0.22f, 0.35f, 0.22f));
|
||||
|
||||
section.Add(MakeDescription("以下 SO 资产在 Assets/_Game/Data/Events/ 下创建,是启动流程各组件通信的基础。"));
|
||||
|
||||
foreach (var (folder, name, _) in BootChannels)
|
||||
{
|
||||
string path = $"{EventRoot}/{folder}/{name}.asset";
|
||||
string display = $"{name} ({folder})";
|
||||
var (row, statusLbl) = MakeCheckRow(display, () => AssetDatabase.LoadMainAssetAtPath(path) != null);
|
||||
_checks.Add((statusLbl, () => AssetDatabase.LoadMainAssetAtPath(path) != null));
|
||||
section.Add(row);
|
||||
}
|
||||
|
||||
var btn = new Button(OnCreateEventChannels) { text = "一键创建所有缺失资产" };
|
||||
StylePrimaryButton(btn);
|
||||
section.Add(btn);
|
||||
}
|
||||
|
||||
private void BuildStep2()
|
||||
{
|
||||
var section = BuildSection("Step 2 — 配置 Persistent 场景", new Color(0.22f, 0.27f, 0.38f));
|
||||
section.Add(MakeDescription(
|
||||
$"在打开 {PersistentName} 的情况下,点击下方按钮执行脚手架(幂等,已有组件不会重建)。"));
|
||||
|
||||
var checks = new (string label, System.Func<bool> fn)[]
|
||||
{
|
||||
("BootSequencer 组件存在", () => FindInLoadedScene<BootSequencer>(PersistentName) != null),
|
||||
("SplashScreenController 组件存在", () => FindInLoadedScene<SplashScreenController>(PersistentName) != null),
|
||||
("LoadingScreenManager 组件存在", () => FindInLoadedScene<LoadingScreenManager>(PersistentName) != null),
|
||||
("BootSequencer._onSplashStartRequest 已绑定",
|
||||
() => 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")),
|
||||
("GameManager._bootSequencer 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<GameManager>(PersistentName), "_bootSequencer")),
|
||||
("GameManager._onSceneLoadRequest 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<GameManager>(PersistentName), "_onSceneLoadRequest")),
|
||||
("GameManager._onSceneLoaded 已绑定",
|
||||
() => IsFieldBound(FindInLoadedScene<GameManager>(PersistentName), "_onSceneLoaded")),
|
||||
};
|
||||
|
||||
foreach (var (lbl, fn) in checks)
|
||||
{
|
||||
var (row, statusLbl) = MakeCheckRow(lbl, fn);
|
||||
_checks.Add((statusLbl, fn));
|
||||
section.Add(row);
|
||||
}
|
||||
|
||||
var btn = new Button(OnScaffoldPersistent) { text = "脚手架 Persistent 场景(需先打开该场景)" };
|
||||
StylePrimaryButton(btn);
|
||||
section.Add(btn);
|
||||
}
|
||||
|
||||
private void BuildStep3()
|
||||
{
|
||||
var section = BuildSection("Step 3 — 搭建 Scene_MainMenu", new Color(0.32f, 0.25f, 0.18f));
|
||||
section.Add(MakeDescription(
|
||||
$"创建新场景命名为 {MainMenuName},打开后点击下方按钮生成主菜单层级。"));
|
||||
|
||||
var checks = new (string label, System.Func<bool> fn)[]
|
||||
{
|
||||
("MainMenuController 组件存在", () => FindInLoadedScene<MainMenuController>(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")),
|
||||
("Scene_MainMenu 已加入 Build Settings",
|
||||
() => IsInBuildSettings(MainMenuName)),
|
||||
};
|
||||
|
||||
foreach (var (lbl, fn) in checks)
|
||||
{
|
||||
var (row, statusLbl) = MakeCheckRow(lbl, fn);
|
||||
_checks.Add((statusLbl, fn));
|
||||
section.Add(row);
|
||||
}
|
||||
|
||||
var row2 = new VisualElement();
|
||||
row2.style.flexDirection = FlexDirection.Row;
|
||||
row2.style.marginTop = 6;
|
||||
|
||||
var scaffoldBtn = new Button(OnScaffoldMainMenu) { text = "脚手架 MainMenu 场景" };
|
||||
StylePrimaryButton(scaffoldBtn);
|
||||
scaffoldBtn.style.flexGrow = 1;
|
||||
scaffoldBtn.style.marginRight = 4;
|
||||
row2.Add(scaffoldBtn);
|
||||
|
||||
var buildSettingsBtn = new Button(OpenBuildSettings) { text = "打开 Build Settings" };
|
||||
StyleSecondaryButton(buildSettingsBtn);
|
||||
buildSettingsBtn.style.width = 140;
|
||||
row2.Add(buildSettingsBtn);
|
||||
|
||||
section.Add(row2);
|
||||
}
|
||||
|
||||
private void BuildStep4()
|
||||
{
|
||||
var section = BuildSection("Step 4 — 全局验证", new Color(0.28f, 0.20f, 0.32f));
|
||||
section.Add(MakeDescription("点击「运行全量检查」获取带详情的报告,帮助排查剩余遗漏项。"));
