地图系统
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@@ -9,19 +9,49 @@ using BaseGames.Core;
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using BaseGames.Core.Events;
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using BaseGames.Core.Save;
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using BaseGames.Localization;
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using BaseGames.World.Map;
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using BaseGames.UI.MainMenu;
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namespace BaseGames.UI.Menus
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{
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/// <summary>主菜单存档槽面板的打开语境。</summary>
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public enum SaveSlotPanelMode
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{
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/// <summary>继续游戏:仅有档槽可选,点击即读档进入。</summary>
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Continue,
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/// <summary>新游戏:空槽 → 模式选择 → 建档;有档槽 → 覆盖确认 → 模式选择 → 建档。</summary>
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NewGame,
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}
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/// <summary>
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/// 驱动主菜单存档槽选择面板(新游戏 / 继续 / 删除)。
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///
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/// 前端选档流程:
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/// · 新游戏开档前先选模式(普通 / 钢铁之魂),占用槽位需覆盖确认。
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/// · 删除强制走通用确认对话框(无静默删除旁路)。
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/// · 卡片展示游玩时长 / 区域 / 货币 / 生命 / 钢魂徽章。
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///
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/// 模式由 MainMenuController 在打开面板前通过 <see cref="SetMode"/> 指定。
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/// ConfirmDialog 与 NewGameMode 面板经 Inspector 注入(同处 MainMenu 场景)。
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/// </summary>
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public class SaveSlotController : MonoBehaviour
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public class SaveSlotController : MonoBehaviour, IFocusable
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{
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[SerializeField] private SaveSlotUI[] _slotUIs;
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[SerializeField] private SaveSlotUI[] _slotUIs;
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[Header("子面板(Inspector 注入,同处 MainMenu 场景)")]
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[Tooltip("通用确认对话框,用于覆盖 / 删除确认。为空时:覆盖退化为直接建档,删除被忽略(绝不静默删除)。")]
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[SerializeField] private ConfirmDialogController _confirmDialog;
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[Tooltip("新游戏模式选择面板。为空时新游戏退化为普通模式。")]
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[SerializeField] private NewGameModeController _modeSelect;
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[Header("Event Channels")]
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[SerializeField] private IntEventChannelSO _onSlotConfirmed;
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[Header("焦点")]
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[Tooltip("面板恢复为栈顶时自动聚焦的默认按钮,通常为第一个存档槽的选择按钮。")]
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[SerializeField] private Button _defaultFocusButton;
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private SaveSlotPanelMode _mode = SaveSlotPanelMode.NewGame;
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private CancellationTokenSource _cts;
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private void Awake()
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@@ -30,6 +60,19 @@ namespace BaseGames.UI.Menus
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if (_slotUIs[i] != null) _slotUIs[i].Init(i, this);
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}
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/// <summary>由 MainMenuController 在 SetActive(true) 之前调用,决定本次打开语境。</summary>
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public void SetMode(SaveSlotPanelMode mode) => _mode = mode;
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// ── IFocusable ────────────────────────────────────────────────────────
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public void OnFocusRestored() => StartCoroutine(RestoreFocusNextFrame());
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private System.Collections.IEnumerator RestoreFocusNextFrame()
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{
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yield return null;
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if (UnityEngine.EventSystems.EventSystem.current != null && _defaultFocusButton != null)
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UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(_defaultFocusButton.gameObject);
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}
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private void OnEnable()
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{
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_cts = new CancellationTokenSource();
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@@ -44,6 +87,10 @@ namespace BaseGames.UI.Menus
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private void OnDisable()
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{
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// 关闭子对话框,避免下次打开残留
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_confirmDialog?.Close();
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_modeSelect?.Close();
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_cts?.Cancel();
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_cts?.Dispose();
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_cts = null;
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@@ -64,35 +111,96 @@ namespace BaseGames.UI.Menus
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for (int i = 0; i < _slotUIs.Length; i++)
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{
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if (_slotUIs[i] == null) continue;
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_slotUIs[i].Refresh(summaries[i]);
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_slotUIs[i].Refresh(summaries[i], _mode);
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}
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}
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/// <summary>选中指定槽位(新局或继续)。由 SaveSlotUI 内部按钮调用。</summary>
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// ── 选槽 ────────────────────────────────────────────────────────────────
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/// <summary>选中指定槽位。行为取决于当前模式与槽位是否有档。由 SaveSlotUI 内部按钮调用。</summary>
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public void OnSlotSelected(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= _slotUIs.Length) return;
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_ = SelectSlotAsync(slotIndex);
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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bool hasData = svc.HasSave(slotIndex);
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if (_mode == SaveSlotPanelMode.Continue)
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{
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if (!hasData) return; // 继续模式:空槽不可选
