- 添加 MainForm

- 添加 ResolutionAdapterComponent 进行屏幕分辨率适配
This commit is contained in:
SepComet 2026-02-28 18:39:20 +08:00
parent 61a096cbc6
commit dfd37778b6
39 changed files with 1365 additions and 20 deletions

1
.gitignore vendored
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@ -104,3 +104,4 @@ AGENTS.md
/.dotnet-home /.dotnet-home
/[Aa]ssets/RawResources /[Aa]ssets/RawResources
/[Aa]ssets/RawResources.meta /[Aa]ssets/RawResources.meta
/docs/TODO.md

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@ -6,6 +6,7 @@
100 主菜单 MenuForm Default False True 100 主菜单 MenuForm Default False True
101 设置 SettingForm Default False True 101 设置 SettingForm Default False True
102 关于 AboutForm Default False True 102 关于 AboutForm Default False True
150 测试UI TestMenuForm Default False True 103 主UI MainForm Default False True
200 事件UI EventForm Default False True 150 测试UI TestMenuForm Default False False
200 事件UI EventForm Default False False
201 背包UI RepoForm Default False True 201 背包UI RepoForm Default False True

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@ -1,31 +1,25 @@
//------------------------------------------------------------ using CustomComponent;
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using CustomComponent;
using GeometryTD.CustomComponent; using GeometryTD.CustomComponent;
using UnityEngine;
/// <summary> /// <summary>
/// 游戏入口。 /// 游戏入口。
/// </summary> /// </summary>
public partial class GameEntry : MonoBehaviour public partial class GameEntry
{ {
public static BuiltinDataComponent BuiltinData { get; private set; } public static BuiltinDataComponent BuiltinData { get; private set; }
public static HPBarComponent HPBar { get; private set; } public static HPBarComponent HPBar { get; private set; }
public static UIRouterComponent UIRouter { get; private set; } public static UIRouterComponent UIRouter { get; private set; }
public static EventNodeComponent EventNode { get; private set; } public static EventNodeComponent EventNode { get; private set; }
public static CombatNodeComponent CombatNode { get; private set; } public static CombatNodeComponent CombatNode { get; private set; }
public static ShopNodeComponent ShopNode { get; private set; } public static ShopNodeComponent ShopNode { get; private set; }
public static ResolutionAdapterComponent ResolutionAdapter { get; private set; }
private static void InitCustomComponents() private static void InitCustomComponents()
{ {
BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>(); BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
@ -34,5 +28,11 @@ public partial class GameEntry : MonoBehaviour
EventNode = UnityGameFramework.Runtime.GameEntry.GetComponent<EventNodeComponent>(); EventNode = UnityGameFramework.Runtime.GameEntry.GetComponent<EventNodeComponent>();
CombatNode = UnityGameFramework.Runtime.GameEntry.GetComponent<CombatNodeComponent>(); CombatNode = UnityGameFramework.Runtime.GameEntry.GetComponent<CombatNodeComponent>();
ShopNode = UnityGameFramework.Runtime.GameEntry.GetComponent<ShopNodeComponent>(); ShopNode = UnityGameFramework.Runtime.GameEntry.GetComponent<ShopNodeComponent>();
ResolutionAdapter = UnityGameFramework.Runtime.GameEntry.GetComponent<ResolutionAdapterComponent>();
if (ResolutionAdapter == null)
{
UnityGameFramework.Runtime.Log.Warning(
"ResolutionAdapterComponent is missing. Please add it in Launcher scene and inject UI roots.");
}
} }
} }