|
||||
|
||||
var btn = new Button(OnRunFullValidation) { text = "运行全量检查并输出报告" };
|
||||
StylePrimaryButton(btn);
|
||||
section.Add(btn);
|
||||
}
|
||||
|
||||
private void BuildStatusBar()
|
||||
{
|
||||
_statusBar = new Label("— 点击「刷新」或切换焦点以更新状态 —");
|
||||
_statusBar.style.paddingLeft = 8;
|
||||
_statusBar.style.paddingTop = 4;
|
||||
_statusBar.style.paddingBottom = 4;
|
||||
_statusBar.style.borderTopWidth = 1;
|
||||
_statusBar.style.borderTopColor = new Color(0.15f, 0.15f, 0.15f);
|
||||
_statusBar.style.color = new Color(0.55f, 0.55f, 0.55f);
|
||||
_statusBar.style.fontSize = 11;
|
||||
|
||||
var refreshBtn = new Button(RefreshAllChecks) { text = "↻ 刷新" };
|
||||
refreshBtn.style.position = Position.Absolute;
|
||||
refreshBtn.style.right = 8;
|
||||
refreshBtn.style.top = 2;
|
||||
refreshBtn.style.width = 60;
|
||||
refreshBtn.style.height = 18;
|
||||
refreshBtn.style.fontSize = 10;
|
||||
|
||||
var bar = new VisualElement();
|
||||
bar.style.flexDirection = FlexDirection.Row;
|
||||
bar.style.alignItems = Align.Center;
|
||||
bar.Add(_statusBar);
|
||||
bar.Add(refreshBtn);
|
||||
rootVisualElement.Add(bar);
|
||||
}
|
||||
|
||||
// ── 操作回调 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void OnCreateEventChannels()
|
||||
{
|
||||
CreateEventChannelAssets.CreateAll();
|
||||
AssetDatabase.Refresh();
|
||||
RefreshAllChecks();
|
||||
}
|
||||
|
||||
private void OnScaffoldPersistent()
|
||||
{
|
||||
SceneScaffoldTools.ScaffoldPersistentScene();
|
||||
RefreshAllChecks();
|
||||
}
|
||||
|
||||
private void OnScaffoldMainMenu()
|
||||
{
|
||||
SceneScaffoldTools.ScaffoldMainMenuScene();
|
||||
RefreshAllChecks();
|
||||
}
|
||||
|
||||
private static void OpenBuildSettings()
|
||||
=> EditorWindow.GetWindow(System.Type.GetType(
|
||||
"UnityEditor.BuildPlayerWindow,UnityEditor"));
|
||||
|
||||
private void OnRunFullValidation()
|
||||
{
|
||||
var report = new List<string>();
|
||||
int passCount = 0;
|
||||
int failCount = 0;
|
||||
|
||||
// Event channels
|
||||
foreach (var (folder, name, _) in BootChannels)
|
||||
{
|
||||
string path = $"{EventRoot}/{folder}/{name}.asset";
|
||||
bool ok = AssetDatabase.LoadMainAssetAtPath(path) != null;
|
||||
if (ok) passCount++;
|
||||
else { failCount++; report.Add($"[缺失] 事件频道资产:{path}"); }
|
||||
}
|
||||
|
||||
// Components in Persistent
|
||||
CheckComponent<BootSequencer>(PersistentName, "BootSequencer", report, ref passCount, ref failCount);
|
||||
CheckComponent<SplashScreenController>(PersistentName, "SplashScreenController", report, ref passCount, ref failCount);
|
||||
CheckComponent<LoadingScreenManager>(PersistentName, "LoadingScreenManager", report, ref passCount, ref failCount);
|
||||
CheckComponent<GameManager>(PersistentName, "GameManager", report, ref passCount, ref failCount);
|
||||
CheckComponent<SceneLoader>(PersistentName, "SceneLoader", report, ref passCount, ref failCount);
|
||||
|
||||
// Field bindings
|
||||
CheckField<BootSequencer>(PersistentName, "_onSplashStartRequest", report, ref passCount, ref failCount);
|
||||
CheckField<BootSequencer>(PersistentName, "_onSplashComplete", report, ref passCount, ref failCount);
|
||||
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<SceneLoader>(PersistentName, "_onLoadingProgressUpdated", 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);
|
||||
|
||||
if (!IsInBuildSettings(MainMenuName))
|
||||
{
|
||||
failCount++;
|
||||
report.Add($"[缺失] {MainMenuName} 未加入 Build Settings。");
|
||||
}
|
||||
else passCount++;
|
||||
|
||||
// Output
|
||||
string summary = $"验证完成:{passCount} 项通过 / {failCount} 项需处理。";
|
||||
if (failCount == 0)
|
||||
Debug.Log($"[BootFlowWizard] ✅ {summary}");
|
||||
else
|
||||
{
|
||||
foreach (string msg in report)
|
||||
Debug.LogWarning($"[BootFlowWizard] {msg}");
