多轮审查和修复
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126
Assets/Scripts/UI/ToastManager.cs
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126
Assets/Scripts/UI/ToastManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using BaseGames.Core.Events;
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namespace BaseGames.UI
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{
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/// <summary>
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/// 单条通知弹窗(架构 10_UIModule §11)。
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/// 由 ToastManager 控制显示和自动隐藏。
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/// </summary>
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[RequireComponent(typeof(CanvasGroup))]
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public class ToastNotification : MonoBehaviour
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{
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[SerializeField] private TMP_Text _titleText;
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[SerializeField] private TMP_Text _bodyText;
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[SerializeField] private Image _icon;
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[SerializeField] private float _displayDuration = 3f;
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[SerializeField] private float _fadeDuration = 0.25f;
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private CanvasGroup _cg;
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private Coroutine _hideCoroutine;
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/// <summary>淡入 + 保持 + 淡出的总时长(供 ToastManager 队列计时用)。</summary>
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public float TotalTime => _displayDuration + _fadeDuration * 2f;
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private void Awake()
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{
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_cg = GetComponent<CanvasGroup>();
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_cg.alpha = 0f;
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}
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public void Show(string title, string body, Sprite icon = null)
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{
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if (_titleText != null) _titleText.text = title;
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if (_bodyText != null) _bodyText.text = body;
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if (_icon != null)
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{
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_icon.sprite = icon;
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_icon.enabled = icon != null;
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}
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gameObject.SetActive(true);
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if (_hideCoroutine != null) StopCoroutine(_hideCoroutine);
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_hideCoroutine = StartCoroutine(AutoHide());
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}
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private IEnumerator AutoHide()
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{
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// 淡入
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yield return StartCoroutine(FadeTo(1f));
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// 保持
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yield return new WaitForSecondsRealtime(_displayDuration);
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// 淡出
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yield return StartCoroutine(FadeTo(0f));
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gameObject.SetActive(false);
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}
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private IEnumerator FadeTo(float target)
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{
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float start = _cg.alpha;
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float elapsed = 0f;
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while (elapsed < _fadeDuration)
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{
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_cg.alpha = Mathf.Lerp(start, target, elapsed / _fadeDuration);
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elapsed += Time.unscaledDeltaTime;
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yield return null;
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}
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_cg.alpha = target;
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}
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}
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// ─────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// 通知队列管理器(架构 10_UIModule §11 ToastManager)。
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/// 同时只显示一条 Toast;队列不为空时前一条结束后立即显示下一条。
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/// 订阅 EVT_AchievementUnlocked / EVT_AbilityUnlocked 事件频道。
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/// </summary>
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public class ToastManager : MonoBehaviour
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{
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[SerializeField] private ToastNotification _toast;
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[Header("Event Channels")]
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[SerializeField] private StringEventChannelSO _onAchievementUnlocked; // EVT_AchievementUnlocked
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[SerializeField] private StringEventChannelSO _onAbilityUnlocked; // EVT_AbilityUnlocked
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private readonly Queue<(string title, string body, Sprite icon)> _queue = new();
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private readonly CompositeDisposable _subs = new();
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private bool _showing;
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private void OnEnable()
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{
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_onAchievementUnlocked?.Subscribe(OnAchievement).AddTo(_subs);
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_onAbilityUnlocked?.Subscribe(OnAbility).AddTo(_subs);
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}
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private void OnDisable()
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{
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_subs.Clear();
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}
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private void OnAchievement(string id) => Enqueue("成就解锁", id, null);
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private void OnAbility(string abilityId) => Enqueue("能力获得", abilityId, null);
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public void Enqueue(string title, string body, Sprite icon = null)
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{
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_queue.Enqueue((title, body, icon));
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if (!_showing) StartCoroutine(ProcessQueue());
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}
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private IEnumerator ProcessQueue()
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{
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_showing = true;
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while (_queue.Count > 0)
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{
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var (title, body, icon) = _queue.Dequeue();
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if (_toast != null) _toast.Show(title, body, icon);
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// 等待 Toast 完成后再显示下一条(与 ToastNotification._displayDuration/_fadeDuration 保持同步)
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float wait = _toast != null ? _toast.TotalTime + 0.1f : 3.6f;
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yield return new WaitForSecondsRealtime(wait);
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}
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_showing = false;
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}
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}
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}
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