using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using BaseGames.UI.MainMenu;
using BaseGames.UI.Theme;
using BaseGames.Core.Events;
using BaseGames.Localization;
using BaseGames.Editor.Localization;
namespace BaseGames.Editor.UI
{
///
/// 新游戏难度选择脚手架:生成 / 更新 UI_NewGameModePanel 预制件 + 默认 UI_NewGameModeConfig 表 + 中英文案。
/// 该面板是 MainMenu Canvas 的子面板(非独立 Canvas),由 SaveSlotController 经 ShowAsync 模态弹出。
///
/// 美术 → 改 UI_NewGameModePanel 预制件(暗化/对话框/标题/说明/返回样式,难度按钮样式见 UI_MainMenu_Button);
/// 策划 → 改 UI_NewGameModeConfig(增删/重排难度、改标签/说明)。
///
/// 菜单:BaseGames/UI/控件库/生成新游戏难度选择(预制件 + 默认配置)
///
public static class UINewGameModeScaffold
{
private const string PrefabDir = "Assets/_Game/Prefabs/UI";
private const string ConfigDir = "Assets/_Game/Data/UI";
private const string ThemePath = "Assets/_Game/Data/UI/Themes/UI_Theme_Default.asset";
private const string PrefabName = "UI_NewGameModePanel";
private const string ConfigName = "UI_NewGameModeConfig";
private const string BtnPrefabPath = "Assets/_Game/Prefabs/UI/Controls/UI_MainMenu_Button.prefab";
[MenuItem("BaseGames/UI/控件库/生成新游戏难度选择(预制件 + 默认配置)")]
public static void GeneratePrefab()
{
EnsureFolder(PrefabDir);
EnsureFolder(ConfigDir);
var report = new List();
var theme = AssetDatabase.LoadAssetAtPath(ThemePath);
var config = EnsureDefaultConfig(report);
SeedLocalization(report);
BuildPrefab(theme, config, report);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
var sb = new System.Text.StringBuilder("[UINewGameMode] 难度选择已生成/更新:\n");
foreach (var r in report) sb.AppendLine(" • " + r);
sb.AppendLine("用法:重跑「BaseGames/Scene/Setup/Scaffold MainMenu Scene」实例化进 MainMenu(接 SaveSlotController._modeSelect)。");
Debug.Log(sb.ToString());
}
private static void BuildPrefab(UIThemeSO theme, NewGameModeConfigSO config, List report)
{
// 根:铺满全屏的面板(非 Canvas;作为 MainMenu Canvas 子节点)。初始隐藏,由导航器激活。
var root = new GameObject(PrefabName, typeof(RectTransform), typeof(CanvasGroup));
var rootRt = (RectTransform)root.transform;
Stretch(rootRt);
var ctrl = root.AddComponent();
var applier = root.AddComponent();
if (theme != null) AssignRef(applier, "_theme", theme);
// 暗化遮罩(铺满,挡点击)
var overlayGo = NewUIChild(root.transform, "Overlay", out var overlayRt);
Stretch(overlayRt);
var overlay = overlayGo.AddComponent();
overlay.color = new Color(0f, 0f, 0f, 0.6f); overlay.raycastTarget = true;
// 对话框
var boxGo = NewUIChild(root.transform, "DialogBox", out var boxRt);
SetRect(boxRt, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f),
Vector2.zero, new Vector2(760f, 520f));
var box = boxGo.AddComponent();
box.sprite = Standard(); box.type = Image.Type.Sliced;
box.color = new Color(0.10f, 0.11f, 0.15f, 0.98f);
SetEnum(boxGo.AddComponent(), "_kind", (int)UIThemeRoleKind.Graphic_Background);
// 标题
var titleGo = NewUIChild(boxGo.transform, "Title", out var titleRt);
SetRect(titleRt, new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0.5f, 1f),
new Vector2(0f, -50f), new Vector2(-60f, 60f));
var title = titleGo.AddComponent();
title.text = "选择难度"; title.alignment = TextAlignmentOptions.Center; title.fontSize = 40f;
title.raycastTarget = false;
var titleLoc = titleGo.AddComponent();
SetString(titleLoc, "_key", "MODE_SELECT_TITLE");
SetEnum(titleGo.AddComponent(), "_kind", (int)UIThemeRoleKind.Text_Header);
// 难度按钮容器(竖排)
var optionGo = NewUIChild(boxGo.transform, "OptionContainer", out var optionRt);
SetRect(optionRt, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f),
new Vector2(0f, -130f), new Vector2(460f, 200f));
var vlg = optionGo.AddComponent();
vlg.spacing = 12f; vlg.childAlignment = TextAnchor.UpperCenter;
vlg.childControlWidth = true; vlg.childControlHeight = true;
vlg.childForceExpandWidth = true; vlg.childForceExpandHeight = false;
// 说明文本(选中项时显示)
var descGo = NewUIChild(boxGo.transform, "DescText", out var descRt);
SetRect(descRt, new Vector2(0f, 0f), new Vector2(1f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 130f), new Vector2(-80f, 80f));
var desc = descGo.AddComponent();
desc.text = ""; desc.alignment = TextAlignmentOptions.Center; desc.fontSize = 22f;
desc.color = new Color(0.82f, 0.6f, 0.6f, 1f); desc.raycastTarget = false; desc.enableWordWrapping = true;
SetEnum(descGo.AddComponent(), "_kind", (int)UIThemeRoleKind.Text_Secondary);
// 返回按钮
var backGo = NewUIChild(boxGo.transform, "Btn_Back", out var backRt);
SetRect(backRt, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 46f), new Vector2(260f, 60f));
var backImg = backGo.AddComponent();
backImg.sprite = Standard(); backImg.type = Image.Type.Sliced; backImg.color = new Color(1f, 1f, 1f, 0.06f);
var backBtn = backGo.AddComponent