|
||||
Debug.LogWarning($"[BootFlowWizard] ⚠ {summary}");
|
||||
}
|
||||
|
||||
_statusBar.text = summary;
|
||||
_statusBar.style.color = failCount == 0
|
||||
? new Color(0.4f, 0.9f, 0.4f)
|
||||
: new Color(1f, 0.75f, 0.3f);
|
||||
|
||||
RefreshAllChecks();
|
||||
}
|
||||
|
||||
// ── UI 辅助 ───────────────────────────────────────────────────────────
|
||||
|
||||
private VisualElement BuildSection(string title, Color headerColor)
|
||||
{
|
||||
var section = new VisualElement();
|
||||
section.style.marginTop = 8;
|
||||
section.style.marginLeft = 8;
|
||||
section.style.marginRight = 8;
|
||||
section.style.marginBottom = 0;
|
||||
section.style.borderTopWidth = 1;
|
||||
section.style.borderBottomWidth = 1;
|
||||
section.style.borderLeftWidth = 1;
|
||||
section.style.borderRightWidth = 1;
|
||||
section.style.borderTopColor = new Color(0.25f, 0.25f, 0.25f);
|
||||
section.style.borderBottomColor = new Color(0.25f, 0.25f, 0.25f);
|
||||
section.style.borderLeftColor = new Color(0.25f, 0.25f, 0.25f);
|
||||
section.style.borderRightColor = new Color(0.25f, 0.25f, 0.25f);
|
||||
section.style.borderTopLeftRadius = 4;
|
||||
section.style.borderTopRightRadius = 4;
|
||||
section.style.borderBottomLeftRadius = 4;
|
||||
section.style.borderBottomRightRadius = 4;
|
||||
section.style.overflow = Overflow.Hidden;
|
||||
|
||||
var header = new Label(title);
|
||||
header.style.backgroundColor = headerColor;
|
||||
header.style.paddingLeft = 10;
|
||||
header.style.paddingTop = 6;
|
||||
header.style.paddingBottom = 6;
|
||||
header.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
header.style.fontSize = 12;
|
||||
header.style.color = new Color(0.92f, 0.92f, 0.92f);
|
||||
section.Add(header);
|
||||
|
||||
var body = new VisualElement();
|
||||
body.style.paddingLeft = 10;
|
||||
body.style.paddingRight = 10;
|
||||
body.style.paddingTop = 8;
|
||||
body.style.paddingBottom = 10;
|
||||
body.style.backgroundColor = new Color(0.18f, 0.18f, 0.18f);
|
||||
body.name = "body";
|
||||
section.Add(body);
|
||||
|
||||
_scroll.Add(section);
|
||||
|
||||
// Return body so callers add children to it
|
||||
return body;
|
||||
}
|
||||
|
||||
private static Label MakeDescription(string text)
|
||||
{
|
||||
var lbl = new Label(text);
|
||||
lbl.style.whiteSpace = WhiteSpace.Normal;
|
||||
lbl.style.color = new Color(0.55f, 0.55f, 0.55f);
|
||||
lbl.style.fontSize = 11;
|
||||
lbl.style.marginBottom = 6;
|
||||
return lbl;
|
||||
}
|
||||
|
||||
private static (VisualElement row, Label statusLabel) MakeCheckRow(string text, System.Func<bool> check)
|
||||
{
|
||||
var row = new VisualElement();
|
||||
row.style.flexDirection = FlexDirection.Row;
|
||||
row.style.alignItems = Align.Center;
|
||||
row.style.marginBottom = 2;
|
||||
|
||||
bool ok = check();
|
||||
var icon = new Label(ok ? "✅" : "⬜");
|
||||
icon.style.width = 22;
|
||||
icon.style.fontSize = 12;
|
||||
|
||||
var lbl = new Label(text);
|
||||
lbl.style.flexGrow = 1;
|
||||
lbl.style.fontSize = 11;
|
||||
lbl.style.color = ok ? new Color(0.75f, 0.95f, 0.75f) : new Color(0.80f, 0.80f, 0.80f);
|
||||
|
||||
row.Add(icon);
|
||||
row.Add(lbl);
|
||||
return (row, icon);
|
||||
}
|
||||
|
||||
private static void StylePrimaryButton(Button btn)
|
||||
{
|
||||
btn.style.backgroundColor = new Color(0.22f, 0.44f, 0.22f);
|
||||
btn.style.color = Color.white;
|
||||
btn.style.marginTop = 6;
|
||||
btn.style.height = 26;
|
||||
btn.style.borderTopLeftRadius = 3;
|
||||
btn.style.borderTopRightRadius = 3;
|
||||
btn.style.borderBottomLeftRadius = 3;
|
||||
btn.style.borderBottomRightRadius = 3;
|
||||
}
|
||||
|
||||
private static void StyleSecondaryButton(Button btn)
|
||||
{
|
||||
btn.style.backgroundColor = new Color(0.25f, 0.25f, 0.32f);
|
||||