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@ -0,0 +1,445 @@
using System.Collections.Generic;
using GameFramework.Event;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
/// <summary>
/// Keeps gameplay camera and UI in a fixed design aspect, then fills extra area with black masks.
/// </summary>
public class ResolutionAdapterComponent : GameFrameworkComponent
{
private const float DefaultCanvasPlaneDistance = 100f;
[SerializeField] private Vector2 _referenceResolution = new Vector2(2560f, 1600f);
[SerializeField] private bool _adaptUiCanvasToViewport = true;
[SerializeField] private bool _enableBlackMask = true;
[SerializeField] private List<Transform> _uiRoots = new List<Transform>();
private readonly List<Canvas> _canvasBuffer = new List<Canvas>(32);
private readonly List<Canvas> _trackedCanvases = new List<Canvas>(32);
private readonly HashSet<Canvas> _trackedCanvasSet = new HashSet<Canvas>();
private Camera _mainCamera;
private Rect _targetViewport = new Rect(0f, 0f, 1f, 1f);
private int _cachedScreenWidth = -1;
private int _cachedScreenHeight = -1;
private bool _canvasCacheDirty = true;
private bool _uiEventSubscribed;
private bool _missingRootWarned;
private Canvas _maskCanvas;
private RectTransform _leftMask;
private RectTransform _rightMask;
private RectTransform _topMask;
private RectTransform _bottomMask;
private void Start()
{
TryEnsureUiEventSubscribed();
ApplyAdaptation(true);
}
private void Update()
{
TryEnsureUiEventSubscribed();
ApplyAdaptation(false);
}
private void OnDestroy()
{
UnsubscribeUiEvents();
if (_mainCamera != null)
{
_mainCamera.rect = new Rect(0f, 0f, 1f, 1f);
}
}
private void ApplyAdaptation(bool force)
{
if (_referenceResolution.x <= 0f || _referenceResolution.y <= 0f)
{
return;
}
Camera resolvedCamera = ResolveMainCamera();
bool cameraChanged = resolvedCamera != _mainCamera;
bool screenChanged = Screen.width != _cachedScreenWidth || Screen.height != _cachedScreenHeight;
bool needRecalculate = force || cameraChanged || screenChanged;
if (needRecalculate)
{
Camera lastCamera = _mainCamera;
if (lastCamera != null && lastCamera != resolvedCamera)
{
lastCamera.rect = new Rect(0f, 0f, 1f, 1f);
}
_mainCamera = resolvedCamera;
_cachedScreenWidth = Screen.width;
_cachedScreenHeight = Screen.height;
_targetViewport = CalculateViewport(_cachedScreenWidth, _cachedScreenHeight);
ApplyCameraViewport();
UpdateMaskLayout();
}
if (!_adaptUiCanvasToViewport)
{
return;
}
if (!needRecalculate && !_canvasCacheDirty)
{
return;
}
ApplyCanvasAdaptation();
}
private Camera ResolveMainCamera()
{
if (GameEntry.Scene != null && GameEntry.Scene.MainCamera != null)
{
return GameEntry.Scene.MainCamera;
}
if (Camera.main != null)
{
return Camera.main;
}
if (_mainCamera != null && _mainCamera.isActiveAndEnabled)
{
return _mainCamera;
}
return null;
}
private Rect CalculateViewport(int width, int height)
{
if (width <= 0 || height <= 0)
{
return new Rect(0f, 0f, 1f, 1f);
}
float referenceAspect = _referenceResolution.x / _referenceResolution.y;
float screenAspect = (float)width / height;
if (Mathf.Approximately(referenceAspect, screenAspect))
{
return new Rect(0f, 0f, 1f, 1f);
}
if (screenAspect > referenceAspect)
{
float viewportWidth = referenceAspect / screenAspect;
return new Rect((1f - viewportWidth) * 0.5f, 0f, viewportWidth, 1f);
}
float viewportHeight = screenAspect / referenceAspect;
return new Rect(0f, (1f - viewportHeight) * 0.5f, 1f, viewportHeight);
}
private void ApplyCameraViewport()
{
if (_mainCamera == null)
{
return;
}
_mainCamera.rect = _targetViewport;
}
private void ApplyCanvasAdaptation()
{
if (_mainCamera == null)
{
return;
}
if (_uiRoots == null || _uiRoots.Count == 0)
{
if (!_missingRootWarned)
{
_missingRootWarned = true;
Log.Warning(
"ResolutionAdapterComponent missing injected roots. Assign UI/HPBar root transforms in scene.");
}
return;
}
if (_canvasCacheDirty)
{
RebuildCanvasCache();
}
for (int i = _trackedCanvases.Count - 1; i >= 0; i--)
{
Canvas canvas = _trackedCanvases[i];
if (canvas == null)
{
_trackedCanvases.RemoveAt(i);
_canvasCacheDirty = true;
continue;
}
ApplyCanvasSettings(canvas);
}
}
private void RebuildCanvasCache()
{
_canvasCacheDirty = false;
_trackedCanvases.Clear();
_trackedCanvasSet.Clear();
foreach (var root in _uiRoots)
{
CollectCanvases(root);
}
}
private void CollectCanvases(Transform root)
{
if (root == null)
{
return;
}
root.GetComponentsInChildren(true, _canvasBuffer);
foreach (Canvas canvas in _canvasBuffer)
{
if (canvas == null || canvas == _maskCanvas || canvas.renderMode == RenderMode.WorldSpace)
{
continue;
}
if (_trackedCanvasSet.Add(canvas))
{
_trackedCanvases.Add(canvas);
}
}
_canvasBuffer.Clear();
}
private void ApplyCanvasSettings(Canvas canvas)
{
if (canvas == _maskCanvas || canvas.renderMode == RenderMode.WorldSpace)
{
return;
}
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.worldCamera = _mainCamera;
