218 lines
8.9 KiB
C#
218 lines
8.9 KiB
C#
using System;
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using System.Threading;
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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 UnityEngine.EventSystems;
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using TMPro;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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using BaseGames.Core.Save;
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using BaseGames.Localization;
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using BaseGames.World.Map;
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using BaseGames.UI.MainMenu;
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namespace BaseGames.UI.Menus
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{
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/// <summary>主菜单存档槽面板的打开语境。</summary>
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public enum SaveSlotPanelMode
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{
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/// <summary>继续游戏:仅有档槽可选,点击即读档进入。</summary>
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Continue,
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/// <summary>新游戏:空槽 → 模式选择 → 建档;有档槽 → 覆盖确认 → 模式选择 → 建档。</summary>
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NewGame,
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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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///
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/// 前端选档流程:
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/// · 新游戏开档前先选模式(普通 / 钢铁之魂),占用槽位需覆盖确认。
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/// · 删除强制走通用确认对话框(无静默删除旁路)。
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/// · 卡片展示游玩时长 / 区域 / 货币 / 生命 / 钢魂徽章。
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///
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/// 模式由 MainMenuController 在打开面板前通过 <see cref="SetMode"/> 指定。
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/// ConfirmDialog 与 NewGameMode 面板经 Inspector 注入(同处 MainMenu 场景)。
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/// </summary>
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public class SaveSlotController : MonoBehaviour, IFocusable
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{
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[SerializeField] private SaveSlotUI[] _slotUIs;
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[Header("子面板(Inspector 注入,同处 MainMenu 场景)")]
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[Tooltip("通用确认对话框,用于覆盖 / 删除确认。为空时:覆盖退化为直接建档,删除被忽略(绝不静默删除)。")]
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[SerializeField] private ConfirmDialogController _confirmDialog;
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[Tooltip("新游戏模式选择面板。为空时新游戏退化为普通模式。")]
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[SerializeField] private NewGameModeController _modeSelect;
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[Header("Event Channels")]
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[SerializeField] private IntEventChannelSO _onSlotConfirmed;
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[Header("焦点")]
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[Tooltip("面板恢复为栈顶时自动聚焦的默认按钮,通常为第一个存档槽的选择按钮。")]
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[SerializeField] private Button _defaultFocusButton;
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private SaveSlotPanelMode _mode = SaveSlotPanelMode.NewGame;
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private CancellationTokenSource _cts;
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private void Awake()
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{
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for (int i = 0; i < _slotUIs.Length; i++)
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if (_slotUIs[i] != null) _slotUIs[i].Init(i, this);
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}
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/// <summary>由 MainMenuController 在 SetActive(true) 之前调用,决定本次打开语境。</summary>
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public void SetMode(SaveSlotPanelMode mode) => _mode = mode;
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// ── IFocusable ────────────────────────────────────────────────────────
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public void OnFocusRestored() => StartCoroutine(RestoreFocusNextFrame());
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private System.Collections.IEnumerator RestoreFocusNextFrame()
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{
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yield return null;
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if (UnityEngine.EventSystems.EventSystem.current != null && _defaultFocusButton != null)
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UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(_defaultFocusButton.gameObject);
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}
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private void OnEnable()
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{
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_cts = new CancellationTokenSource();
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var ct = _cts.Token;
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var task = RefreshAsync(ct);
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task.ContinueWith(t =>
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{
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if (t.IsFaulted && !(t.Exception?.InnerException is OperationCanceledException))
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Debug.LogException(t.Exception?.InnerException ?? t.Exception, this);
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}, TaskScheduler.FromCurrentSynchronizationContext());
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// 面板打开时设置初始焦点(键盘 / 手柄导航入口)
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StartCoroutine(RestoreFocusNextFrame());
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}
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private void OnDisable()
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{
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// 关闭子对话框,避免下次打开残留
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_confirmDialog?.Close();
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_modeSelect?.Close();
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_cts?.Cancel();
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_cts?.Dispose();
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_cts = null;
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}
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private async Task RefreshAsync(CancellationToken ct = default)
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{
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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var tasks = new Task<SlotSummary>[_slotUIs.Length];
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for (int i = 0; i < _slotUIs.Length; i++)
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tasks[i] = svc.GetSlotSummaryAsync(i);
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var summaries = await Task.WhenAll(tasks);
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ct.ThrowIfCancellationRequested(); // 组件已失活时不写 UI
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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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_slotUIs[i].Refresh(summaries[i], _mode);
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}
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}
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// ── 选槽 ────────────────────────────────────────────────────────────────
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/// <summary>选中指定槽位。行为取决于当前模式与槽位是否有档。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) return;
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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bool hasData = svc.HasSave(slotIndex);
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if (_mode == SaveSlotPanelMode.Continue)
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{
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if (!hasData) return; // 继续模式:空槽不可选
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_ = ContinueSlotAsync(slotIndex);
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return;
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}
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// ── 新游戏模式 ──
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if (hasData)
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{
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// 占用槽位:先覆盖确认
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if (_confirmDialog != null)
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_confirmDialog.Show("CONFIRM_OVERWRITE_TITLE", "CONFIRM_OVERWRITE_BODY",
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onConfirm: () => BeginNewGameFlow(slotIndex));
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else
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BeginNewGameFlow(slotIndex); // 无对话框时退化为直接建档
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}
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else
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{
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BeginNewGameFlow(slotIndex);
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}
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}
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/// <summary>开新档流程:选模式 → 建档。</summary>
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private void BeginNewGameFlow(int slotIndex)
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{
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if (_modeSelect != null)
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_modeSelect.Show(level => _ = StartNewGameAsync(slotIndex, level));
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else
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_ = StartNewGameAsync(slotIndex, DifficultyLevel.Normal); // 无模式面板时退化为普通
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}
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private async Task StartNewGameAsync(int slotIndex, DifficultyLevel level)
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{
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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// 覆盖既有档:先删盘,确保旧数据不残留(建档仅初始化内存,写盘发生在首次存档)
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if (svc.HasSave(slotIndex))
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await svc.DeleteSlotAsync(slotIndex);
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bool steel = level == DifficultyLevel.SteelSoul;
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svc.CreateSlot(slotIndex, steel);
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ServiceLocator.GetOrDefault<IDifficultyService>()?.BeginNewGame(level);
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_onSlotConfirmed?.Raise(slotIndex);
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}
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private async Task ContinueSlotAsync(int slotIndex)
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{
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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bool ok = await svc.LoadAsync(slotIndex);
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if (!ok) return; // 损坏 / 不存在:不前进(后续可接错误提示)
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_onSlotConfirmed?.Raise(slotIndex);
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}
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// ── 删除(强制确认)────────────────────────────────────────────────────
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/// <summary>请求删除指定槽位。强制经通用确认对话框;无对话框时忽略,绝不静默删除。</summary>
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public void OnSlotDeleteRequested(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= _slotUIs.Length) return;
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if (_confirmDialog == null)
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{
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Debug.LogWarning("[SaveSlotController] 未配置 ConfirmDialog,删除请求被忽略(防止静默删除)。");
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return;
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}
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_confirmDialog.Show("CONFIRM_DELETE_TITLE", "CONFIRM_DELETE_BODY",
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onConfirm: () => _ = DeleteAndRefreshAsync(slotIndex));
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}
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private async Task DeleteAndRefreshAsync(int slotIndex)
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{
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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await svc.DeleteSlotAsync(slotIndex);
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await RefreshAsync(_cts?.Token ?? CancellationToken.None);
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}
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}
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}
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