btn.style.color = new Color(0.85f, 0.85f, 0.95f);
|
||||
btn.style.marginTop = 6;
|
||||
btn.style.height = 26;
|
||||
btn.style.borderTopLeftRadius = 3;
|
||||
btn.style.borderTopRightRadius = 3;
|
||||
btn.style.borderBottomLeftRadius = 3;
|
||||
btn.style.borderBottomRightRadius = 3;
|
||||
}
|
||||
|
||||
private static void StyleRow(VisualElement el, Color bg)
|
||||
{
|
||||
el.style.backgroundColor = bg;
|
||||
}
|
||||
|
||||
private void RefreshAllChecks()
|
||||
{
|
||||
int done = 0;
|
||||
foreach (var (lbl, fn) in _checks)
|
||||
{
|
||||
bool ok = fn();
|
||||
lbl.text = ok ? "✅" : "⬜";
|
||||
if (ok) done++;
|
||||
}
|
||||
if (_statusBar != null)
|
||||
{
|
||||
_statusBar.text = $"通过 {done} / {_checks.Count} 项检查";
|
||||
_statusBar.style.color = done == _checks.Count
|
||||
? new Color(0.4f, 0.9f, 0.4f)
|
||||
: new Color(0.75f, 0.75f, 0.75f);
|
||||
}
|
||||
}
|
||||
|
||||
// ── 检查辅助 ──────────────────────────────────────────────────────────
|
||||
|
||||
private static T FindInLoadedScene<T>(string sceneName) where T : Component
|
||||
{
|
||||
for (int i = 0; i < UnityEngine.SceneManagement.SceneManager.sceneCount; i++)
|
||||
{
|
||||
var scene = UnityEngine.SceneManagement.SceneManager.GetSceneAt(i);
|
||||
if (!scene.isLoaded) continue;
|
||||
if (!string.IsNullOrEmpty(sceneName) &&
|
||||
!Path.GetFileNameWithoutExtension(scene.path).Equals(
|
||||
sceneName, System.StringComparison.OrdinalIgnoreCase))
|
||||
continue;
|
||||
|
||||
foreach (GameObject go in scene.GetRootGameObjects())
|
||||
{
|
||||
var comp = go.GetComponentInChildren<T>(true);
|
||||
if (comp != null) return comp;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private static bool IsFieldBound(Object target, string fieldName)
|
||||
{
|
||||
if (target == null) return false;
|
||||
var so = new SerializedObject(target);
|
||||
var prop = so.FindProperty(fieldName);
|
||||
if (prop == null) return false;
|
||||
return prop.propertyType == SerializedPropertyType.ObjectReference
|
||||
? prop.objectReferenceValue != null
|
||||
: !string.IsNullOrEmpty(prop.stringValue);
|
||||
}
|
||||
|
||||
private static bool IsStringFieldNonEmpty(Object target, string fieldName)
|
||||
{
|
||||
if (target == null) return false;
|
||||
var so = new SerializedObject(target);
|
||||
var prop = so.FindProperty(fieldName);
|
||||
return prop != null && !string.IsNullOrEmpty(prop.stringValue);
|
||||
}
|
||||
|
||||
private static bool IsInBuildSettings(string sceneName)
|
||||
{
|
||||
foreach (var scene in EditorBuildSettings.scenes)
|
||||
{
|
||||
if (Path.GetFileNameWithoutExtension(scene.path)
|
||||
.Equals(sceneName, System.StringComparison.OrdinalIgnoreCase))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static void CheckComponent<T>(string sceneName, string label,
|
||||
List<string> report, ref int pass, ref int fail) where T : Component
|
||||
{
|
||||
if (FindInLoadedScene<T>(sceneName) != null) pass++;
|
||||
else { fail++; report.Add($"[缺失] {sceneName} 中未找到 {label}。请先打开该场景并运行脚手架。"); }
|
||||
}
|
||||
|
||||
private static void CheckField<T>(string sceneName, string field,
|
||||
List<string> report, ref int pass, ref int fail,
|
||||
bool requireNonEmpty = false) where T : Component
|
||||
{
|
||||
var comp = FindInLoadedScene<T>(sceneName);
|
||||
bool ok = requireNonEmpty
|
||||
? IsStringFieldNonEmpty(comp, field)
|
||||
: IsFieldBound(comp, field);
|
||||
if (ok) pass++;
|
||||
else { fail++; report.Add($"[未绑定] {typeof(T).Name}.{field}(在 {sceneName})。"); }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,7 +8,9 @@ using BaseGames.Core.Pool;
|
||||
using BaseGames.Input;
|
||||
using BaseGames.UI;
|
||||
using BaseGames.UI.HUD;
|
||||
using BaseGames.UI.MainMenu;
|
||||
using BaseGames.UI.Menus;
|
||||
using BaseGames.UI.Splash;
|
||||