canvas.planeDistance = ResolveCanvasPlaneDistance(_mainCamera);
CanvasScaler scaler = canvas.GetComponent<CanvasScaler>();
if (scaler != null)
{
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = _referenceResolution;
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 0f;
}
}
private static float ResolveCanvasPlaneDistance(Camera camera)
{
if (camera == null)
{
return DefaultCanvasPlaneDistance;
}
float minDistance = camera.nearClipPlane + 0.05f;
float maxDistance = camera.farClipPlane - 0.05f;
if (maxDistance <= minDistance)
{
return minDistance;
}
return Mathf.Clamp(DefaultCanvasPlaneDistance, minDistance, maxDistance);
}
private void TryEnsureUiEventSubscribed()
{
if (_uiEventSubscribed || GameEntry.Event == null)
{
return;
}
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OnUIFormChanged);
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, OnUIFormChanged);
_uiEventSubscribed = true;
_canvasCacheDirty = true;
}
private void UnsubscribeUiEvents()
{
if (!_uiEventSubscribed || GameEntry.Event == null)
{
return;
}
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnUIFormChanged);
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, OnUIFormChanged);
_uiEventSubscribed = false;
}
private void OnUIFormChanged(object sender, GameEventArgs e)
{
_canvasCacheDirty = true;
}
private void UpdateMaskLayout()
{
if (!_enableBlackMask)
{
SetMaskVisible(false, false);
return;
}
EnsureMaskObjects();
if (_maskCanvas == null)
{
return;
}
float horizontalPadding = Mathf.Max(0f, (1f - _targetViewport.width) * 0.5f * _cachedScreenWidth);
float verticalPadding = Mathf.Max(0f, (1f - _targetViewport.height) * 0.5f * _cachedScreenHeight);
bool showVerticalMask = horizontalPadding > 0.5f;
bool showHorizontalMask = verticalPadding > 0.5f;
SetMaskVisible(showVerticalMask, showHorizontalMask);
if (showVerticalMask)
{
SetVerticalMaskRect(_leftMask, true, horizontalPadding);
SetVerticalMaskRect(_rightMask, false, horizontalPadding);
}
if (showHorizontalMask)
{
SetHorizontalMaskRect(_topMask, true, verticalPadding);
SetHorizontalMaskRect(_bottomMask, false, verticalPadding);
}
}
private void EnsureMaskObjects()
{
if (_maskCanvas != null)
{
return;
}
GameObject maskRoot = new GameObject(
"ResolutionMask",
typeof(RectTransform),
typeof(Canvas),
typeof(CanvasScaler),
typeof(GraphicRaycaster));
maskRoot.transform.SetParent(transform, false);
_maskCanvas = maskRoot.GetComponent<Canvas>();
_maskCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
_maskCanvas.overrideSorting = true;
_maskCanvas.sortingOrder = short.MaxValue;
CanvasScaler scaler = maskRoot.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ConstantPixelSize;
scaler.scaleFactor = 1f;
GraphicRaycaster raycaster = maskRoot.GetComponent<GraphicRaycaster>();
raycaster.enabled = false;
RectTransform rootRect = maskRoot.GetComponent<RectTransform>();
rootRect.anchorMin = Vector2.zero;
rootRect.anchorMax = Vector2.one;
rootRect.anchoredPosition = Vector2.zero;
rootRect.sizeDelta = Vector2.zero;
_leftMask = CreateMaskRect("LeftMask", rootRect);
_rightMask = CreateMaskRect("RightMask", rootRect);
_topMask = CreateMaskRect("TopMask", rootRect);
_bottomMask = CreateMaskRect("BottomMask", rootRect);
}
private static RectTransform CreateMaskRect(string maskName, Transform parent)
{
GameObject maskObject = new GameObject(maskName, typeof(RectTransform), typeof(Image));
maskObject.transform.SetParent(parent, false);
Image image = maskObject.GetComponent<Image>();
image.color = Color.black;
image.raycastTarget = false;
return maskObject.GetComponent<RectTransform>();
}
private void SetMaskVisible(bool showVerticalMask, bool showHorizontalMask)
{
if (_maskCanvas == null)
{
return;
}
bool visible = showVerticalMask || showHorizontalMask;
_maskCanvas.enabled = visible;
if (_leftMask != null)
{
_leftMask.gameObject.SetActive(showVerticalMask);
}
if (_rightMask != null)
{
_rightMask.gameObject.SetActive(showVerticalMask);
}
if (_topMask != null)
{
_topMask.gameObject.SetActive(showHorizontalMask);
}
if (_bottomMask != null)
{
_bottomMask.gameObject.SetActive(showHorizontalMask);
}
}
private static void SetVerticalMaskRect(RectTransform maskRect, bool isLeft, float width)
{
if (maskRect == null)
{
return;
}
maskRect.anchorMin = new Vector2(isLeft ? 0f : 1f, 0f);
maskRect.anchorMax = new Vector2(isLeft ? 0f : 1f, 1f);
maskRect.pivot = new Vector2(isLeft ? 0f : 1f, 0.5f);
maskRect.anchoredPosition = Vector2.zero;
maskRect.sizeDelta = new Vector2(width, 0f);
}
private static void SetHorizontalMaskRect(RectTransform maskRect, bool isTop, float height)
{
if (maskRect == null)
{
return;
}
maskRect.anchorMin = new Vector2(0f, isTop ? 1f : 0f);
maskRect.anchorMax = new Vector2(1f, isTop ? 1f : 0f);
maskRect.pivot = new Vector2(0.5f, isTop ? 1f : 0f);
maskRect.anchoredPosition = Vector2.zero;
maskRect.sizeDelta = new Vector2(0f, height);
}
}
}

