using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using BaseGames.Core;
using BaseGames.Core.Assets;
using BaseGames.Core.Events;
namespace BaseGames.UI.MainMenu
{
///
/// 主菜单 UI 控制器(挂载在 Scene_MainMenu 的根 Canvas 上)。
///
/// 面板结构(按 Inspector 绑定):
/// ├── MainButtonsPanel — 主按钮组(新游戏 / 继续 / 设置 / 制作团队 / 退出)
/// ├── SaveSlotPanel — 存档槽选择(新游戏 & 继续共用)
/// ├── SettingsPanel — 设置面板
/// └── CreditsPanel — 制作团队面板
///
/// 入场动画:主按钮组从下方滑入(代码驱动,无需 Animator)。
///
/// 流程:
/// 玩家选择存档槽(SaveSlotController 发布 _onSlotConfirmed)
/// → 关闭存档槽面板 → 发布 SceneLoadRequest(目标游戏场景)
/// → GameManager 响应,进入 LoadingScene 状态,显示加载画面,最终切换到 Gameplay。
///
public class MainMenuController : MonoBehaviour
{
// ── 面板引用 ──────────────────────────────────────────────────────────
[Header("面板")]
[SerializeField] private CanvasGroup _mainButtonsGroup;
[SerializeField] private RectTransform _mainButtonsRect; // 用于滑入动画
[SerializeField] private GameObject _saveSlotPanel;
[Tooltip("存档槽面板控制器。打开前调用 SetMode 区分新游戏 / 继续语境。")]
[SerializeField] private BaseGames.UI.Menus.SaveSlotController _saveSlotController;
[SerializeField] private GameObject _settingsPanel;
[SerializeField] private GameObject _creditsPanel;
// ── 按钮引用 ──────────────────────────────────────────────────────────
[Header("主菜单按钮")]
[SerializeField] private Button _btnNewGame;
[SerializeField] private Button _btnContinue;
[SerializeField] private Button _btnSettings;
[SerializeField] private Button _btnCredits;
[SerializeField] private Button _btnQuit;
// ── 按钮(子面板关闭)────────────────────────────────────────────────
[Header("子面板关闭按钮(可选)")]
[SerializeField] private Button _btnCloseSaveSlot;
[SerializeField] private Button _btnCloseSettings;
[SerializeField] private Button _btnCloseCredits;
// ── 入场动画参数 ──────────────────────────────────────────────────────
[Header("入场动画")]
[Tooltip("按钮组初始偏移(像素,向下)")]
[SerializeField] private float _entrySlideOffset = 80f;
[Tooltip("入场动画持续时间(秒)")]
[SerializeField] private float _entryDuration = 0.55f;
// ── 游戏场景 ──────────────────────────────────────────────────────────
[Header("场景")]
[Tooltip("新游戏 / 继续后进入的第一个游戏场景(Addressable Key)")]
[SerializeField] private string _firstGameSceneKey = AddressKeys.SceneGameChapter1;
// ── Event Channels ────────────────────────────────────────────────────
[Header("Event Channels - Listen")]
[SerializeField] private GameStateEventChannelSO _onGameStateChanged;
[Tooltip("SaveSlotController 完成选槽后发布(携带槽索引)")]
[SerializeField] private IntEventChannelSO _onSlotConfirmed;
[Header("Event Channels - Raise")]
[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
// ── 内部状态 ──────────────────────────────────────────────────────────
private readonly CompositeDisposable _subs = new();
private Vector2 _buttonsPanelOriginalPos;
// ── 生命周期 ──────────────────────────────────────────────────────────
private void Awake()
{
// 按钮绑定
_btnNewGame? .onClick.AddListener(OnNewGameClicked);
_btnContinue?.onClick.AddListener(OnContinueClicked);
_btnSettings?.onClick.AddListener(OnSettingsClicked);
_btnCredits? .onClick.AddListener(OnCreditsClicked);
_btnQuit? .onClick.AddListener(Application.Quit);
_btnCloseSaveSlot?.onClick.AddListener(() => CloseSubPanel(_saveSlotPanel, _btnNewGame));
_btnCloseSettings?.onClick.AddListener(() => CloseSubPanel(_settingsPanel, _btnSettings));
_btnCloseCredits? .onClick.AddListener(() => CloseSubPanel(_creditsPanel, _btnCredits));
// 记录按钮组原始位置(供动画使用)
if (_mainButtonsRect != null)
_buttonsPanelOriginalPos = _mainButtonsRect.anchoredPosition;
// 初始状态:隐藏子面板,主按钮组不可见(等待入场动画)
SetPanel(_saveSlotPanel, false);
SetPanel(_settingsPanel, false);
SetPanel(_creditsPanel, false);
SetButtonsGroupVisible(false);
// 刷新"继续"按钮可用性(需要至少一个有效存档)
RefreshContinueButton();
}
private void OnEnable()
{
_onGameStateChanged?.Subscribe(HandleGameStateChanged).AddTo(_subs);
_onSlotConfirmed? .Subscribe(HandleSlotConfirmed).AddTo(_subs);
}
private void OnDisable() => _subs.Clear();
