更新
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57
Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs
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57
Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs
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using System;
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using Continentis.MainGame;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Continentis.Menu
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{
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/// <summary>
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/// 覆盖跑局确认面板。
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/// 挂载在确认面板的根 GameObject 上,自行管理显示/隐藏和按钮事件。
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/// 由 MenuManager 通过 Show(onConfirm) 唤起;确认后先删除旧跑局存档,再执行回调。
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/// </summary>
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public class ConfirmOverrideRunPanel : MonoBehaviour
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{
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public Button confirmButton;
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public Button cancelButton;
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private Action _onConfirm;
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// ── 生命周期 ──────────────────────────────────────────────────────
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private void Awake()
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{
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confirmButton.onClick.AddListener(OnConfirm);
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cancelButton.onClick.AddListener(OnCancel);
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gameObject.SetActive(false);
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}
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// ── 公共 API ──────────────────────────────────────────────────────
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/// <summary>
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/// 显示确认面板。
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/// </summary>
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/// <param name="onConfirm">玩家点击"确认"后执行的回调(由 MenuManager 传入 StartNewRun)。</param>
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public void Show(Action onConfirm)
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{
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_onConfirm = onConfirm;
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gameObject.SetActive(true);
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}
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// ── 按钮事件 ──────────────────────────────────────────────────────
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private void OnConfirm()
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{
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gameObject.SetActive(false);
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SaveManager.Instance.DeleteRunSave();
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_onConfirm?.Invoke();
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_onConfirm = null;
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}
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private void OnCancel()
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{
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gameObject.SetActive(false);
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_onConfirm = null;
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}
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}
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}
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2
Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs.meta
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2
Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2dbb6a076cf6ac14ba838e2f2c593100
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@@ -1,32 +1,91 @@
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using System;
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using System.Collections.Generic;
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using Continentis;
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using Continentis.MainGame;
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using Continentis.MainGame.Card;
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using I2.Loc;
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using SLSFramework.General;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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namespace Continentis.Menu
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{
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public class MenuManager : MonoBehaviour
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public class MenuManager : Singleton<MenuManager>
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{
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//public SerializableDictionary<string, List<CardData>> test;
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public Button enterGameButton;
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private const string CombatSceneName = "GameScene";
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[Header("主菜单按钮")]
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[FormerlySerializedAs("enterGameButton")]
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public Button newGameButton;
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public Button loadGameButton;
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[Header("面板")]
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public ConfirmOverrideRunPanel confirmOverrideRunPanel;
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[Header("跑局配置")]
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[Tooltip("新游戏使用的 RunConfig 资产")]
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public RunConfig runConfig;
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[Header("语言设置")]
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public string languageToSet;
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// ── 生命周期 ──────────────────────────────────────────────────────
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private void Start()
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{
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enterGameButton.onClick.AddListener(EnterGame);
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enterGameButton.interactable = true;
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//Set Language to Simplified Chinese
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if(string.IsNullOrEmpty(languageToSet)) languageToSet = "Simplified Chinese";
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if (string.IsNullOrEmpty(languageToSet))
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languageToSet = "Simplified Chinese";
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LocalizationManager.CurrentLanguage = languageToSet;
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newGameButton.onClick.AddListener(OnNewGameClicked);
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loadGameButton.onClick.AddListener(OnContinueClicked);
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RefreshButtons();
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}
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public void EnterGame()
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// ── 按钮事件 ──────────────────────────────────────────────────────
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/// <summary>
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/// 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。
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/// </summary>
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private void OnNewGameClicked()
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{
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UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene");
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if (SaveManager.Instance.HasActiveRun())
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confirmOverrideRunPanel.Show(StartNewRun);
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else
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StartNewRun();
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}
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/// <summary>继续游戏按钮:设置意图后加载战斗场景。</summary>
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private void OnContinueClicked()
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{
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InfoTransistor.Instance.menuToMainGame.menuIntent = InfoTransistor.Menu.MenuIntent.ContinueRun;
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InfoTransistor.Instance.menuToMainGame.pendingRunConfig = null;
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SceneManager.LoadScene(CombatSceneName);
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}
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// ── 内部方法 ──────────────────────────────────────────────────────
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/// <summary>根据存档状态刷新按钮可交互性。</summary>
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private void RefreshButtons()
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{
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bool hasActiveRun = SaveManager.Instance.HasActiveRun();
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newGameButton.interactable = true;
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loadGameButton.interactable = hasActiveRun;
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}
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/// <summary>写入意图并加载战斗场景,由新游戏流程调用。</summary>
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private void StartNewRun()
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{
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if (runConfig == null)
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{
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Debug.LogError("[Menu] 未指定 RunConfig,无法开始新跑局。请在 MenuManager Inspector 中赋值。");
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return;
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}
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InfoTransistor.Instance.menuToMainGame.menuIntent = InfoTransistor.Menu.MenuIntent.StartNewRun;
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InfoTransistor.Instance.menuToMainGame.pendingRunConfig = runConfig;
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SceneManager.LoadScene(CombatSceneName);
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}
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}
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}
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}
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