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@ -26,6 +26,11 @@
/// 关于。 /// 关于。
/// </summary> /// </summary>
AboutForm = 102, AboutForm = 102,
/// <summary>
/// 主界面。
/// </summary>
MainForm = 103,
/// <summary> /// <summary>
/// 测试菜单。 /// 测试菜单。

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@ -0,0 +1,3 @@
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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 35168ae7e80542e3a6b97a1607c21df5
timeCreated: 1772270856

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@ -0,0 +1,27 @@
using GameFramework;
using GameFramework.Event;
namespace GeometryTD.CustomEvent
{
public class NodeCompleteEventArgs : GameEventArgs
{
public static int EventId = typeof(NodeCompleteEventArgs).GetHashCode();
public override int Id => EventId;
public NodeCompleteEventArgs()
{
}
public static NodeCompleteEventArgs Create()
{
var args = ReferencePool.Acquire<NodeCompleteEventArgs>();
return args;
}
public override void Clear()
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3c8d1335edfb4fcd8b08279d3c254eff
timeCreated: 1772269787

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@ -0,0 +1,27 @@
using GameFramework;
using GameFramework.Event;
namespace GeometryTD.CustomEvent
{
public class NodeEnterEventArgs : GameEventArgs
{
public static int EventId = typeof(NodeEnterEventArgs).GetHashCode();
public override int Id => EventId;
public NodeEnterEventArgs()
{
}
public static NodeEnterEventArgs Create()
{
var args = ReferencePool.Acquire<NodeEnterEventArgs>();
return args;
}
public override void Clear()
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1772270138

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fileFormatVersion: 2
guid: 709fe1ffb5c64b7087ca303ece9dfbe3
timeCreated: 1772270876

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@ -0,0 +1,27 @@
using GameFramework;
using GameFramework.Event;
namespace GeometryTD.CustomEvent
{
public class RepoButtonClickedEventArgs : GameEventArgs
{
public static int EventId = typeof(RepoButtonClickedEventArgs).GetHashCode();
public override int Id => EventId;
public RepoButtonClickedEventArgs()
{
}
public static RepoButtonClickedEventArgs Create()
{
var args = ReferencePool.Acquire<RepoButtonClickedEventArgs>();
return args;
}
public override void Clear()
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cdad529781d948de8c745c9285a8dabf
timeCreated: 1772270941

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@ -0,0 +1,27 @@
using GameFramework;
using GameFramework.Event;
namespace GeometryTD.CustomEvent
{
public class ReturnButtonClickedEventArgs : GameEventArgs
{
public static int EventId = typeof(ReturnButtonClickedEventArgs).GetHashCode();
public override int Id => EventId;
public ReturnButtonClickedEventArgs()
{
}
public static ReturnButtonClickedEventArgs Create()
{
var args = ReferencePool.Acquire<ReturnButtonClickedEventArgs>();
return args;
}
public override void Clear()
{
}
}
}

