继续重构调整(UI)

- 引入 UniTask 和异步版本的 UIModule
- 调整 Runtime/UIBase 和 Presentation 下的脚本命名空间到 SepCore.UI
- 将原来的 5 层 UI 迁移到异步实现
- 规范各层的 UI 脚本命名
This commit is contained in:
SepComet
2026-06-03 09:58:37 +08:00
parent 6b8a6a8789
commit 7bba8bbb80
552 changed files with 83648 additions and 2726 deletions
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namespace SepCore.UI
{
public class HudContext : UIContext
{
}
}
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using Cysharp.Threading.Tasks;
using SepCore.Definition;
using UnityGameFramework.Runtime;
namespace SepCore.UI
{
public class HudController : UIControllerBase<HudContext, HudForm>
{
protected override UIFormType UIFormType => UIFormType.HudForm;
protected override void RefreshUI(HudForm form, HudContext context)
{
form.RefreshUI(context);
}
private static HudContext BuildHudContext()
{
return new HudContext();
}
public override async UniTask<int?> OpenUIAsync(object userData = null, float timeout = 30f)
{
if (userData != null)
{
Log.Warning("HudController.OpenUIAsync() userData type is invalid.");
return null;
}
return await OpenFormAsync(BuildHudContext(), timeout);
}
public override void BindUseCase(IUIUseCase useCase)
{
Log.Info("HudFormController doesn't need UseCase");
}
}
}
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using CustomComponent;
using SepCore.Event;
using GameFramework.Event;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace SepCore.UI
{
public class HudForm : UGuiForm
{
[SerializeField] private float _sliderFadeDuration = 0.5f;
[SerializeField] private Slider _hpSlider;
[SerializeField] private TMP_Text _hpText;
private float _currentHpPercent = 0;
private Coroutine _hpSliderFadeCoroutine;
[SerializeField] private Slider _expSlider;
private float _currentExpPercent = 0;
private Coroutine _expSliderFadeCoroutine;
[SerializeField] private TMP_Text _expText;
private int _playerCurrentLevel = 1;
[SerializeField] private TMP_Text _coinText;
private int _currentCoin = 0;
[SerializeField] private TMP_Text _levelTimeLeftText;
private int _currentTimeLeft = 0;
[SerializeField] private TMP_Text _enemyCountText;
private EnemyManagerComponent _enemy;
public void RefreshUI(HudContext hudContext)
{
}
#region FSM
protected override void OnInit(object userData)
{
base.OnInit(userData);
GameEntry.Event.Subscribe(PlayerHealthChangeEventArgs.EventId, PlayerHpChange);
GameEntry.Event.Subscribe(PlayerExpChangeEventArgs.EventId, PlayerExpChange);
GameEntry.Event.Subscribe(PlayerCoinChangeEventArgs.EventId, PlayerCoinChange);
GameEntry.Event.Subscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp);
GameEntry.Event.Subscribe(LevelProcessEventArgs.EventId, LevelProcess);
_enemy = GameEntry.EnemyManager;
}
protected override void OnClose(bool isShutdown, object userData)
{
GameEntry.Event.Unsubscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp);
GameEntry.Event.Unsubscribe(PlayerHealthChangeEventArgs.EventId, PlayerHpChange);
GameEntry.Event.Unsubscribe(PlayerExpChangeEventArgs.EventId, PlayerExpChange);
GameEntry.Event.Unsubscribe(PlayerCoinChangeEventArgs.EventId, PlayerCoinChange);
GameEntry.Event.Unsubscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp);
base.OnClose(isShutdown, userData);
}
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
if (_enemy == null)
{
_enemy = GameEntry.EnemyManager;
}
if (_enemy != null)
{
_enemyCountText.text = $"Enemy: {_enemy.CurrentEnemyCount}";
}
}
#endregion
#region Event Handlers
private void PlayerHpChange(object sender, GameEventArgs e)
{
if (!(e is PlayerHealthChangeEventArgs args)) return;
_hpText.text = $"{args.CurrentHealth}/{args.MaxHealth}";
float percent = (float)args.CurrentHealth / args.MaxHealth;
if (Mathf.Approximately(_currentHpPercent, percent)) return;
_currentHpPercent = percent;
if (_hpSliderFadeCoroutine != null) StopCoroutine(_hpSliderFadeCoroutine);
_hpSliderFadeCoroutine = StartCoroutine(_hpSlider.SmoothValue(percent, _sliderFadeDuration));
}
private void PlayerExpChange(object sender, GameEventArgs e)
{
if (!(e is PlayerExpChangeEventArgs args)) return;
float percent = (float)args.CurrentExp / args.MaxExp;
if (Mathf.Approximately(_currentExpPercent, percent)) return;
_currentExpPercent = percent;
if (_expSliderFadeCoroutine != null) StopCoroutine(_expSliderFadeCoroutine);
_expSliderFadeCoroutine = StartCoroutine(_expSlider.SmoothValue(percent, _sliderFadeDuration));
}
private void PlayerLevelUp(object sender, GameEventArgs e)
{
if (!(e is PlayerLevelUpEventArgs)) return;
_playerCurrentLevel++;
_expText.text = $"LV.{_playerCurrentLevel}";
}
private void PlayerCoinChange(object sender, GameEventArgs e)
{
if (!(e is PlayerCoinChangeEventArgs args)) return;
if (_currentCoin == args.CoinCount) return;
_coinText.text = $"<sprite name=\"coin\" index=0> {args.CoinCount}";
_currentCoin = args.CoinCount;
}
private void LevelProcess(object sender, GameEventArgs e)
{
if (!(e is LevelProcessEventArgs args)) return;
if (_currentTimeLeft == args.LevelTimeLeft) return;
_currentTimeLeft = args.LevelTimeLeft;
_levelTimeLeftText.text = _currentTimeLeft.ToString();
}
#endregion
}
}
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