Add prototype gameplay loop with character/battlefield assets and server game APIs.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-10-20 18:50:00 +08:00
co-authored by Cursor
parent 79369e4473
commit 6c64210331
833 changed files with 998079 additions and 1042 deletions
@@ -19,6 +19,32 @@ namespace HotUpdate.UI
Button _close;
Action _onOk;
Action _onCancel;
RectTransform _okRect;
Vector2 _okAnchorMin, _okAnchorMax, _okPivot, _okPosition;
ScrollRect _messageScroll;
public struct ViewState
{
public string Title, Message;
public bool Visible, ShowCancel;
public Action OnOk, OnCancel;
}
public ViewState CaptureState() => new ViewState
{
Title = _title != null ? _title.text : string.Empty,
Message = _message != null ? _message.text : string.Empty,
Visible = gameObject.activeSelf,
ShowCancel = _cancel != null && _cancel.gameObject.activeSelf,
OnOk = _onOk,
OnCancel = _onCancel
};
public void RestoreState(ViewState state)
{
Show(state.Title, state.Message, state.OnOk, state.OnCancel, state.ShowCancel);
if (!state.Visible) Hide();
}
public void Bind()
{
@@ -27,6 +53,15 @@ namespace HotUpdate.UI
_ok = FindBtn("Btn_Ok");
_cancel = FindBtn("Btn_Cancel");
_close = FindBtn("Btn_Close");
if (_ok != null)
{
_okRect = _ok.GetComponent<RectTransform>();
_okAnchorMin = _okRect.anchorMin;
_okAnchorMax = _okRect.anchorMax;
_okPivot = _okRect.pivot;
_okPosition = _okRect.anchoredPosition;
}
_messageScroll = GetComponentInChildren<ScrollRect>(true);
Wire(_ok, () => { _onOk?.Invoke(); Hide(); });
Wire(_cancel, () => { _onCancel?.Invoke(); Hide(); });
@@ -45,6 +80,18 @@ namespace HotUpdate.UI
_onOk = onOk;
_onCancel = onCancel;
if (_cancel != null) _cancel.gameObject.SetActive(showCancel);
if (_okRect != null)
{
_okRect.anchorMin = showCancel ? _okAnchorMin : new Vector2(0.5f, _okAnchorMin.y);
_okRect.anchorMax = showCancel ? _okAnchorMax : new Vector2(0.5f, _okAnchorMax.y);
_okRect.pivot = showCancel ? _okPivot : new Vector2(0.5f, _okPivot.y);
_okRect.anchoredPosition = showCancel ? _okPosition : new Vector2(0, _okPosition.y);
}
if (_messageScroll != null && _messageScroll.content != null)
{
_messageScroll.StopMovement();
_messageScroll.content.anchoredPosition = Vector2.zero;
}
gameObject.SetActive(true);
}
@@ -6,7 +6,7 @@ using UnityEngine.UI;
namespace HotUpdate.UI
{
/// <summary>
/// UI_MainHUD 运行时绑定。
/// 营地主界面:绑定 JSON Prefab 入口、网络状态和断线重连。
/// </summary>
public sealed class MainHudView : MonoBehaviour
{
@@ -19,6 +19,7 @@ namespace HotUpdate.UI
Button _reconnectBtn;
public event Action OnReconnectClicked;
public event Action<string> OnHomeActionClicked;
public void Bind()
{
@@ -35,6 +36,16 @@ namespace HotUpdate.UI
_reconnectBtn.onClick.AddListener(() => OnReconnectClicked?.Invoke());
}
ShowReconnect(false);
foreach (var button in GetComponentsInChildren<Button>(true))
{
if (button == _reconnectBtn) continue;
var key = button.name.StartsWith("Btn_Nav", StringComparison.Ordinal)
? button.name.Substring(7)
: button.name.StartsWith("Btn_", StringComparison.Ordinal) ? button.name.Substring(4) : null;
if (key == null) continue;
button.onClick.RemoveAllListeners();
button.onClick.AddListener(() => OnHomeActionClicked?.Invoke(key));
}
}
public void SetStatus(string text)
@@ -47,6 +58,54 @@ namespace HotUpdate.UI
if (_pid != null) _pid.text = pid > 0 ? $"pid={pid}" : "pid=-";
}
public void SetPrototypeState(Gameplay.PrototypeSave state, Gameplay.PrototypeConfig config = null, long serverNow = 0)
{
SetText("Txt_Level", "Lv. " + state.level);
SetText("Txt_Coin", state.coins.ToString("N0"));
SetText("Txt_Diamond", "0");