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_ = ContinueSlotAsync(slotIndex);
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return;
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}
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// ── 新游戏模式 ──
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if (hasData)
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{
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// 占用槽位:先覆盖确认
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if (_confirmDialog != null)
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_confirmDialog.Show("CONFIRM_OVERWRITE_TITLE", "CONFIRM_OVERWRITE_BODY",
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onConfirm: () => BeginNewGameFlow(slotIndex));
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else
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BeginNewGameFlow(slotIndex); // 无对话框时退化为直接建档
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}
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else
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{
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BeginNewGameFlow(slotIndex);
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}
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}
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private async Task SelectSlotAsync(int slotIndex)
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/// <summary>开新档流程:选模式 → 建档。</summary>
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private void BeginNewGameFlow(int slotIndex)
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{
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if (_modeSelect != null)
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_modeSelect.Show(level => _ = StartNewGameAsync(slotIndex, level));
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else
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_ = StartNewGameAsync(slotIndex, DifficultyLevel.Normal); // 无模式面板时退化为普通
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}
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private async Task StartNewGameAsync(int slotIndex, DifficultyLevel level)
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{
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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// 覆盖既有档:先删盘,确保旧数据不残留(建档仅初始化内存,写盘发生在首次存档)
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if (svc.HasSave(slotIndex))
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await svc.LoadAsync(slotIndex);
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else
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svc.CreateSlot(slotIndex);
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await svc.DeleteSlotAsync(slotIndex);
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bool steel = level == DifficultyLevel.SteelSoul;
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svc.CreateSlot(slotIndex, steel);
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ServiceLocator.GetOrDefault<IDifficultyService>()?.BeginNewGame(level);
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_onSlotConfirmed?.Raise(slotIndex);
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}
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/// <summary>删除指定槽位存档并刷新 UI。由 SaveSlotUI 内部按钮调用。</summary>
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private async Task ContinueSlotAsync(int slotIndex)
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{
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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bool ok = await svc.LoadAsync(slotIndex);
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if (!ok) return; // 损坏 / 不存在:不前进(后续可接错误提示)
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_onSlotConfirmed?.Raise(slotIndex);
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}
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// ── 删除(强制确认)────────────────────────────────────────────────────
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/// <summary>请求删除指定槽位。强制经通用确认对话框;无对话框时忽略,绝不静默删除。</summary>
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public void OnSlotDeleteRequested(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= _slotUIs.Length) return;
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_ = DeleteAndRefreshAsync(slotIndex);
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if (_confirmDialog == null)
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{
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Debug.LogWarning("[SaveSlotController] 未配置 ConfirmDialog,删除请求被忽略(防止静默删除)。");
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return;
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}
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_confirmDialog.Show("CONFIRM_DELETE_TITLE", "CONFIRM_DELETE_BODY",
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onConfirm: () => _ = DeleteAndRefreshAsync(slotIndex));
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}
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private async Task DeleteAndRefreshAsync(int slotIndex)
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@@ -103,143 +211,4 @@ namespace BaseGames.UI.Menus
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await RefreshAsync(_cts?.Token ?? CancellationToken.None);
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}
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}
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/// <summary>
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/// 单个存档槽卡片组件,负责显示存档摘要或空槽提示。
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/// </summary>
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public class SaveSlotUI : MonoBehaviour
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{
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[SerializeField] private TMP_Text _playtimeText;
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[SerializeField] private TMP_Text _regionText;
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[SerializeField] private TMP_Text _lastSavedText;
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[SerializeField] private Image _formIcon;
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[SerializeField] private GameObject _emptyIndicator; // 空槽时显示的"新游戏"提示
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[SerializeField] private GameObject _dataIndicator; // 有数据时显示的内容根
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[SerializeField] private Button _selectButton;
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[SerializeField] private Button _deleteButton;
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[Header("删除确认(可选)")]
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[Tooltip("删除确认对话框根节点,为 null 时删除按钮直接执行。")]
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[SerializeField] private GameObject _deleteConfirmRoot;
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[Tooltip("确认删除按钮。")]
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[SerializeField] private Button _btnConfirmDelete;
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[Tooltip("取消删除按钮。")]
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[SerializeField] private Button _btnCancelDelete;
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private int _slotIndex;
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private SaveSlotController _controller;
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/// <summary>由 SaveSlotController 在 Awake 或初始化时调用以完成按钮绑定。</summary>
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public void Init(int slotIndex, SaveSlotController controller)
