using System;
using System.Collections.Generic;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
namespace Ichni.Menu.UI
{
///
/// 通用多选弹窗。
/// 标题、正文与按钮均在播放前完成最终布局;入退场只改变 Background、两处文本 Mask 和 Rail,
/// 因而不会在动画期间触发 TMP 重新换行或按钮布局抖动。
///
public sealed class SelectionBox : MonoBehaviour
{
[Header("Base")]
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private CanvasGroup optionCanvasGroup;
[Header("Text & Options")]
[SerializeField] private TMP_Text titleText;
[SerializeField] private TMP_Text contentText;
[SerializeField] private RectTransform optionContainer;
[SerializeField] private SelectionBoxButton optionButtonPrefab;
[Header("Layout References")]
[SerializeField] private RectTransform messageBody;
[SerializeField] private RectTransform backgroundVisual;
[SerializeField] private RectMask2D titleTextMask;
[SerializeField] private RectTransform contentLayoutRoot;
[SerializeField] private RectMask2D contentTextMask;
[SerializeField] private RectTransform railRoot;
[SerializeField] private RectTransform leftRail;
[SerializeField] private RectTransform rightRail;
[Header("Animation")]
[SerializeField, Min(0f)] private float bodyOpenDelay = 0.1f;
[SerializeField, Min(0f)] private float bodyOpenDuration = 0.5f;
[SerializeField, Min(0f)] private float railOpenDelay;
[SerializeField, Min(0f)] private float railOpenDuration = 0.5f;
[SerializeField, Min(0f)] private float bodyCloseDelay;
[SerializeField, Min(0f)] private float bodyCloseDuration = 0.5f;
[SerializeField, Min(0f)] private float railCloseDelay = 0.1f;
[SerializeField, Min(0f)] private float railCloseDuration = 0.5f;
[SerializeField, Min(0f)] private float closedMaskHorizontalPadding = 600f;
[SerializeField] private Ease bodyEase = Ease.OutCubic;
[SerializeField] private Ease railEase = Ease.OutQuart;
///
/// 玩家选择任一选项、弹窗完成退场后触发。MessageUIPage 使用它继续共享 FIFO 队列。
///
public event Action Closed;
private readonly List generatedButtons = new();
private Sequence transitionSequence;
private CanvasGroup leftRailCanvasGroup;
private CanvasGroup rightRailCanvasGroup;
private Vector2 backgroundOpenSizeDelta;
private Vector2 leftRailOpenPosition;
private Vector2 rightRailOpenPosition;
private bool isResolved;
private void Awake()
{
backgroundOpenSizeDelta = backgroundVisual.sizeDelta;
leftRailOpenPosition = leftRail.anchoredPosition;
rightRailOpenPosition = rightRail.anchoredPosition;
leftRailCanvasGroup = leftRail.GetComponent();
rightRailCanvasGroup = rightRail.GetComponent();
}
private void OnDestroy()
{
transitionSequence?.Kill();
ClearGeneratedButtons();
}
///
/// 创建本次选择所需的按钮并播放入场动画。空选项没有可执行的玩家选择,因此返回 false。
///
public bool SetUp(string title, string content, IReadOnlyList options)
{
if (options == null || options.Count == 0)
{
Debug.LogWarning("[SelectionBox] 未提供任何 SelectionBoxOption,忽略空选项框。", this);
return false;
}
ClearGeneratedButtons();
isResolved = false;
titleText.text = title ?? string.Empty;
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);
RefreshFinalLayout();
Open();
return true;
}
private void Select(UnityAction action)
{
if (isResolved) return;
isResolved = true;
// 先阻断输入,再执行可能触发存档、跳转或新 UI 的业务回调。
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
foreach (SelectionBoxButton button in generatedButtons)
{
button.button.interactable = false;
}
action?.Invoke();
Close();
}
///
/// 在最终尺寸下重建正文、主体和按钮行的布局。后续动画不再改变这些布局节点的尺寸。
///
private void RefreshFinalLayout()
{
SetOpenVisualState();
Canvas.ForceUpdateCanvases();
LayoutRebuilder.ForceRebuildLayoutImmediate(contentLayoutRoot);
LayoutRebuilder.ForceRebuildLayoutImmediate(messageBody);
LayoutRebuilder.ForceRebuildLayoutImmediate(optionContainer);
Canvas.ForceUpdateCanvases();
}
private void SetOpenVisualState()
{
backgroundVisual.sizeDelta = backgroundOpenSizeDelta;
titleTextMask.padding = Vector4.zero;
contentTextMask.padding = Vector4.zero;
optionContainer.localScale = new Vector3(1f, optionContainer.localScale.y, optionContainer.localScale.z);
optionCanvasGroup.alpha = 1f;
optionCanvasGroup.interactable = true;
optionCanvasGroup.blocksRaycasts = true;
leftRail.anchoredPosition = leftRailOpenPosition;
rightRail.anchoredPosition = rightRailOpenPosition;
leftRailCanvasGroup.alpha = 1f;
rightRailCanvasGroup.alpha = 1f;
}
private void SetClosedVisualState()
{
backgroundVisual.sizeDelta = GetClosedBackgroundSizeDelta();
titleTextMask.padding = ClosedMaskPadding;
contentTextMask.padding = ClosedMaskPadding;
optionCanvasGroup.alpha = 0f;
optionCanvasGroup.interactable = false;
