using System.Collections.Generic; using Ichni.Menu.UI; using Ichni.UI; using Sirenix.OdinInspector; using UnityEngine; namespace Ichni.Story.UI { /// /// 剧情与菜单共用的弹窗页面。 /// MessageBox 与 SelectionBox 共用同一遮罩、容器和显示队列:两者不会重叠, /// 后续系统只需向本页提交“消息”或“选项”请求,无需再创建平行的 UIPage。 /// public class MessageUIPage : UIPageBase { public static MessageUIPage instance; [Header("Prefabs & Containers")] [Tooltip("默认使用的 MessageBox 预制体(请从 Project 中拖拽,而非场景中的实例)")] public MessageBox defaultMessageBoxPrefab; [Tooltip("生成的 MessageBox 挂载在哪?如果不填,默认挂载在自己身上")] public Transform messageContainer; [Tooltip("通用多选弹窗预制体。TutorialBlock、奖励选择等系统都通过本页动态生成它。")] public SelectionBox defaultSelectionBoxPrefab; private enum PopupType { Message, Selection } // 用于统一排队的内部弹窗数据结构。 private struct PendingPopup { public PopupType type; public string title; public string content; public MessageBox messagePrefab; public List selectionOptions; } private readonly Queue _popupQueue = new(); private MessageBox _currentMessageBox; private SelectionBox _currentSelectionBox; private bool _isPageActive = false; protected override void Awake() { base.Awake(); if (instance == null) { instance = this; } else { Debug.LogWarning("[StoryMessageBoxUIPage] 场景中存在多个实例,正在销毁多余的实例。"); Destroy(gameObject); return; } if (messageContainer == null) { messageContainer = this.transform; } } /// /// 将歌曲解锁提示加入弹窗队列。 /// public void ShowUnlockMessage(string songUnlockKey) { string title = "New Song Unlocked!"; string content = $"You have unlocked the song: {songUnlockKey}!"; EnqueueMessage(title, content, defaultMessageBoxPrefab); } /// /// 将自定义文本提示加入弹窗队列。 /// public void ShowCustomMessage(string title, string content) { EnqueueMessage(title, content, defaultMessageBoxPrefab); } /// /// Inspector 专用的运行时调试入口。 /// 通过正常队列创建一条基础测试文本,因此可以同时验证新 Prefab 的布局、 /// 入退场动画、输入拦截与队列收尾,而不会绕过正式流程或污染剧情数据。 /// [Button("调试:创建空 MessageBox", ButtonSizes.Medium)] private void DebugCreateEmptyMessageBox() { if (!Application.isPlaying) { Debug.LogWarning("[MessageUIPage] 空 MessageBox 调试按钮只能在 Play Mode 中使用。", this); return; } ShowCustomMessage( "MessageBox Debug", "这是一条用于检查基础布局、文本换行与 Rail 动效的测试文本。\n\n" + "This is a basic MessageBox test message."); } /// /// Inspector 专用的运行时调试入口。 /// 通过正常队列创建一条基础测试文本,因此可以同时验证新 Prefab 的布局、 /// 入退场动画、输入拦截与队列收尾,而不会绕过正式流程或污染剧情数据。 /// [Button("调试:创建空 SelectionBox", ButtonSizes.Medium)] private void DebugCreateEmptySelectionBox() { if (!Application.isPlaying) { Debug.LogWarning("[MessageUIPage] 空 SelectionBox 调试按钮只能在 Play Mode 中使用。", this); return; } ShowSelectionBox( "SelectionBox Debug", "这是一条用于检查基础布局、文本换行与 Rail 动效的测试文本。\n\n" + "This is a basic SelectionBox test message.", new List { new SelectionBoxOption("Option 1", () => Debug.Log("Option 1 selected")), new SelectionBoxOption("Option 2", () => Debug.Log("Option 2 selected")), new SelectionBoxOption("Option 3", () => Debug.Log("Option 3 selected")) }); } /// /// 将一组运行时选项加入通用弹窗队列。 /// 若 MessageBox 或其它 SelectionBox 正在显示,选项会按提交顺序等待,而不会叠在同一遮罩上。 /// public bool ShowSelectionBox(string title, string content, IReadOnlyList options) { if (defaultSelectionBoxPrefab == null) { Debug.LogError("[MessageUIPage] 未配置 defaultSelectionBoxPrefab,无法显示选项框。"); return false; } if (options == null || options.Count == 0) { Debug.LogWarning("[MessageUIPage] 未提供任何 SelectionBoxOption,忽略空选项框。"); return false; } _popupQueue.Enqueue(new PendingPopup { type = PopupType.Selection, title = title, content = content, // 复制调用方传入的列表,防止调用方随后改动集合而改变已排队的玩家选择。 selectionOptions = new List(options) }); BeginQueueIfNeeded(); return true; } /// /// 将指定消息入队。如果是空闲状态,则唤醒大页面并开始处理队列。 /// private void EnqueueMessage(string title, string content, MessageBox prefab) { if (prefab == null) { Debug.LogError("[StoryMessageBoxUIPage] 没有可用的 MessageBox 预制体!"); return; } _popupQueue.Enqueue(new PendingPopup { type = PopupType.Message, title = title, content = content, messagePrefab = prefab }); BeginQueueIfNeeded(); } /// /// 若当前没有弹窗,激活共享遮罩后开始依次显示队列。遮罩从出现瞬间拦截输入, /// 避免 UIPageBase 默认淡入结束前的短暂底层点击窗口。 /// private void BeginQueueIfNeeded() { if (_isPageActive) return; _isPageActive = true; mainCanvasGroup.gameObject.SetActive(true); mainCanvasGroup.interactable = true; mainCanvasGroup.blocksRaycasts = true; FadeIn(0f, false, ShowNextInQueue); } /// /// 从队列中取出一个并实例化显示。 /// private void ShowNextInQueue() { if (_popupQueue.Count == 0) { // 队列处理完毕,大页面整体退场。 _currentMessageBox = null; _currentSelectionBox = null; _isPageActive = false; FadeOut(0f); return; } PendingPopup popup = _popupQueue.Dequeue(); if (popup.type == PopupType.Selection) { ShowSelectionPopup(popup); return; } ShowMessagePopup(popup); } private void ShowMessagePopup(PendingPopup popup) { if (popup.messagePrefab == null) { Debug.LogError("[MessageUIPage] 队列中的 MessageBox Prefab 已丢失,跳过该消息。"); ShowNextInQueue(); return; } MessageBox messageBox = Instantiate(popup.messagePrefab, messageContainer); _currentMessageBox = messageBox; // MessageBox 只显示一条消息;队列顺序始终由本页统一管理。 messageBox.Closed += HandleMessageBoxClosed; messageBox.gameObject.SetActive(true); messageBox.SetUp(popup.title, popup.content); } private void HandleMessageBoxClosed(MessageBox messageBox) { messageBox.Closed -= HandleMessageBoxClosed; Destroy(messageBox.gameObject); if (_currentMessageBox == messageBox) _currentMessageBox = null; ShowNextInQueue(); } private void ShowSelectionPopup(PendingPopup popup) { if (defaultSelectionBoxPrefab == null) { Debug.LogError("[MessageUIPage] 队列中的 SelectionBox Prefab 已丢失,跳过该选项框。"); ShowNextInQueue(); return; } SelectionBox selectionBox = Instantiate(defaultSelectionBoxPrefab, messageContainer); _currentSelectionBox = selectionBox; selectionBox.Closed += HandleSelectionBoxClosed; if (!selectionBox.SetUp(popup.title, popup.content, popup.selectionOptions)) { selectionBox.Closed -= HandleSelectionBoxClosed; Destroy(selectionBox.gameObject); _currentSelectionBox = null; ShowNextInQueue(); } } private void HandleSelectionBoxClosed(SelectionBox selectionBox) { if (selectionBox != _currentSelectionBox) return; selectionBox.Closed -= HandleSelectionBoxClosed; Destroy(selectionBox.gameObject); _currentSelectionBox = null; ShowNextInQueue(); } } }