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{
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_slotIndex = slotIndex;
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_controller = controller;
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if (_selectButton != null)
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{
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_selectButton.onClick.RemoveAllListeners();
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_selectButton.onClick.AddListener(() => _controller.OnSlotSelected(_slotIndex));
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}
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if (_deleteButton != null)
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{
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_deleteButton.onClick.RemoveAllListeners();
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// 配置了确认对话框时先弹出确认,未配置时直接删除
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_deleteButton.onClick.AddListener(ShowDeleteConfirm);
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}
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if (_btnConfirmDelete != null)
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{
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_btnConfirmDelete.onClick.RemoveAllListeners();
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_btnConfirmDelete.onClick.AddListener(() =>
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{
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HideDeleteConfirm();
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_controller.OnSlotDeleteRequested(_slotIndex);
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});
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}
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if (_btnCancelDelete != null)
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{
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_btnCancelDelete.onClick.RemoveAllListeners();
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_btnCancelDelete.onClick.AddListener(HideDeleteConfirm);
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}
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HideDeleteConfirm();
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}
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/// <summary>用摘要数据刷新显示;summary 为 null 表示空槽。</summary>
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public void Refresh(SlotSummary summary)
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{
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bool hasData = summary != null;
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if (_emptyIndicator != null) _emptyIndicator.SetActive(!hasData);
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if (_dataIndicator != null) _dataIndicator.SetActive(hasData);
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if (_deleteButton != null) _deleteButton.gameObject.SetActive(hasData);
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// 刷新时重置确认对话框状态
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HideDeleteConfirm();
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if (!hasData) return;
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if (_playtimeText != null) _playtimeText.text = FormatPlaytime(summary.Playtime);
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if (_regionText != null)
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{
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string key = summary.SceneName ?? string.Empty;
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string loc = !string.IsNullOrEmpty(key)
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? LocalizationManager.Get(key, LocalizationTable.UI)
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: null;
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_regionText.text = !string.IsNullOrEmpty(loc) && loc != key ? loc : key;
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}
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if (_lastSavedText != null) _lastSavedText.text = FormatDateTime(summary.LastSaved);
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}
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// ── 删除确认 ──────────────────────────────────────────────────────────
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/// <summary>
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/// 显示删除确认对话框。
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/// 未配置 _deleteConfirmRoot 时直接执行删除(向下兼容旧 Prefab)。
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/// </summary>
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private void ShowDeleteConfirm()
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{
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if (_deleteConfirmRoot == null)
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{
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// 旧 Prefab 未添加确认根节点,直接删除
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_controller.OnSlotDeleteRequested(_slotIndex);
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return;
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}
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_deleteConfirmRoot.SetActive(true);
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// 手柄导航:将焦点移至"确认"按钮,防止误触选择按钮
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EventSystem.current?.SetSelectedGameObject(_btnConfirmDelete?.gameObject);
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}
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private void HideDeleteConfirm()
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{
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if (_deleteConfirmRoot != null) _deleteConfirmRoot.SetActive(false);
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}
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// ── 格式化工具 ────────────────────────────────────────────────────────
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private static string FormatPlaytime(float seconds)
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{
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int h = (int)(seconds / 3600);
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int m = (int)((seconds % 3600) / 60);
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int s = (int)(seconds % 60);
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return $"{h:D2}:{m:D2}:{s:D2}";
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}
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private static string FormatDateTime(string iso8601)
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{
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if (string.IsNullOrEmpty(iso8601)) return string.Empty;
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if (DateTime.TryParse(iso8601,
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System.Globalization.CultureInfo.InvariantCulture,
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System.Globalization.DateTimeStyles.RoundtripKind,
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out DateTime dt))
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{
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return dt.ToLocalTime().ToString("yyyy-MM-dd HH:mm");
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}
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return iso8601;
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}
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}
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}
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