optionCanvasGroup.blocksRaycasts = false;
float halfRootWidth = railRoot.rect.width * 0.5f;
leftRail.anchoredPosition = new Vector2(halfRootWidth, leftRailOpenPosition.y);
rightRail.anchoredPosition = new Vector2(-halfRootWidth, rightRailOpenPosition.y);
leftRailCanvasGroup.alpha = 0f;
rightRailCanvasGroup.alpha = 0f;
}
private Vector4 ClosedMaskPadding =>
new(closedMaskHorizontalPadding, 0f, closedMaskHorizontalPadding, 0f);
private Vector2 GetClosedBackgroundSizeDelta() =>
new(backgroundOpenSizeDelta.x - backgroundVisual.rect.width, backgroundOpenSizeDelta.y);
private static Tween CreateMaskPaddingTween(RectMask2D mask, Vector4 targetPadding, float duration, Ease ease) =>
DOTween.To(() => mask.padding, value => mask.padding = value, targetPadding, duration).SetEase(ease);
private static void AddRailTransition(
Sequence sequence,
RectTransform rail,
CanvasGroup railCanvasGroup,
Vector2 targetPosition,
float targetAlpha,
float delay,
float duration,
Ease positionEase)
{
sequence.Insert(delay, rail.DOAnchorPos(targetPosition, duration).SetEase(positionEase));
sequence.Insert(delay, railCanvasGroup.DOFade(targetAlpha, duration).SetEase(Ease.Linear));
}
private void Open()
{
transitionSequence?.Kill();
canvasGroup.gameObject.SetActive(true);
canvasGroup.alpha = 1f;
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
SetClosedVisualState();
transitionSequence = DOTween.Sequence().SetAutoKill(true).Pause();
transitionSequence.Insert(
bodyOpenDelay,
backgroundVisual.DOSizeDelta(backgroundOpenSizeDelta, bodyOpenDuration).SetEase(bodyEase));
transitionSequence.Insert(
bodyOpenDelay,
CreateMaskPaddingTween(titleTextMask, Vector4.zero, bodyOpenDuration, bodyEase));
transitionSequence.Insert(
bodyOpenDelay,
CreateMaskPaddingTween(contentTextMask, Vector4.zero, bodyOpenDuration, bodyEase));
AddRailTransition(
transitionSequence,
leftRail,
leftRailCanvasGroup,
leftRailOpenPosition,
1f,
railOpenDelay,
railOpenDuration,
railEase);
AddRailTransition(
transitionSequence,
rightRail,
rightRailCanvasGroup,
rightRailOpenPosition,
1f,
railOpenDelay,
railOpenDuration,
railEase);
float optionRevealTime = bodyOpenDelay + bodyOpenDuration;
transitionSequence.Insert(
optionRevealTime,
optionCanvasGroup.DOFade(1f, 0.4f).From(0f).SetEase(Ease.Linear));
transitionSequence.Insert(
optionRevealTime,
optionContainer.DOAnchorPos(Vector2.zero, 0.4f).From(new Vector2(0f, 100f)).SetEase(Ease.OutQuad));
transitionSequence.OnComplete(() =>
{
canvasGroup.interactable = true;
canvasGroup.blocksRaycasts = true;
optionCanvasGroup.interactable = true;
optionCanvasGroup.blocksRaycasts = true;
});
// 项目约定:DOTween 动画必须由代码显式触发 Play。
transitionSequence.Play();
}
private void Close()
{
transitionSequence?.Kill();
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
optionCanvasGroup.interactable = false;
optionCanvasGroup.blocksRaycasts = false;
float halfRootWidth = railRoot.rect.width * 0.5f;
transitionSequence = DOTween.Sequence().SetAutoKill(true).Pause();
transitionSequence.Insert(
bodyCloseDelay,
backgroundVisual.DOSizeDelta(GetClosedBackgroundSizeDelta(), bodyCloseDuration).SetEase(Ease.InCubic));
transitionSequence.Insert(
bodyCloseDelay,
CreateMaskPaddingTween(titleTextMask, ClosedMaskPadding, bodyCloseDuration, Ease.InCubic));
transitionSequence.Insert(
bodyCloseDelay,
CreateMaskPaddingTween(contentTextMask, ClosedMaskPadding, bodyCloseDuration, Ease.InCubic));
transitionSequence.Insert(
bodyCloseDelay,
optionContainer.DOScaleX(0f, bodyCloseDuration).SetEase(Ease.InCubic));
AddRailTransition(
transitionSequence,
leftRail,
leftRailCanvasGroup,
new Vector2(halfRootWidth, leftRailOpenPosition.y),
0f,
railCloseDelay,
railCloseDuration,
Ease.InQuart);
AddRailTransition(
transitionSequence,
rightRail,
rightRailCanvasGroup,
new Vector2(-halfRootWidth, rightRailOpenPosition.y),
0f,
railCloseDelay,
railCloseDuration,
Ease.InQuart);
transitionSequence.OnComplete(() =>
{
canvasGroup.gameObject.SetActive(false);
Closed?.Invoke(this);
});
// 项目约定:DOTween 动画必须由代码显式触发 Play。
transitionSequence.Play();
}
private void ClearGeneratedButtons()
{
foreach (SelectionBoxButton button in generatedButtons)
{
Destroy(button.gameObject);
}
generatedButtons.Clear();
}
}
///
/// 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。
///
public readonly struct SelectionBoxOption
{
public readonly string label;
public readonly UnityAction action;
public SelectionBoxOption(string label, UnityAction action)
{
this.label = label;
this.action = action;
}
}
}