144 lines
4.7 KiB
C#
144 lines
4.7 KiB
C#
using System.Collections.Generic;
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using Ichni.Menu.UI;
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using Ichni.UI;
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using UnityEngine;
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namespace Ichni.Story.UI
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{
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/// <summary>
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/// 用于在剧情系统中管理并顺序展示 MessageBox 的独立 UI 页面。
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/// 支持动态实例化给定的 MessageBox Prefab,并在所有消息展示完毕后进行大页面的 FadeOut。
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/// </summary>
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public class StoryMessageBoxUIPage : UIPageBase
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{
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public static StoryMessageBoxUIPage instance;
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[Header("Prefabs & Containers")]
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[Tooltip("默认使用的 MessageBox 预制体(请从 Project 中拖拽,而非场景中的实例)")]
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public MessageBox defaultMessageBoxPrefab;
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[Tooltip("生成的 MessageBox 挂载在哪?如果不填,默认挂载在自己身上")]
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public Transform messageContainer;
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// 用于排队的内部消息数据结构
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private struct PendingMessage
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{
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public string title;
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public string content;
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public MessageBox customPrefab; // 支持未来传入不同种类的 Prefab
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}
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private Queue<PendingMessage> _messageQueue = new Queue<PendingMessage>();
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private MessageBox _currentActiveBox;
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private bool _isPageActive = false;
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protected override void Awake()
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{
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base.Awake();
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if (instance == null)
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{
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instance = this;
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}
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else
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{
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Debug.LogWarning("[StoryMessageBoxUIPage] 场景中存在多个实例,正在销毁多余的实例。");
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Destroy(gameObject);
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return;
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}
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if (messageContainer == null)
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{
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messageContainer = this.transform;
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}
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}
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/// <summary>
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/// 将歌曲解锁提示加入弹窗队列。
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/// </summary>
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public void ShowUnlockMessage(string songUnlockKey)
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{
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string title = "New Song Unlocked!";
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string content = $"You have unlocked the song: {songUnlockKey}!";
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EnqueueMessage(title, content, defaultMessageBoxPrefab);
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}
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/// <summary>
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/// 将自定义文本提示加入弹窗队列。
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/// </summary>
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public void ShowCustomMessage(string title, string content)
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{
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EnqueueMessage(title, content, defaultMessageBoxPrefab);
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}
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/// <summary>
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/// 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。
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/// </summary>
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private void EnqueueMessage(string title, string content, MessageBox prefab)
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{
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if (prefab == null)
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{
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Debug.LogError("[StoryMessageBoxUIPage] 没有可用的 MessageBox 预制体!");
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return;
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}
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_messageQueue.Enqueue(new PendingMessage
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{
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title = title,
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content = content,
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customPrefab = prefab
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});
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// 如果当前页面没有在显示中,则开始整体流程
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if (!_isPageActive)
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{
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_isPageActive = true;
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// 唤醒大页面(执行 UIPageBase 的渐入并拦截底层射线)
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this.FadeIn(0.5f, false, ShowNextInQueue);
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}
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}
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/// <summary>
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/// 从队列中取出一个并实例化显示。
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/// </summary>
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private void ShowNextInQueue()
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{
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if (_messageQueue.Count == 0)
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{
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// 队列处理完毕,大页面整体退场
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_currentActiveBox = null;
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_isPageActive = false;
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this.FadeOut();
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return;
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}
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PendingMessage msg = _messageQueue.Dequeue();
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// 实例化预制体
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_currentActiveBox = Instantiate(msg.customPrefab, messageContainer);
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// 订阅“当这个消息框彻底结束关闭时”的事件
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_currentActiveBox.onAllMessagesClosed.AddListener(() =>
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{
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// 销毁旧实例
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if (_currentActiveBox != null)
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{
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Destroy(_currentActiveBox.gameObject);
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}
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// 检查并显示下一个
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ShowNextInQueue();
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});
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// 配置并启动 MessageBox
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_currentActiveBox.Clear();
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_currentActiveBox.AddInfo(msg.title, msg.content, null);
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// MessageBox.SetUp() 内部会激活自己并执行自己的 FadeIn
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_currentActiveBox.gameObject.SetActive(true);
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_currentActiveBox.SetUp();
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}
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}
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}
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