private void Start()
{
// 场景初始化完成后播放入场动画
StartCoroutine(PlayEntryAnimation());
}
// ── 入场动画 ─────────────────────────────────────────────────────────
private IEnumerator PlayEntryAnimation()
{
if (_mainButtonsGroup == null) yield break;
Vector2 startPos = _buttonsPanelOriginalPos - new Vector2(0f, _entrySlideOffset);
if (_mainButtonsRect != null)
_mainButtonsRect.anchoredPosition = startPos;
float elapsed = 0f;
while (elapsed < _entryDuration)
{
float t = Mathf.SmoothStep(0f, 1f, elapsed / _entryDuration);
_mainButtonsGroup.alpha = t;
if (_mainButtonsRect != null)
_mainButtonsRect.anchoredPosition = Vector2.Lerp(startPos, _buttonsPanelOriginalPos, t);
elapsed += Time.unscaledDeltaTime;
yield return null;
}
_mainButtonsGroup.alpha = 1f;
if (_mainButtonsRect != null)
_mainButtonsRect.anchoredPosition = _buttonsPanelOriginalPos;
_mainButtonsGroup.interactable = true;
_mainButtonsGroup.blocksRaycasts = true;
// 手柄导航:入场动画完成后将焦点置于第一个按钮
EventSystem.current?.SetSelectedGameObject(_btnNewGame?.gameObject);
}
// ── 按钮回调 ─────────────────────────────────────────────────────────
private void OnNewGameClicked()
{
_saveSlotController?.SetMode(BaseGames.UI.Menus.SaveSlotPanelMode.NewGame);
OpenSubPanel(_saveSlotPanel);
}
private void OnContinueClicked()
{
_saveSlotController?.SetMode(BaseGames.UI.Menus.SaveSlotPanelMode.Continue);
OpenSubPanel(_saveSlotPanel);
}
private void OnSettingsClicked() => OpenSubPanel(_settingsPanel); // SettingsPanelController 自行设焦点
private void OnCreditsClicked()
{
OpenSubPanel(_creditsPanel);
// Credits 面板无独立控制器,打开时把焦点交给返回按钮(键盘 / 手柄可直接退出)
if (_btnCloseCredits != null)
EventSystem.current?.SetSelectedGameObject(_btnCloseCredits.gameObject);
}
/// 打开子面板:禁用主按钮组交互,避免键盘/手柄导航"穿透"到背后的主菜单按钮。
private void OpenSubPanel(GameObject panel)
{
SetMainButtonsInteractable(false);
SetPanel(panel, true);
}
/// 关闭子面板:恢复主按钮组交互,并把焦点恢复到对应主菜单按钮(导航连续性)。
private void CloseSubPanel(GameObject panel, Button focusAfter)
{
SetPanel(panel, false);
SetMainButtonsInteractable(true);
if (focusAfter != null)
EventSystem.current?.SetSelectedGameObject(focusAfter.gameObject);
}
private void SetMainButtonsInteractable(bool on)
{
if (_mainButtonsGroup == null) return;
_mainButtonsGroup.interactable = on;
_mainButtonsGroup.blocksRaycasts = on;
}
// ── 存档槽确认 ───────────────────────────────────────────────────────
private void HandleSlotConfirmed(int _)
{
SetPanel(_saveSlotPanel, false);
// 继续游戏:存档已记录检查点场景时加载该场景并落在存档点出生位;
// 否则(新游戏 / 存档尚无检查点)加载首关。
var svc = ServiceLocator.GetOrDefault();
string checkpointScene = svc?.LastCheckpointScene;
bool hasCheckpoint = !string.IsNullOrEmpty(checkpointScene);
_onSceneLoadRequest?.Raise(new SceneLoadRequest
{
SceneName = hasCheckpoint ? checkpointScene : _firstGameSceneKey,
EntryTransitionId = hasCheckpoint ? svc.LastCheckpointSpawnId : null,
TransitionType = TransitionType.Scene,
ShowLoadingScreen = true,
});
}
// ── 游戏状态响应 ─────────────────────────────────────────────────────
private void HandleGameStateChanged(GameStateId state)
{
bool isMainMenu = state == GameStates.MainMenu;
// 离开 MainMenu(加载游戏中)时锁定所有交互,防止重复点击
if (_mainButtonsGroup != null)
{
_mainButtonsGroup.interactable = isMainMenu;
_mainButtonsGroup.blocksRaycasts = isMainMenu;
}
}
// ── 工具方法 ─────────────────────────────────────────────────────────
private void RefreshContinueButton()
{
if (_btnContinue == null) return;
var saveService = ServiceLocator.GetOrDefault();
bool hasAny = saveService != null
&& (saveService.HasSave(0) || saveService.HasSave(1) || saveService.HasSave(2));
_btnContinue.interactable = hasAny;
}
private static void SetPanel(GameObject panel, bool active)
{
if (panel != null) panel.SetActive(active);
}
private void SetButtonsGroupVisible(bool visible)
{
if (_mainButtonsGroup == null) return;
_mainButtonsGroup.alpha = visible ? 1f : 0f;
_mainButtonsGroup.interactable = visible;
_mainButtonsGroup.blocksRaycasts = visible;
}
}
}