This commit is contained in:
SoulliesOfficial
2026-04-01 12:23:27 -04:00
parent aff7ac0e03
commit c3b1561375
933 changed files with 114333 additions and 119360 deletions

View File

@@ -0,0 +1,57 @@
using System;
using Continentis.MainGame;
using UnityEngine;
using UnityEngine.UI;
namespace Continentis.Menu
{
/// <summary>
/// 覆盖跑局确认面板。
/// 挂载在确认面板的根 GameObject 上,自行管理显示/隐藏和按钮事件。
/// 由 MenuManager 通过 Show(onConfirm) 唤起;确认后先删除旧跑局存档,再执行回调。
/// </summary>
public class ConfirmOverrideRunPanel : MonoBehaviour
{
public Button confirmButton;
public Button cancelButton;
private Action _onConfirm;
// ── 生命周期 ──────────────────────────────────────────────────────
private void Awake()
{
confirmButton.onClick.AddListener(OnConfirm);
cancelButton.onClick.AddListener(OnCancel);
gameObject.SetActive(false);
}
// ── 公共 API ──────────────────────────────────────────────────────
/// <summary>
/// 显示确认面板。
/// </summary>
/// <param name="onConfirm">玩家点击"确认"后执行的回调(由 MenuManager 传入 StartNewRun。</param>
public void Show(Action onConfirm)
{
_onConfirm = onConfirm;
gameObject.SetActive(true);
}
// ── 按钮事件 ──────────────────────────────────────────────────────
private void OnConfirm()
{
gameObject.SetActive(false);
SaveManager.Instance.DeleteRunSave();
_onConfirm?.Invoke();
_onConfirm = null;
}
private void OnCancel()
{
gameObject.SetActive(false);
_onConfirm = null;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2dbb6a076cf6ac14ba838e2f2c593100

View File

@@ -1,32 +1,91 @@
using System;
using System.Collections.Generic;
using Continentis;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using I2.Loc;
using SLSFramework.General;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Continentis.Menu
{
public class MenuManager : MonoBehaviour
public class MenuManager : Singleton<MenuManager>
{
//public SerializableDictionary<string, List<CardData>> test;
public Button enterGameButton;
private const string CombatSceneName = "GameScene";
[Header("主菜单按钮")]
[FormerlySerializedAs("enterGameButton")]
public Button newGameButton;
public Button loadGameButton;
[Header("面板")]
public ConfirmOverrideRunPanel confirmOverrideRunPanel;
[Header("跑局配置")]
[Tooltip("新游戏使用的 RunConfig 资产")]
public RunConfig runConfig;
[Header("语言设置")]
public string languageToSet;
// ── 生命周期 ──────────────────────────────────────────────────────
private void Start()
{
enterGameButton.onClick.AddListener(EnterGame);
enterGameButton.interactable = true;
//Set Language to Simplified Chinese
if(string.IsNullOrEmpty(languageToSet)) languageToSet = "Simplified Chinese";
if (string.IsNullOrEmpty(languageToSet))
languageToSet = "Simplified Chinese";
LocalizationManager.CurrentLanguage = languageToSet;
newGameButton.onClick.AddListener(OnNewGameClicked);
loadGameButton.onClick.AddListener(OnContinueClicked);
RefreshButtons();
}
public void EnterGame()
// ── 按钮事件 ──────────────────────────────────────────────────────
/// <summary>
/// 新游戏按钮:若已有进行中的跑局则弹出确认框,否则直接开始。
/// </summary>
private void OnNewGameClicked()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene");
if (SaveManager.Instance.HasActiveRun())
confirmOverrideRunPanel.Show(StartNewRun);
else
StartNewRun();
}
/// <summary>继续游戏按钮:设置意图后加载战斗场景。</summary>
private void OnContinueClicked()
{
InfoTransistor.Instance.menuToMainGame.menuIntent = InfoTransistor.Menu.MenuIntent.ContinueRun;
InfoTransistor.Instance.menuToMainGame.pendingRunConfig = null;
SceneManager.LoadScene(CombatSceneName);
}
// ── 内部方法 ──────────────────────────────────────────────────────
/// <summary>根据存档状态刷新按钮可交互性。</summary>
private void RefreshButtons()
{
bool hasActiveRun = SaveManager.Instance.HasActiveRun();
newGameButton.interactable = true;
loadGameButton.interactable = hasActiveRun;
}
/// <summary>写入意图并加载战斗场景,由新游戏流程调用。</summary>
private void StartNewRun()
{
if (runConfig == null)
{
Debug.LogError("[Menu] 未指定 RunConfig无法开始新跑局。请在 MenuManager Inspector 中赋值。");
return;
}
InfoTransistor.Instance.menuToMainGame.menuIntent = InfoTransistor.Menu.MenuIntent.StartNewRun;
InfoTransistor.Instance.menuToMainGame.pendingRunConfig = runConfig;
SceneManager.LoadScene(CombatSceneName);
}
}
}
}