using BaseGames.World;
|
||||
using PathBerserker2d;
|
||||
using Unity.Cinemachine;
|
||||
@@ -133,6 +135,38 @@ namespace BaseGames.Editor
|
||||
GetOrAddComponent<Image>(respawnButtonGo);
|
||||
Button respawnButton = GetOrAddComponent<Button>(respawnButtonGo);
|
||||
|
||||
// ── BootSequencer(启动流程)──────────────────────────────────────
|
||||
GameObject bootSequencerGo = GetOrCreateChild(services, "BootSequencer").gameObject;
|
||||
BootSequencer bootSequencer = GetOrAddComponent<BootSequencer>(bootSequencerGo);
|
||||
AssignAsset(bootSequencer, "_onSplashStartRequest", report, false, "EVT_SplashStartRequest");
|
||||
AssignAsset(bootSequencer, "_onSplashComplete", report, false, "EVT_SplashComplete");
|
||||
AssignAsset(bootSequencer, "_onPreloadProgress", report, false, "EVT_LoadingProgressUpdated");
|
||||
|
||||
AssignReference(gameManager, "_bootSequencer", bootSequencer);
|
||||
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");
|
||||
AssignAsset(sceneLoader, "_onLoadingProgressUpdated", report, false, "EVT_LoadingProgressUpdated");
|
||||
|
||||
// ── Canvas_Splash(启动演出)──────────────────────────────────────
|
||||
GameObject splashCanvasGo = GetOrCreateCanvas(ui.transform, "Canvas_Splash", 100);
|
||||
SplashScreenController splashCtrl = GetOrAddComponent<SplashScreenController>(splashCanvasGo);
|
||||
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);
|
||||
AssignAsset(loadingMgr, "_onLoadingStarted", report, false, "EVT_LoadingStarted");
|
||||
AssignAsset(loadingMgr, "_onLoadingComplete", report, false, "EVT_LoadingComplete");
|
||||
AssignAsset(loadingMgr, "_onLoadingProgressUpdated", report, false, "EVT_LoadingProgressUpdated");
|
||||
loadingCanvasGo.SetActive(false);
|
||||
|
||||
report.Add("Canvas_Splash:请将工作室 Logo CanvasGroup 赋给 _studioLogoGroup,游戏标题 CanvasGroup 赋给 _gameTitleGroup。");
|
||||
report.Add("Canvas_Loading:请为 LoadingScreenManager 绑定 _progressBar(Slider)和 _loadingPanel(GameObject)。");
|
||||
|
||||
EnsureAudioSources(audioManagerGo, audioManager, report);
|
||||
|
||||
AssignReference(registrar, "_deathRespawnService", deathRespawnService);
|
||||
@@ -141,8 +175,6 @@ namespace BaseGames.Editor
|
||||
AssignReference(registrar, "_saveManager", gameSaveManager);
|
||||
|
||||
AssignReference(gameManager, "_settingsManager", settingsManager);
|
||||
AssignReference(gameManager, "_deathRespawnService", deathRespawnService);
|
||||
AssignReference(gameManager, "_sceneService", sceneService);
|
||||
AssignAsset(gameManager, "_onPlayerDied", report, true, "EVT_PlayerDied");
|
||||
AssignAsset(gameManager, "_onPauseRequested", report, false, "EVT_PauseRequested");
|
||||
AssignAsset(gameManager, "_onResumeRequested", report, false, "EVT_ResumeRequested", "EVT_PauseResumed");
|
||||
@@ -196,6 +228,76 @@ namespace BaseGames.Editor
|
||||
MarkDirtyAndLog("Persistent 场景脚手架", root, report);
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
// Scaffold Main Menu Scene
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 在当前活动场景中生成完整的主菜单场景层级结构:
|
||||
/// [MainMenu] → [Canvas_MainMenu] → 主按钮组 / SaveSlotPanel / SettingsPanel / CreditsPanel
|
||||
/// 自动绑定所有已存在的相关事件频道 SO 资产。
|
||||
/// </summary>
|
||||
[MenuItem("BaseGames/Tools/Scaffold Main Menu Scene", priority = 202)]
|
||||
public static void ScaffoldMainMenuScene()
|
||||
{
|
||||
var report = new List<string>();
|
||||
|
||||
EnsureEventChannelAssets(report);
|
||||
|
||||
// ── [MainMenu] 根节点 ─────────────────────────────────────────────
|
||||
GameObject root = GetOrCreateRoot("[MainMenu]");
|
||||
|
||||
// ── Canvas_MainMenu(排序层 10,显示在 HUD 之上)────────────────
|
||||
GameObject canvasGo = GetOrCreateCanvas(root.transform, "Canvas_MainMenu", 10);
|
||||
|
||||
// ── 主菜单控制器 ──────────────────────────────────────────────────
|
||||
