完整启动流程
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@@ -8,7 +8,9 @@ using BaseGames.Core.Pool;
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using BaseGames.Input;
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using BaseGames.UI;
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using BaseGames.UI.HUD;
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using BaseGames.UI.MainMenu;
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using BaseGames.UI.Menus;
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using BaseGames.UI.Splash;
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using BaseGames.World;
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using PathBerserker2d;
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using Unity.Cinemachine;
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@@ -133,6 +135,38 @@ namespace BaseGames.Editor
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GetOrAddComponent<Image>(respawnButtonGo);
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Button respawnButton = GetOrAddComponent<Button>(respawnButtonGo);
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// ── BootSequencer(启动流程)──────────────────────────────────────
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GameObject bootSequencerGo = GetOrCreateChild(services, "BootSequencer").gameObject;
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BootSequencer bootSequencer = GetOrAddComponent<BootSequencer>(bootSequencerGo);
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AssignAsset(bootSequencer, "_onSplashStartRequest", report, false, "EVT_SplashStartRequest");
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AssignAsset(bootSequencer, "_onSplashComplete", report, false, "EVT_SplashComplete");
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AssignAsset(bootSequencer, "_onPreloadProgress", report, false, "EVT_LoadingProgressUpdated");
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AssignReference(gameManager, "_bootSequencer", bootSequencer);
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AssignAsset(gameManager, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
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AssignAsset(gameManager, "_onSceneLoaded", report, false, "EVT_SceneLoaded");
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AssignAsset(sceneLoader, "_onLoadingStarted", report, false, "EVT_LoadingStarted");
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AssignAsset(sceneLoader, "_onLoadingComplete", report, false, "EVT_LoadingComplete");
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AssignAsset(sceneLoader, "_onLoadingProgressUpdated", report, false, "EVT_LoadingProgressUpdated");
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// ── Canvas_Splash(启动演出)──────────────────────────────────────
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GameObject splashCanvasGo = GetOrCreateCanvas(ui.transform, "Canvas_Splash", 100);
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SplashScreenController splashCtrl = GetOrAddComponent<SplashScreenController>(splashCanvasGo);
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AssignAsset(splashCtrl, "_onSplashStartRequest", report, false, "EVT_SplashStartRequest");
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AssignAsset(splashCtrl, "_onSplashComplete", report, false, "EVT_SplashComplete");
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// ── LoadingScreenManager(加载遮罩)──────────────────────────────
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GameObject loadingCanvasGo = GetOrCreateCanvas(ui.transform, "Canvas_Loading", 99);
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LoadingScreenManager loadingMgr = GetOrAddComponent<LoadingScreenManager>(loadingCanvasGo);
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AssignAsset(loadingMgr, "_onLoadingStarted", report, false, "EVT_LoadingStarted");
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AssignAsset(loadingMgr, "_onLoadingComplete", report, false, "EVT_LoadingComplete");
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AssignAsset(loadingMgr, "_onLoadingProgressUpdated", report, false, "EVT_LoadingProgressUpdated");
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loadingCanvasGo.SetActive(false);
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report.Add("Canvas_Splash:请将工作室 Logo CanvasGroup 赋给 _studioLogoGroup,游戏标题 CanvasGroup 赋给 _gameTitleGroup。");
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report.Add("Canvas_Loading:请为 LoadingScreenManager 绑定 _progressBar(Slider)和 _loadingPanel(GameObject)。");
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EnsureAudioSources(audioManagerGo, audioManager, report);
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AssignReference(registrar, "_deathRespawnService", deathRespawnService);
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@@ -141,8 +175,6 @@ namespace BaseGames.Editor
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AssignReference(registrar, "_saveManager", gameSaveManager);
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AssignReference(gameManager, "_settingsManager", settingsManager);
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AssignReference(gameManager, "_deathRespawnService", deathRespawnService);
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AssignReference(gameManager, "_sceneService", sceneService);
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AssignAsset(gameManager, "_onPlayerDied", report, true, "EVT_PlayerDied");
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AssignAsset(gameManager, "_onPauseRequested", report, false, "EVT_PauseRequested");
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AssignAsset(gameManager, "_onResumeRequested", report, false, "EVT_ResumeRequested", "EVT_PauseResumed");
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@@ -196,6 +228,76 @@ namespace BaseGames.Editor
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MarkDirtyAndLog("Persistent 场景脚手架", root, report);
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}
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// ─────────────────────────────────────────────────────────────────────
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// Scaffold Main Menu Scene
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// ─────────────────────────────────────────────────────────────────────
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/// <summary>
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/// 在当前活动场景中生成完整的主菜单场景层级结构:
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/// [MainMenu] → [Canvas_MainMenu] → 主按钮组 / SaveSlotPanel / SettingsPanel / CreditsPanel
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/// 自动绑定所有已存在的相关事件频道 SO 资产。
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/// </summary>
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[MenuItem("BaseGames/Tools/Scaffold Main Menu Scene", priority = 202)]
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public static void ScaffoldMainMenuScene()
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{
