存档重构,游戏内容解锁机制;教程完善(未完成)

This commit is contained in:
SoulliesOfficial
2026-07-18 16:51:18 -04:00
parent d48ef1e65e
commit dda354ebb9
123 changed files with 4032 additions and 558 deletions

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using System;
using System.Collections.Generic;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
namespace Ichni.Menu.UI
{
/// <summary>
/// 可复用的多选弹窗元素。调用方提供标题、内容与任意数量的 <see cref="SelectionBoxOption"/>
/// 本类动态实例化对应按钮,并确保一次显示最多只会执行一个选项回调。
/// </summary>
public class SelectionBox : MonoBehaviour
{
[Header("Selection Box")]
public CanvasGroup canvasGroup;
public TMP_Text titleText;
public TMP_Text contentText;
public RectTransform optionContainer;
public SelectionBoxButton optionButtonPrefab;
private readonly List<SelectionBoxButton> _generatedButtons = new();
private bool _isResolved;
/// <summary>
/// 选项被选择并且自身淡出结束后触发。页面容器使用它销毁本次生成的 SelectionBox。
/// </summary>
public event Action<SelectionBox> Closed;
private void Awake()
{
canvasGroup ??= GetComponent<CanvasGroup>();
}
/// <summary>
/// 根据运行时选项初始化弹窗。至少需要一个选项;失败时返回 false且不会显示半配置的弹窗。
/// </summary>
public bool SetUp(string title, string content, IReadOnlyList<SelectionBoxOption> options)
{
if (canvasGroup == null || optionContainer == null || optionButtonPrefab == null ||
options == null || options.Count == 0)
{
Debug.LogWarning("[SelectionBox] 缺少 CanvasGroup、选项容器、选项按钮预制体或未提供任何选项。");
return false;
}
ClearGeneratedButtons();
_isResolved = false;
if (titleText != null) titleText.text = title ?? string.Empty;
if (contentText != null) contentText.text = content ?? string.Empty;
foreach (SelectionBoxOption option in options)
{
SelectionBoxButton button = Instantiate(optionButtonPrefab, optionContainer);
_generatedButtons.Add(button);
button.SetUp(option.label, () => Select(option.action));
}
gameObject.SetActive(true);
canvasGroup.alpha = 0f;
canvasGroup.interactable = true;
canvasGroup.blocksRaycasts = true;
canvasGroup.DOFade(1f, 0.2f).Play();
return true;
}
private void Select(UnityAction action)
{
if (_isResolved) return;
_isResolved = true;
// 先禁用所有输入,再执行回调。回调可以触发存档、场景切换或打开下一层 UI
// 因而不能让同一帧内的其它按钮再次触发。
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
foreach (SelectionBoxButton button in _generatedButtons)
{
if (button?.button != null)
button.button.interactable = false;
}
action?.Invoke();
canvasGroup.DOFade(0f, 0.2f).OnComplete(() => Closed?.Invoke(this)).Play();
}
private void ClearGeneratedButtons()
{
foreach (SelectionBoxButton button in _generatedButtons)
{
if (button != null)
Destroy(button.gameObject);
}
_generatedButtons.Clear();
}
}
/// <summary>
/// SelectionBox 的单个运行时选项。它不序列化到场景或存档;显示时由调用方临时创建。
/// </summary>
public readonly struct SelectionBoxOption
{
public readonly string label;
public readonly UnityAction action;
public SelectionBoxOption(string label, UnityAction action)
{
this.label = label;
this.action = action;
}
}
}

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fileFormatVersion: 2
guid: 5ac6b73d890a4a7aaed8e2fa64001764

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using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
namespace Ichni.Menu.UI
{
/// <summary>
/// SelectionBox 动态生成的单个选项按钮。
/// 预制体只需提供 Button 和 TMP 文本;运行时由 <see cref="SelectionBox"/> 写入显示文字与点击回调。
/// </summary>
public class SelectionBoxButton : MonoBehaviour
{
public Button button;
public TMP_Text labelText;
/// <summary>
/// 重新绑定按钮文字与本次 SelectionBox 的选择回调。
/// 每次生成时都会清空旧监听,防止对象复用或预制体事件造成重复触发。
/// </summary>
public void SetUp(string label, UnityAction onSelected)
{
button ??= GetComponent<Button>();
labelText ??= GetComponentInChildren<TMP_Text>(true);
if (labelText != null)
labelText.text = label ?? string.Empty;
if (button == null)
{
Debug.LogWarning("[SelectionBoxButton] 选项预制体缺少 Button 组件。");
return;
}
button.onClick.RemoveAllListeners();
button.onClick.AddListener(() => onSelected?.Invoke());
button.interactable = true;
}
}
}

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guid: b2c45ae5390d4a4aa16e62b5704dbf0a

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using System.Collections.Generic;
using Ichni.UI;
using UnityEngine;
namespace Ichni.Menu.UI
{
/// <summary>
/// 通用 SelectionBox 的页面宿主,职责等同于 MessageBox 的页面容器:
/// 显示时动态生成一个 SelectionBox选择完成后统一淡出并销毁本次实例。
/// </summary>
public class SelectionBoxUIPage : UIPageBase
{
[Header("Selection Box Page")]
public SelectionBox selectionBoxPrefab;
public RectTransform selectionBoxContainer;
private SelectionBox _currentSelectionBox;
private bool _isShowing;
/// <summary>当前是否已有一个 SelectionBox 等待玩家选择。</summary>
public bool IsShowing => _isShowing;
/// <summary>
/// 生成并显示一组运行时选项。页面显示期间拒绝重复请求,避免两个弹窗争夺输入。
/// </summary>
public bool Show(string title, string content, IReadOnlyList<SelectionBoxOption> options)
{
if (_isShowing)
{
Debug.LogWarning("[SelectionBoxUIPage] 已有 SelectionBox 显示中,忽略重复请求。");
return false;
}
if (mainCanvasGroup == null || selectionBoxPrefab == null || selectionBoxContainer == null)
{
Debug.LogWarning("[SelectionBoxUIPage] 缺少 CanvasGroup、SelectionBox Prefab 或容器,无法显示选项框。");
return false;
}
_currentSelectionBox = Instantiate(selectionBoxPrefab, selectionBoxContainer);
_currentSelectionBox.Closed += HandleSelectionBoxClosed;
if (!_currentSelectionBox.SetUp(title, content, options))
{
Destroy(_currentSelectionBox.gameObject);
_currentSelectionBox = null;
return false;
}
_isShowing = true;
// UIPageBase 默认淡入完成后才开启射线;选择框从出现瞬间就必须阻断底层输入。
mainCanvasGroup.gameObject.SetActive(true);
mainCanvasGroup.interactable = true;
mainCanvasGroup.blocksRaycasts = true;
FadeIn();
return true;
}
private void HandleSelectionBoxClosed(SelectionBox selectionBox)
{
if (selectionBox != _currentSelectionBox) return;
FadeOut(0.2f, false, () =>
{
if (_currentSelectionBox != null)
Destroy(_currentSelectionBox.gameObject);
_currentSelectionBox = null;
_isShowing = false;
});
}
}
}

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