using UnityEngine;
using UnityEngine.UI;
using BaseGames.Core.Assets;
using BaseGames.Core.Events;
namespace BaseGames.UI
{
///
/// 暂停菜单控制器(架构 10_UIModule §5)。
/// 挂载在 Canvas_Menu → PauseMenuPanel GameObject 上。
/// 按钮绑定在 Awake 中完成;生命周期 / 焦点由 统一处理。
///
public class PauseMenuController : UIPanelBase
{
// UIManager 通过 ServiceLocator 解析,开启时自动获取,无需 Inspector 直接绑定具体类型
private IUIManager _uiManager;
[Header("按钮引用")]
[SerializeField] private Button _btnResume;
[SerializeField] private Button _btnSettings;
[SerializeField] private Button _btnMainMenu;
[SerializeField] private Button _btnQuit;
[Header("Event Channels")]
[SerializeField] private VoidEventChannelSO _onResumeRequested;
[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
private void Awake()
{
_btnResume?.onClick.AddListener(Resume);
_btnSettings?.onClick.AddListener(OpenSettings);
_btnMainMenu?.onClick.AddListener(GoToMainMenu);
_btnQuit?.onClick.AddListener(Application.Quit);
}
// 暂停面板由 UIManager 开启,此时 ServiceLocator 已就绪
protected override void OnPanelOpen() => _uiManager = GetService();
protected override void OnPanelClose() => _uiManager = null;
/// 默认焦点 / 焦点恢复回到"继续"按钮(基类 FocusFirst 调用)。
protected override GameObject ResolveFirstSelected()
=> _btnResume != null ? _btnResume.gameObject : null;
// ── 按钮回调 ──────────────────────────────────────────────────────────
private void Resume()
{
_onResumeRequested?.Raise();
_uiManager?.CloseTopPanel();
}
private void OpenSettings()
{
_uiManager?.OpenPanel(PanelId.Settings);
}
private void GoToMainMenu()
{
_uiManager?.CloseTopPanel();
_onSceneLoadRequest?.Raise(new SceneLoadRequest
{
SceneName = AddressKeys.SceneMainMenu,
TransitionType = TransitionType.Scene,
ShowLoadingScreen = false,
});
}
}
}