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var report = new List<string>();
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EnsureEventChannelAssets(report);
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// ── [MainMenu] 根节点 ─────────────────────────────────────────────
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GameObject root = GetOrCreateRoot("[MainMenu]");
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// ── Canvas_MainMenu(排序层 10,显示在 HUD 之上)────────────────
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GameObject canvasGo = GetOrCreateCanvas(root.transform, "Canvas_MainMenu", 10);
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// ── 主菜单控制器 ──────────────────────────────────────────────────
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MainMenuController menuCtrl = GetOrAddComponent<MainMenuController>(canvasGo);
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AssignAsset(menuCtrl, "_onGameStateChanged", report, false, "EVT_GameStateChanged", "EVT_GameState");
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AssignAsset(menuCtrl, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
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AssignAsset(menuCtrl, "_onSlotConfirmed", report, false, "EVT_SlotConfirmed");
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// ── 主按钮区域 ────────────────────────────────────────────────────
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GameObject menuPanelGo = GetOrCreateChild(canvasGo.transform, "MenuPanel").gameObject;
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GetOrAddComponent<VerticalLayoutGroup>(menuPanelGo);
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GameObject btnNewGameGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_NewGame", "新游戏");
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GameObject btnContinueGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Continue", "继续");
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GameObject btnSettingsGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Settings", "设置");
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GameObject btnCreditsGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Credits", "制作团队");
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GameObject btnQuitGo = GetOrCreateButtonChild(menuPanelGo.transform, "Btn_Quit", "退出");
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AssignReference(menuCtrl, "_btnNewGame", btnNewGameGo.GetComponent<Button>());
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AssignReference(menuCtrl, "_btnContinue", btnContinueGo.GetComponent<Button>());
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AssignReference(menuCtrl, "_btnSettings", btnSettingsGo.GetComponent<Button>());
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AssignReference(menuCtrl, "_btnCredits", btnCreditsGo.GetComponent<Button>());
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AssignReference(menuCtrl, "_btnQuit", btnQuitGo.GetComponent<Button>());
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AssignReference(menuCtrl, "_menuPanel", menuPanelGo);
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// ── SaveSlotPanel ─────────────────────────────────────────────────
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GameObject saveSlotPanelGo = GetOrCreateChild(canvasGo.transform, "SaveSlotPanel").gameObject;
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saveSlotPanelGo.SetActive(false);
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SaveSlotController saveSlotCtrl = GetOrAddComponent<SaveSlotController>(saveSlotPanelGo);
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AssignAsset(saveSlotCtrl, "_onSlotConfirmed", report, false, "EVT_SlotConfirmed");
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AssignReference(menuCtrl, "_saveSlotPanel", saveSlotPanelGo);
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AssignReference(menuCtrl, "_saveSlotController", saveSlotCtrl);
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// ── SettingsPanel ─────────────────────────────────────────────────
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GameObject settingsPanelGo = GetOrCreateChild(canvasGo.transform, "SettingsPanel").gameObject;
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settingsPanelGo.SetActive(false);
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AssignReference(menuCtrl, "_settingsPanel", settingsPanelGo);
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// ── CreditsPanel ──────────────────────────────────────────────────
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GameObject creditsPanelGo = GetOrCreateChild(canvasGo.transform, "CreditsPanel").gameObject;
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creditsPanelGo.SetActive(false);
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AssignReference(menuCtrl, "_creditsPanel", creditsPanelGo);
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report.Add("设置 MainMenuController._firstGameSceneKey 为第一个游戏场景的 Addressable Key(字符串)。");
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report.Add("SaveSlotPanel 需要补充 3 个存档槽 Button 引用(_slot0Btn / _slot1Btn / _slot2Btn)。");
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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。");
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MarkDirtyAndLog("Main Menu 场景脚手架", root, report);
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}
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// ─────────────────────────────────────────────────────────────────────
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// Scaffold Game Room
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// ─────────────────────────────────────────────────────────────────────
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@@ -403,6 +505,16 @@ namespace BaseGames.Editor
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return canvasGo;
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}
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/// <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>
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private static GameObject GetOrCreateButtonChild(Transform parent, string name, string label)
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{
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GameObject go = GetOrCreateChild(parent, name).gameObject;
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GetOrAddComponent<Image>(go);
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GetOrAddComponent<Button>(go);
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_ = label; // 占位:文本内容由美术在 Prefab/Scene 中设置
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return go;
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}
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private static void AssignReference(Object target, string propertyName, Object value)
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{
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AssignReference(target, propertyName, value, null);
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