148 lines
5.6 KiB
C#
148 lines
5.6 KiB
C#
using System;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using BaseGames.Core.Events;
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using BaseGames.Core.Save;
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namespace BaseGames.UI.Menus
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{
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/// <summary>
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/// 驱动主菜单存档槽选择面板(新游戏 / 继续 / 删除)。
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/// </summary>
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public class SaveSlotController : MonoBehaviour
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{
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[SerializeField] private SaveSlotUI[] _slotUIs; // 存档槽 UI(数量由 Inspector 决定)
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[SerializeField] private SaveManager _saveManager;
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[Header("Event Channels")]
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[SerializeField] private IntEventChannelSO _onSlotConfirmed; // 携带槽索引,供 GameManager 监听
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private void OnEnable()
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{
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var task = RefreshAsync();
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// 捕获 async Task 异常,避免 async void 吞掉未处理异常
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task.ContinueWith(t =>
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{
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if (t.IsFaulted)
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Debug.LogException(t.Exception?.InnerException ?? t.Exception, this);
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}, TaskScheduler.FromCurrentSynchronizationContext());
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}
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private async Task RefreshAsync()
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{
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if (_saveManager == null) return;
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for (int i = 0; i < _slotUIs.Length; i++)
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{
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if (_slotUIs[i] == null) continue;
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var summary = await _saveManager.GetSlotSummaryAsync(i);
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_slotUIs[i].Refresh(summary);
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}
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}
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/// <summary>选中指定槽位(新局或继续)。由 SaveSlotUI 内部按钮调用。</summary>
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public void OnSlotSelected(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= _slotUIs.Length || _saveManager == null) return;
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_ = SelectSlotAsync(slotIndex);
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}
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private async Task SelectSlotAsync(int slotIndex)
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{
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if (_saveManager.SlotExists(slotIndex))
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await _saveManager.LoadAsync(slotIndex);
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else
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_saveManager.CreateSlot(slotIndex);
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_onSlotConfirmed?.Raise(slotIndex);
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}
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/// <summary>删除指定槽位存档并刷新 UI。由 SaveSlotUI 内部按钮调用。</summary>
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public void OnSlotDeleteRequested(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= _slotUIs.Length || _saveManager == null) return;
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_ = DeleteAndRefreshAsync(slotIndex);
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}
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private async Task DeleteAndRefreshAsync(int slotIndex)
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{
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await _saveManager.DeleteSlotAsync(slotIndex);
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await RefreshAsync();
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}
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}
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/// <summary>
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/// 单个存档槽卡片组件,负责显示存档摘要或空槽提示。
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/// </summary>
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public class SaveSlotUI : MonoBehaviour
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{
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[SerializeField] private TMP_Text _playtimeText;
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[SerializeField] private TMP_Text _regionText;
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[SerializeField] private TMP_Text _lastSavedText;
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[SerializeField] private Image _formIcon;
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[SerializeField] private GameObject _emptyIndicator; // 空槽时显示的"新游戏"提示
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[SerializeField] private GameObject _dataIndicator; // 有数据时显示的内容根
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[SerializeField] private Button _selectButton;
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[SerializeField] private Button _deleteButton;
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private int _slotIndex;
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private SaveSlotController _controller;
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/// <summary>由 SaveSlotController 在 Awake 或初始化时调用以完成按钮绑定。</summary>
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public void Init(int slotIndex, SaveSlotController controller)
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{
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_slotIndex = slotIndex;
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_controller = controller;
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if (_selectButton != null)
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{
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_selectButton.onClick.RemoveAllListeners();
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_selectButton.onClick.AddListener(() => _controller.OnSlotSelected(_slotIndex));
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}
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if (_deleteButton != null)
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{
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_deleteButton.onClick.RemoveAllListeners();
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_deleteButton.onClick.AddListener(() => _controller.OnSlotDeleteRequested(_slotIndex));
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}
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}
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/// <summary>用摘要数据刷新显示;summary 为 null 表示空槽。</summary>
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public void Refresh(SlotSummary summary)
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{
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bool hasData = summary != null;
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if (_emptyIndicator != null) _emptyIndicator.SetActive(!hasData);
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if (_dataIndicator != null) _dataIndicator.SetActive(hasData);
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if (_deleteButton != null) _deleteButton.gameObject.SetActive(hasData);
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if (!hasData) return;
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if (_playtimeText != null) _playtimeText.text = FormatPlaytime(summary.Playtime);
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if (_regionText != null) _regionText.text = summary.SceneName ?? string.Empty;
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if (_lastSavedText != null) _lastSavedText.text = FormatDateTime(summary.LastSaved);
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}
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private static string FormatPlaytime(float seconds)
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{
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int h = (int)(seconds / 3600);
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int m = (int)((seconds % 3600) / 60);
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int s = (int)(seconds % 60);
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return $"{h:D2}:{m:D2}:{s:D2}";
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}
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private static string FormatDateTime(string iso8601)
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{
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if (string.IsNullOrEmpty(iso8601)) return string.Empty;
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if (DateTime.TryParse(iso8601,
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System.Globalization.CultureInfo.InvariantCulture,
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System.Globalization.DateTimeStyles.RoundtripKind,
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out DateTime dt))
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{
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return dt.ToLocalTime().ToString("yyyy-MM-dd HH:mm");
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}
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return iso8601;
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}
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}
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}
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