using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using BaseGames.Core.Events;
using BaseGames.Localization;
namespace BaseGames.UI
{
///
/// 单条通知弹窗(架构 10_UIModule §11)。
/// 由 ToastManager 控制显示和自动隐藏。
///
[RequireComponent(typeof(CanvasGroup))]
public class ToastNotification : MonoBehaviour
{
[SerializeField] private TMP_Text _titleText;
[SerializeField] private TMP_Text _bodyText;
[SerializeField] private Image _icon;
[SerializeField] private float _displayDuration = 3f;
[SerializeField] private float _fadeDuration = 0.25f;
private CanvasGroup _cg;
private Coroutine _hideCoroutine;
private WaitForSecondsRealtime _waitDisplay; // 缓存:避免每次 Show 堆分配
/// 淡入 + 保持 + 淡出的总时长(供 ToastManager 队列计时用)。
public float TotalTime => _displayDuration + _fadeDuration * 2f;
private void Awake()
{
_cg = GetComponent();
_cg.alpha = 0f;
_waitDisplay = new WaitForSecondsRealtime(_displayDuration);
}
public void Show(string title, string body, Sprite icon = null)
{
if (_titleText != null) _titleText.text = title;
if (_bodyText != null) _bodyText.text = body;
if (_icon != null)
{
_icon.sprite = icon;
_icon.enabled = icon != null;
}
gameObject.SetActive(true);
if (_hideCoroutine != null) StopCoroutine(_hideCoroutine);
_hideCoroutine = StartCoroutine(AutoHide());
}
private IEnumerator AutoHide()
{
// 淡入
yield return StartCoroutine(FadeTo(1f));
// 保持(复用缓存的 WaitForSecondsRealtime)
yield return _waitDisplay;
// 淡出
yield return StartCoroutine(FadeTo(0f));
gameObject.SetActive(false);
}
private IEnumerator FadeTo(float target)
{
float start = _cg.alpha;
float elapsed = 0f;
while (elapsed < _fadeDuration)
{
_cg.alpha = Mathf.Lerp(start, target, elapsed / _fadeDuration);
elapsed += Time.unscaledDeltaTime;
yield return null;
}
_cg.alpha = target;
}
}
// ─────────────────────────────────────────────────────────────────────────
///
/// 通知队列管理器(架构 10_UIModule §11 ToastManager)。
/// 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。
/// 订阅 EVT_AchievementUnlocked / EVT_AbilityUnlocked 事件频道。
///
public class ToastManager : MonoBehaviour
{
[SerializeField] private ToastNotification _toast;
[Header("Event Channels")]
[SerializeField] private StringEventChannelSO _onAchievementUnlocked; // EVT_AchievementUnlocked
[SerializeField] private StringEventChannelSO _onAbilityUnlocked; // EVT_AbilityUnlocked
private readonly Queue<(string title, string body, Sprite icon)> _queue = new();
private readonly CompositeDisposable _subs = new();
private bool _showing;
private WaitForSecondsRealtime _queueWait; // 缓存:避免 ProcessQueue 每条堆分配
private void Awake()
{
// _toast.TotalTime 基于 Inspector 常量,只需 Awake 时初始化一次
if (_toast != null)
_queueWait = new WaitForSecondsRealtime(_toast.TotalTime + 0.1f);
}
private void OnEnable()
{
_onAchievementUnlocked?.Subscribe(OnAchievement).AddTo(_subs);
_onAbilityUnlocked?.Subscribe(OnAbility).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
private void OnAchievement(string id)
=> Enqueue(LocalizationManager.Get("TOAST_ACHIEVEMENT_TITLE", LocalizationTable.UI), id, null);
private void OnAbility(string abilityId)
=> Enqueue(LocalizationManager.Get("TOAST_ABILITY_TITLE", LocalizationTable.UI), abilityId, null);
public void Enqueue(string title, string body, Sprite icon = null)
{
_queue.Enqueue((title, body, icon));
if (!_showing) StartCoroutine(ProcessQueue());
}
private IEnumerator ProcessQueue()
{
_showing = true;
while (_queue.Count > 0)
{
var (title, body, icon) = _queue.Dequeue();
// _toast 为 null 时直接终止队列(不能显示,也无需等待)
if (_toast == null) break;
_toast.Show(title, body, icon);
// 使用缓存的等待对象,_toast 为 null 时已在上方 break
if (_queueWait == null)
_queueWait = new WaitForSecondsRealtime(_toast.TotalTime + 0.1f);
yield return _queueWait;
}
_showing = false;
}
}
}