MainMenuController menuCtrl = GetOrAddComponent<MainMenuController>(canvasGo);
|
||||
AssignAsset(menuCtrl, "_onGameStateChanged", report, false, "EVT_GameStateChanged", "EVT_GameState");
|
||||
AssignAsset(menuCtrl, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
|
||||
AssignAsset(menuCtrl, "_onSlotConfirmed", report, false, "EVT_SlotConfirmed");
|
||||
|
||||
// ── 主按钮区域 ────────────────────────────────────────────────────
|
||||
GameObject menuPanelGo = GetOrCreateChild(canvasGo.transform, "MenuPanel").gameObject;
|
||||
GetOrAddComponent<VerticalLayoutGroup>(menuPanelGo);
|
||||
|
||||
GameObject btnNewGameGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_NewGame", "新游戏");
|
||||
GameObject btnContinueGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Continue", "继续");
|
||||
GameObject btnSettingsGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Settings", "设置");
|
||||
GameObject btnCreditsGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Credits", "制作团队");
|
||||
GameObject btnQuitGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Quit", "退出");
|
||||
|
||||
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>());
|
||||
AssignReference(menuCtrl, "_menuPanel", menuPanelGo);
|
||||
|
||||
// ── SaveSlotPanel ─────────────────────────────────────────────────
|
||||
GameObject saveSlotPanelGo = GetOrCreateChild(canvasGo.transform, "SaveSlotPanel").gameObject;
|
||||
saveSlotPanelGo.SetActive(false);
|
||||
SaveSlotController saveSlotCtrl = GetOrAddComponent<SaveSlotController>(saveSlotPanelGo);
|
||||
AssignAsset(saveSlotCtrl, "_onSlotConfirmed", report, false, "EVT_SlotConfirmed");
|
||||
AssignReference(menuCtrl, "_saveSlotPanel", saveSlotPanelGo);
|
||||
AssignReference(menuCtrl, "_saveSlotController", saveSlotCtrl);
|
||||
|
||||
// ── SettingsPanel ─────────────────────────────────────────────────
|
||||
GameObject settingsPanelGo = GetOrCreateChild(canvasGo.transform, "SettingsPanel").gameObject;
|
||||
settingsPanelGo.SetActive(false);
|
||||
AssignReference(menuCtrl, "_settingsPanel", settingsPanelGo);
|
||||
|
||||
// ── CreditsPanel ──────────────────────────────────────────────────
|
||||
GameObject creditsPanelGo = GetOrCreateChild(canvasGo.transform, "CreditsPanel").gameObject;
|
||||
creditsPanelGo.SetActive(false);
|
||||
AssignReference(menuCtrl, "_creditsPanel", creditsPanelGo);
|
||||
|
||||
report.Add("设置 MainMenuController._firstGameSceneKey 为第一个游戏场景的 Addressable Key(字符串)。");
|
||||
report.Add("SaveSlotPanel 需要补充 3 个存档槽 Button 引用(_slot0Btn / _slot1Btn / _slot2Btn)。");
|
||||
report.Add("建议为 MenuPanel 添加 RectTransform 入场动画所需的锚点配置,参考 MainMenuController._menuPanel 的偏移量。");
|
||||
|
||||
MarkDirtyAndLog("Main Menu 场景脚手架", root, report);
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
// Scaffold Game Room
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
@@ -403,6 +505,16 @@ namespace BaseGames.Editor
|
||||
return canvasGo;
|
||||
}
|
||||
|
||||
/// <summary>在指定父节点下创建一个带 Button 的菜单按钮子节点(幂等)。文本由美术后续补充。</summary>
|
||||
private static GameObject GetOrCreateButtonChild(Transform parent, string name, string label)
|
||||
{
|
||||
GameObject go = GetOrCreateChild(parent, name).gameObject;
|
||||
GetOrAddComponent<Image>(go);
|
||||
GetOrAddComponent<Button>(go);
|
||||
_ = label; // 占位:文本内容由美术在 Prefab/Scene 中设置
|
||||
return go;
|
||||
}
|
||||
|
||||
private static void AssignReference(Object target, string propertyName, Object value)
|
||||
{
|
||||
AssignReference(target, propertyName, value, null);
|
||||
|
||||
@@ -24,6 +24,10 @@ namespace BaseGames.Editor
|
||||
/// · EnemyProjectile ↔ Ground → 应碰撞(敌人投射物命中地形)
|
||||
/// · PlayerHitBox ↔ PlayerHurtBox → 应忽略(玩家不自伤)
|
||||
/// · PlayerProjectile ↔ EnemyProjectile → 应忽略(子弹不互相碰撞,Clash 系统单独处理)
|
||||
/// · HazardHitBox ↔ PlayerHurtBox → 应碰撞(环境危险伤害玩家)