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fileFormatVersion: 2
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timeCreated: 1772270885

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fileFormatVersion: 2
guid: 7775d869bf1a4026ae3bd5041db6cace
timeCreated: 1772270829

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@ -1,6 +1,9 @@
using GameFramework.Event;
using GameFramework.Fsm; using GameFramework.Fsm;
using GameFramework.Procedure; using GameFramework.Procedure;
using GeometryTD.CustomEvent;
using GeometryTD.Definition; using GeometryTD.Definition;
using GeometryTD.UI;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
namespace GeometryTD.Procedure namespace GeometryTD.Procedure
@ -11,6 +14,8 @@ namespace GeometryTD.Procedure
public bool GameStart { get; set; } public bool GameStart { get; set; }
private RepoFormUseCase _repoFormUseCase;
#region FSM #region FSM
protected override void OnInit(IFsm<IProcedureManager> procedureOwner) protected override void OnInit(IFsm<IProcedureManager> procedureOwner)
@ -22,11 +27,19 @@ namespace GeometryTD.Procedure
{ {
base.OnEnter(procedureOwner); base.OnEnter(procedureOwner);
GameEntry.Event.Subscribe(NodeCompleteEventArgs.EventId, OnNodeComplete);
GameEntry.Event.Subscribe(NodeEnterEventArgs.EventId, OnNodeEnter);
GameStart = false; GameStart = false;
GameEntry.EventNode.OnInit(); GameEntry.EventNode.OnInit();
GameEntry.CombatNode.OnInit(LevelThemeType.Plain); GameEntry.CombatNode.OnInit(LevelThemeType.Plain);
GameEntry.ShopNode.OnInit(); GameEntry.ShopNode.OnInit();
_repoFormUseCase = new RepoFormUseCase();
GameEntry.UIRouter.BindUIUseCase(UIFormType.RepoForm, _repoFormUseCase);
GameEntry.UIRouter.OpenUI(UIFormType.MainForm);
GameEntry.UIRouter.OpenUI(UIFormType.TestMenuForm); GameEntry.UIRouter.OpenUI(UIFormType.TestMenuForm);
} }
@ -48,9 +61,26 @@ namespace GeometryTD.Procedure
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown) protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
{ {
GameEntry.CombatNode.OnShutdown(); GameEntry.CombatNode.OnShutdown();
GameEntry.Event.Unsubscribe(NodeEnterEventArgs.EventId, OnNodeEnter);
GameEntry.Event.Unsubscribe(NodeCompleteEventArgs.EventId, OnNodeComplete);
base.OnLeave(procedureOwner, isShutdown); base.OnLeave(procedureOwner, isShutdown);
} }
#endregion #endregion
private void OnNodeEnter(object sender, GameEventArgs e)
{
if (!(e is NodeEnterEventArgs)) return;
GameEntry.UIRouter.CloseUI(UIFormType.TestMenuForm);
}
private void OnNodeComplete(object sender, GameEventArgs e)
{
if (!(e is NodeCompleteEventArgs)) return;
GameEntry.UIRouter.OpenUI(UIFormType.TestMenuForm);
}
} }
} }

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@ -0,0 +1,6 @@
namespace GeometryTD.UI
{
public class MainFormContext : UIContext
{
}
}

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@ -0,0 +1,79 @@
using GeometryTD.CustomEvent;
using GeometryTD.Definition;
using GameFramework.Event;
using UnityGameFramework.Runtime;
namespace GeometryTD.UI
{
public class MainFormController : UIFormControllerCommonBase<MainFormContext, MainForm>
{
protected override UIFormType UIFormTypeId => UIFormType.MainForm;
protected override void RefreshUI(MainForm form, MainFormContext context)
{
form.RefreshUI(context);
}
protected override void SubscribeCustomEvents()
{
GameEntry.Event.Subscribe(ReturnButtonClickedEventArgs.EventId, OnReturnButtonClicked);
GameEntry.Event.Subscribe(RepoButtonClickedEventArgs.EventId, OnRepoButtonClicked);
}
protected override void UnsubscribeCustomEvents()
{
GameEntry.Event.Unsubscribe(ReturnButtonClickedEventArgs.EventId, OnReturnButtonClicked);
GameEntry.Event.Unsubscribe(RepoButtonClickedEventArgs.EventId, OnRepoButtonClicked);
}
public override int? OpenUI(object userData = null)
{
if (userData is MainFormContext context)
{
return OpenUIInternal(context);
}
if (userData != null)
{
Log.Warning("MainFormController.OpenUI() userData type is invalid.");
return null;
}
return OpenUIInternal(BuildDefaultContext());
}
public override void BindUseCase(IUIUseCase useCase)
{
if (useCase != null)
{
Log.Warning("MainFormController does not use a use case.");
}
}
private static MainFormContext BuildDefaultContext()
{
return new MainFormContext();
}
private void OnReturnButtonClicked(object sender, GameEventArgs e)
{
if (!(sender is MainForm) || !(e is ReturnButtonClickedEventArgs))
{
return;
}
//TODO:游戏 UI 返回菜单 UI
//GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
}
private void OnRepoButtonClicked(object sender, GameEventArgs e)
{
if (!(sender is MainForm) || !(e is RepoButtonClickedEventArgs))
{
return;
}
GameEntry.UIRouter.OpenUI(UIFormType.RepoForm);
}
}
}

