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zeling_v2/Assets/_Game/Scripts/UI/Menus/ConfirmDialogController.cs
2026-06-05 18:41:33 +08:00

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C#
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using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
using BaseGames.Localization;
namespace BaseGames.UI.Menus
{
/// <summary>
/// 通用模态确认对话框(是/否):用于删除 / 覆盖 / 退出等确认场景。
///
/// 设计:
/// · 自包含、场景无关——通过本地 SetActive 显隐 + 回调 API 工作,不依赖 UIManager 面板栈,
/// 因此既能用于主菜单场景(不走 UIManager也能在游戏内复用。
/// · 标题 / 正文 / 按钮文案均走本地化键LocalizationManager.Get传 null 则保留 Inspector 原文。
/// · 默认焦点置于"取消"按钮,防止手柄连按误触确认(破坏性操作安全默认)。
///
/// 用法:
/// _confirmDialog.Show("CONFIRM_DELETE_TITLE", "CONFIRM_DELETE_BODY",
/// onConfirm: () => DoDelete(),
/// onCancel: () => {});
/// </summary>
public class ConfirmDialogController : MonoBehaviour
{
[Header("根节点(显隐用,留空则用本 GameObject")]
[SerializeField] private GameObject _root;
[Header("文本")]
[SerializeField] private TMP_Text _titleText;
[SerializeField] private TMP_Text _bodyText;
[Tooltip("确认按钮标签(可选,传 confirmKey 时覆盖)")]
[SerializeField] private TMP_Text _confirmLabel;
[Tooltip("取消按钮标签(可选,传 cancelKey 时覆盖)")]
[SerializeField] private TMP_Text _cancelLabel;
[Header("按钮")]
[SerializeField] private Button _btnConfirm;
[SerializeField] private Button _btnCancel;
private Action _onConfirm;
private Action _onCancel;
private void Awake()
{
_btnConfirm?.onClick.AddListener(HandleConfirm);
_btnCancel? .onClick.AddListener(HandleCancel);
SetVisible(false);
}
/// <summary>
/// 弹出确认框。
/// </summary>
/// <param name="titleKey">标题本地化键null 保留原文。</param>
/// <param name="bodyKey">正文本地化键null 保留原文。</param>
/// <param name="onConfirm">点击确认后回调(确认框已自动关闭)。</param>
/// <param name="onCancel">点击取消后回调(可选)。</param>
/// <param name="confirmKey">确认按钮文案本地化键(可选)。</param>
/// <param name="cancelKey">取消按钮文案本地化键(可选)。</param>
public void Show(string titleKey, string bodyKey, Action onConfirm, Action onCancel = null,
string confirmKey = null, string cancelKey = null)
{
_onConfirm = onConfirm;
_onCancel = onCancel;
if (_titleText != null && titleKey != null) _titleText.text = Loc(titleKey);
if (_bodyText != null && bodyKey != null) _bodyText.text = Loc(bodyKey);
if (_confirmLabel != null && confirmKey != null) _confirmLabel.text = Loc(confirmKey);
if (_cancelLabel != null && cancelKey != null) _cancelLabel.text = Loc(cancelKey);
SetVisible(true);
// 安全默认:焦点置于取消,避免手柄/键盘连按直接确认破坏性操作
EventSystem.current?.SetSelectedGameObject(_btnCancel != null
? _btnCancel.gameObject
: _btnConfirm?.gameObject);
}
/// <summary>外部强制关闭(如父面板被关闭时)。不触发任何回调。</summary>
public void Close()
{
_onConfirm = null;
_onCancel = null;
SetVisible(false);
}
// ── 按钮回调 ──────────────────────────────────────────────────────────
private void HandleConfirm()
{
var cb = _onConfirm;
SetVisible(false);
_onConfirm = null;
_onCancel = null;
cb?.Invoke();
}
private void HandleCancel()
{
var cb = _onCancel;
SetVisible(false);
_onConfirm = null;
_onCancel = null;
cb?.Invoke();
}
// ── 工具 ──────────────────────────────────────────────────────────────
private void SetVisible(bool visible)
{
var go = _root != null ? _root : gameObject;
go.SetActive(visible);
}
private static string Loc(string key)
{
string s = LocalizationManager.Get(key, LocalizationTable.UI);
return string.IsNullOrEmpty(s) ? key : s;
}
}
}