|
||||
/// · HazardHitBox ↔ EnemyHurtBox → 应碰撞(环境危险伤害敌人,阵营中立)
|
||||
/// · HazardHitBox ↔ PlayerHitBox → 应忽略(环境不触发拼刀)
|
||||
/// · HazardHitBox ↔ EnemyHitBox → 应忽略(环境不触发拼刀)
|
||||
/// </summary>
|
||||
public static class Physics2DLayerReport
|
||||
{
|
||||
@@ -43,6 +47,10 @@ namespace BaseGames.Editor
|
||||
new("EnemyProjectile", "Ground", true, "敌人投射物命中地形"),
|
||||
new("PlayerHitBox", "PlayerHurtBox", false, "玩家不自伤"),
|
||||
new("PlayerProjectile", "EnemyProjectile", false, "子弹不互相碰撞(Clash 系统单独处理)"),
|
||||
new("HazardHitBox", "PlayerHurtBox", true, "环境危险伤害玩家"),
|
||||
new("HazardHitBox", "EnemyHurtBox", true, "环境危险伤害敌人(阵营中立)"),
|
||||
new("HazardHitBox", "PlayerHitBox", false, "环境不触发拼刀"),
|
||||
new("HazardHitBox", "EnemyHitBox", false, "环境不触发拼刀"),
|
||||
};
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
212
Assets/_Game/Scripts/UI/MainMenu/MainMenuController.cs
Normal file
212
Assets/_Game/Scripts/UI/MainMenu/MainMenuController.cs
Normal file
@@ -0,0 +1,212 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using BaseGames.Core;
|
||||
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;
|
||||
[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 = "Scene_Game_Chapter1";
|
||||
|
||||
// ── 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(() => SetPanel(_saveSlotPanel, false));
|
||||
_btnCloseSettings?.onClick.AddListener(() => SetPanel(_settingsPanel, false));
|
||||
_btnCloseCredits? .onClick.AddListener(() => SetPanel(_creditsPanel, false));
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// ── 按钮回调 ─────────────────────────────────────────────────────────
|
||||
|
||||
private void OnNewGameClicked() => SetPanel(_saveSlotPanel, true);
|
||||
private void OnContinueClicked() => SetPanel(_saveSlotPanel, true);
|
||||
private void OnSettingsClicked() => SetPanel(_settingsPanel, true);
|
||||
private void OnCreditsClicked() => SetPanel(_creditsPanel, true);
|
||||
|
||||
// ── 存档槽确认 ───────────────────────────────────────────────────────
|
||||
|
||||
private void HandleSlotConfirmed(int _)
|
||||
{
|
||||
SetPanel(_saveSlotPanel, false);
|
||||
|
||||
_onSceneLoadRequest?.Raise(new SceneLoadRequest
|
||||
{
|
||||
SceneName = _firstGameSceneKey,
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Assets;
|
||||
using BaseGames.Core.Events;
|
||||
|
||||
namespace BaseGames.UI
|
||||
@@ -51,9 +53,9 @@ namespace BaseGames.UI
|
||||
_uiManager.CloseTopPanel();
|
||||
_onSceneLoadRequest?.Raise(new SceneLoadRequest
|
||||
{
|
||||
SceneName = "MainMenu",
|
||||
SceneName = AddressKeys.SceneMainMenu,
|
||||
TransitionType = TransitionType.Scene,
|
||||
ShowLoadingScreen = true
|
||||
ShowLoadingScreen = false,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
138
Assets/_Game/Scripts/UI/Splash/SplashScreenController.cs
Normal file
138
Assets/_Game/Scripts/UI/Splash/SplashScreenController.cs
Normal file
@@ -0,0 +1,138 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using BaseGames.Core.Events;
|
||||
|
||||
namespace BaseGames.UI.Splash
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏启动 Logo 演出控制器。挂载在 Persistent 场景的 Canvas_Splash 根节点。
|
||||
///
|
||||
/// 演出顺序:工作室 Logo 淡入 → 停留 → 淡出 → 游戏标题淡入 → 停留 → 黑幕整体淡出。
|
||||
/// 任意按键 / 手柄键可跳过整段演出。
|
||||
///
|
||||
/// 与 Core 程序集完全解耦:
|
||||
/// 监听 EVT_SplashStartRequest(VoidEventChannelSO)→ 开始演出。
|
||||
/// 完成后发布 EVT_SplashComplete(VoidEventChannelSO)→ 通知 BootSequencer 继续。
|
||||
/// </summary>
|
||||
public class SplashScreenController : MonoBehaviour
|
||||
{
|
||||
[Header("Canvas Groups")]
|
||||
[Tooltip("整个 Splash 画布的根节点 CanvasGroup(用于整体淡出黑幕)")]
|
||||
[SerializeField] private CanvasGroup _splashRoot;
|
||||
[Tooltip("工作室 Logo CanvasGroup")]
|
||||
[SerializeField] private CanvasGroup _studioLogoGroup;
|
||||
[Tooltip("游戏标题 Logo CanvasGroup")]
|