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@ -1,5 +1,5 @@
using GeometryTD.CustomEvent;
using GeometryTD.Definition; using GeometryTD.Definition;
using GeometryTD.UI;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
namespace GeometryTD.UI namespace GeometryTD.UI
@ -40,7 +40,8 @@ namespace GeometryTD.UI
} }
// TODO: 执行 Requirements 校验、CostEffects/RewardEffects 结算与后续节点推进。 // TODO: 执行 Requirements 校验、CostEffects/RewardEffects 结算与后续节点推进。
GameEntry.Event.Fire(this, NodeCompleteEventArgs.Create());
return m_CurrentEvent.Options[optionIndex]; return m_CurrentEvent.Options[optionIndex];
} }
} }
} }

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@ -0,0 +1,49 @@
using GeometryTD.CustomEvent;
using UnityGameFramework.Runtime;
namespace GeometryTD.UI
{
public class MainForm : UGuiForm
{
private MainFormContext _context;
public void RefreshUI(MainFormContext context)
{
_context = context;
if (_context == null)
{
return;
}
}
public void OnReturnButtonClick()
{
GameEntry.Event.Fire(this, ReturnButtonClickedEventArgs.Create());
}
public void OnRepoButtonClick()
{
GameEntry.Event.Fire(this, RepoButtonClickedEventArgs.Create());
}
protected override void OnOpen(object userData)
{
base.OnOpen(userData);
if (userData is MainFormContext context)
{
RefreshUI(context);
return;
}
Log.Warning("MainForm requires MainFormContext as userData.");
}
protected override void OnClose(bool isShutdown, object userData)
{
_context = null;
base.OnClose(isShutdown, userData);
}
}
}

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| [ ] | D-06 | P1 | 事件池按期望值分层(高风险/低风险/功能型) | `docs/EventDesign.md`<br>`Assets/GameMain/DataTables/*.txt` | 三类事件都可稳定出现,且选择差异明显 | | [ ] | D-06 | P1 | 事件池按期望值分层(高风险/低风险/功能型) | `docs/EventDesign.md`<br>`Assets/GameMain/DataTables/*.txt` | 三类事件都可稳定出现,且选择差异明显 |
| [ ] | D-07 | P1 | 主题地图反制机制(每主题至少 2 个可用对策) | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/Scripts/Scene/`<br>`Assets/GameMain/DataTables/*.txt` | 火山与山地都存在明确反制构筑UI 有可读提示 | | [ ] | D-07 | P1 | 主题地图反制机制(每主题至少 2 个可用对策) | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/Scripts/Scene/`<br>`Assets/GameMain/DataTables/*.txt` | 火山与山地都存在明确反制构筑UI 有可读提示 |
| [ ] | D-08 | P0 | 先定义数值预算(经济/敌强/掉落)再调参 | `docs/NumericBudget.md`<br>`Assets/GameMain/DataTables/*.txt` | 关键曲线有目标区间3 局测试结果可与目标对比复盘 | | [ ] | D-08 | P0 | 先定义数值预算(经济/敌强/掉落)再调参 | `docs/NumericBudget.md`<br>`Assets/GameMain/DataTables/*.txt` | 关键曲线有目标区间3 局测试结果可与目标对比复盘 |
## 小目标
1. GameHud游戏内的 UI展示当前的金币数
2. CombatHud战斗场景的 UI展示关卡相关信息
- 硬币数Coin
- 关卡当前波次与总波次1/5 -> 12/无限)