Files
zeling_v2/Assets/Scripts/UI/Menus/DeathScreenController.cs
Joywayer 1135139bc6 v11 全量评审:修复 TD-13 至 TD-17
- TD-13: IQuestManager.CompleteQuest 改用 IRewardTarget,移除 using BaseGames.Player
- TD-14: HurtFlashController 缓存 WaitForSeconds(_waitForFlash 字段)
- TD-16: LiquidType 枚举迁移至 BaseGames.Core.Events;LiquidEvent.LiquidType 改为枚举直接比较
- TD-17: DeathScreenController 移除失效的 _onPlayerDied 订阅,改为 OnEnable 直接启动延迟显示

影响文件: IQuestManager.cs / HurtFlashController.cs / LiquidType.cs(迁移) /
  LiquidEvent.cs / LiquidZone.cs / WaterDangerState.cs /
  UnderwaterPostProcessingController.cs / UnderwaterAudioController.cs /
  DeathScreenController.cs

评审文档: Docs/Review/FrameworkReview_2026_May_v11.md(综合评分 9.30/10)
2026-05-12 16:34:03 +08:00

52 lines
1.4 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using BaseGames.Core.Events;
namespace BaseGames.UI.Menus
{
public class DeathScreenController : MonoBehaviour
{
[SerializeField] private TMP_Text _deathMessage;
[SerializeField] private Button _btnRespawn;
[Header("Event Channels")]
[SerializeField] private VoidEventChannelSO _onDeathScreenConfirmed;
private void OnEnable()
{
// 死亡界面由 UIManager 在游戏状态变为 Dead 时通过 SetActive(true) 激活。
// _onPlayerDied 事件此时已经触发完毕,订阅它不会收到回调。
// 直接在 OnEnable 启动延迟显示协程即可保证 1.5s 缓冲。
StartCoroutine(ShowAfterDelay(1.5f));
}
private void OnDisable()
{
StopAllCoroutines();
}
private IEnumerator ShowAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
Show();
}
private void Show()
{
if (_btnRespawn != null)
{
_btnRespawn.onClick.RemoveAllListeners();
_btnRespawn.onClick.AddListener(Confirm);
}
}
private void Confirm()
{
gameObject.SetActive(false);
_onDeathScreenConfirmed?.Raise();
}
}
}