||||
[SerializeField] private CanvasGroup _gameTitleGroup;
|
||||
|
||||
[Header("时序(秒)")]
|
||||
[SerializeField] private float _fadeInDuration = 0.8f;
|
||||
[SerializeField] private float _holdDuration = 1.5f;
|
||||
[SerializeField] private float _fadeOutDuration = 0.6f;
|
||||
[SerializeField] private float _stageGapDuration = 0.3f;
|
||||
|
||||
[Header("Event Channels")]
|
||||
[SerializeField] private VoidEventChannelSO _onSplashStartRequest; // Listen
|
||||
[SerializeField] private VoidEventChannelSO _onSplashComplete; // Raise
|
||||
|
||||
private bool _skipRequested;
|
||||
private readonly CompositeDisposable _subs = new();
|
||||
|
||||
// ── 生命周期 ─────────────────────────────────────────────────────────
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 初始态:根节点完全不透明(充当开场黑幕),各 Logo 完全透明
|
||||
SetAlpha(_splashRoot, 1f, blocksRaycasts: true);
|
||||
SetAlpha(_studioLogoGroup, 0f, blocksRaycasts: false);
|
||||
SetAlpha(_gameTitleGroup, 0f, blocksRaycasts: false);
|
||||
}
|
||||
|
||||
private void OnEnable() => _onSplashStartRequest?.Subscribe(OnStartRequested).AddTo(_subs);
|
||||
private void OnDisable() => _subs.Clear();
|
||||
|
||||
// ── 入口 ─────────────────────────────────────────────────────────────
|
||||
|
||||
private void OnStartRequested() => StartCoroutine(PlayAndNotify());
|
||||
|
||||
private IEnumerator PlayAndNotify()
|
||||
{
|
||||
yield return StartCoroutine(PlayAsync());
|
||||
_onSplashComplete?.Raise();
|
||||
}
|
||||
|
||||
// ── 演出主逻辑 ───────────────────────────────────────────────────────
|
||||
|
||||
private IEnumerator PlayAsync()
|
||||
{
|
||||
_skipRequested = false;
|
||||
|
||||
// Stage 1:工作室 Logo
|
||||
if (_studioLogoGroup != null)
|
||||
{
|
||||
yield return StartCoroutine(FadeGroup(_studioLogoGroup, 0f, 1f, _fadeInDuration));
|
||||
yield return StartCoroutine(WaitOrSkip(_holdDuration));
|
||||
yield return StartCoroutine(FadeGroup(_studioLogoGroup, 1f, 0f, _fadeOutDuration));
|
||||
}
|
||||
|
||||
if (!_skipRequested)
|
||||
yield return new WaitForSecondsRealtime(_stageGapDuration);
|
||||
|
||||
// Stage 2:游戏标题
|
||||
if (_gameTitleGroup != null)
|
||||
{
|
||||
yield return StartCoroutine(FadeGroup(_gameTitleGroup, 0f, 1f, _fadeInDuration));
|
||||
yield return StartCoroutine(WaitOrSkip(_holdDuration));
|
||||
yield return StartCoroutine(FadeGroup(_gameTitleGroup, 1f, 0f, _fadeOutDuration));
|
||||
}
|
||||
|
||||
// 黑幕整体淡出(显露主菜单场景)
|
||||
yield return StartCoroutine(FadeGroup(_splashRoot, 1f, 0f, _fadeOutDuration));
|
||||
|
||||
if (_splashRoot != null)
|
||||
_splashRoot.blocksRaycasts = false;
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// ── Unity 输入(任意按键跳过)────────────────────────────────────────
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.anyKeyDown)
|
||||
_skipRequested = true;
|
||||
}
|
||||
|
||||
// ── 内部工具 ─────────────────────────────────────────────────────────
|
||||
|
||||
private IEnumerator FadeGroup(CanvasGroup group, float from, float to, float duration)
|
||||
{
|
||||
if (group == null) yield break;
|
||||
group.alpha = from;
|
||||
float elapsed = 0f;
|
||||
while (elapsed < duration && !_skipRequested)
|
||||
{
|
||||
group.alpha = Mathf.Lerp(from, to, elapsed / duration);
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
yield return null;
|
||||
}
|
||||
group.alpha = to;
|
||||
}
|
||||
|
||||
private IEnumerator WaitOrSkip(float duration)
|
||||
{
|
||||
float elapsed = 0f;
|
||||
while (elapsed < duration && !_skipRequested)
|
||||
{
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetAlpha(CanvasGroup group, float alpha, bool blocksRaycasts)
|
||||
{
|
||||
if (group == null) return;
|
||||
group.alpha = alpha;
|
||||
group.blocksRaycasts = blocksRaycasts;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user