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zeling_v2/Assets/_Game/Scripts/UI/LoadingOverlay.cs

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using System.Collections;
using UnityEngine;
using BaseGames.Core.Events;
namespace BaseGames.UI
{
/// <summary>
/// 全屏黑幕渐入渐出遮罩(架构 10_UIModule §8
/// 由 SceneLoader 通过 EVT_LoadingOverlay BoolEventChannelSO 触发。
/// true = 淡入遮挡场景false = 淡出(显示场景)。
/// </summary>
[RequireComponent(typeof(CanvasGroup))]
public class LoadingOverlay : MonoBehaviour
{
[SerializeField] private CanvasGroup _canvasGroup;
[SerializeField] private float _fadeDuration = 0.3f;
[Header("Event Channel")]
[SerializeField] private BoolEventChannelSO _onLoadingOverlayRequested; // EVT_LoadingOverlay
private Coroutine _fadeCoroutine;
private readonly CompositeDisposable _subs = new();
private void Awake()
{
if (_canvasGroup == null)
_canvasGroup = GetComponent<CanvasGroup>();
// 初始状态:完全透明,不阻挡射线
_canvasGroup.alpha = 0f;
_canvasGroup.blocksRaycasts = false;
}
private void OnEnable() => _onLoadingOverlayRequested?.Subscribe(SetVisible).AddTo(_subs);
private void OnDisable() => _subs.Clear();
public void SetVisible(bool visible)
{
if (_fadeCoroutine != null) StopCoroutine(_fadeCoroutine);
_fadeCoroutine = StartCoroutine(FadeCoroutine(visible ? 1f : 0f));
}
private IEnumerator FadeCoroutine(float target)
{
float start = _canvasGroup.alpha;
float elapsed = 0f;
// 遮挡时立刻阻挡射线,让开时完成后再放开
if (target > 0.5f) _canvasGroup.blocksRaycasts = true;
while (elapsed < _fadeDuration)
{
_canvasGroup.alpha = Mathf.Lerp(start, target, elapsed / _fadeDuration);
elapsed += Time.unscaledDeltaTime;
yield return null;
}
_canvasGroup.alpha = target;
_canvasGroup.blocksRaycasts = target > 0.5f;
}
}
}