SetText("Txt_Pinballs", state.balls.ToString());
SetText("Txt_TaskCaption", "教学目标");
SetText("Txt_Task", state.goalClaimed ? "教学目标已完成" : state.cleared ? "领取首通目标奖励" : state.shots == 0 ? "发射第一枚弹珠" : state.level < 2 ? "共享训练至 Lv.2" : "完成教学关卡 1-1");
SetText("Txt_AdventureHint", state.cleared ? "首通已完成 · 可重复挑战" : "首通另获糖果 40 · 不消耗体力");
if (config != null && state.schema >= 2)
{
var stage = config.Stage(state.UnlockedStage); bool complete = state.clearedStages[stage.id - 1] == 1;
SetText("Txt_Chapter", config.chapter);
SetText("Txt_Stage", stage.code + " · " + stage.name);
SetText("Txt_Reward_coin", complete ? "已领取" : stage.reward.coins.ToString());
SetText("Txt_Reward_pinball", complete ? "已领取" : stage.reward.balls.ToString());
SetText("Txt_AdventureHint", complete ? "本轮五关已完成 · 可免费重试" : "首通另获糖果 " + stage.reward.candy + " · 不消耗体力");
}
foreach (var child in GetComponentsInChildren<Transform>(true))
if (child.name.StartsWith("Dot_", StringComparison.Ordinal)) child.gameObject.SetActive(false);
if (state.mails != null)
foreach (var child in GetComponentsInChildren<Transform>(true))
if (child.name == "Dot_Mail") child.gameObject.SetActive(Array.Exists(state.mails, m => !m.expired && serverNow < m.expiresAt && (!m.read || !m.claimed && m.HasAttachment)));
if (config?.rewards?.chests != null && state.chests != null)
foreach (var child in GetComponentsInChildren<Transform>(true))
if (child.name == "Dot_Rewards") child.gameObject.SetActive(state.chestDailyClaimed == 0 || Array.Exists(state.chests, n => n > 0));
if (state.schema >= 5 && config?.daily != null)
{
int ready = 0; bool signin = false;
for (int i = 0; i < 3; i++) if (state.dailyClaimed[i] == 0 && state.dailyProgress[i] >= config.daily.tasks[i].target) ready++;
for (int i = 0; i < state.signinDays; i++) if (state.signinClaimed[i] == 0) signin = true;
foreach (var child in GetComponentsInChildren<Transform>(true))
if (child.name == "Dot_Tasks") child.gameObject.SetActive(ready > 0 || state.cleared && !state.goalClaimed);
else if (child.name == "Dot_Daily") child.gameObject.SetActive(signin);
if (state.goalClaimed)
{
SetText("Txt_TaskCaption", "每日目标");
SetText("Txt_Task", ready > 0 ? ready + "项奖励可领取" : "查看今日任务进度");
}
}
}
void SetText(string name, string value)
{
var label = FindTmp(name);
if (label != null) label.text = value;
}
public void ShowReconnect(bool visible, string message = null)
{
if (_reconnectPanel != null) _reconnectPanel.SetActive(visible);
@@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -14,28 +15,46 @@ namespace HotUpdate.UI
readonly Dictionary<string, GameObject> _opened = new Dictionary<string, GameObject>(StringComparer.Ordinal);
Transform _root;
UiPrefabLoader _loader;
readonly HashSet<string> _loading = new HashSet<string>(StringComparer.Ordinal);
public string Theme { get; private set; } = UiThemeCatalog.Candy;
public void Init(Transform root, UiPrefabLoader loader)
public void Init(Transform root, UiPrefabLoader loader, string theme = UiThemeCatalog.Candy)
{
Instance = this;
_root = root;
_loader = loader ?? new UiPrefabLoader();
Theme = UiThemeCatalog.Normalize(theme);
}
public GameObject Open(string prefabName, int siblingIndex = -1)
public IEnumerator OpenAsync(string prefabName, Action<GameObject> onOpened, int siblingIndex = -1)
{
if (string.IsNullOrEmpty(prefabName)) return null;
if (string.IsNullOrEmpty(prefabName)) { onOpened?.Invoke(null); yield break; }
while (_loading.Contains(prefabName)) yield return null;
if (_opened.TryGetValue(prefabName, out var existing) && existing != null)
{
existing.SetActive(true);
return existing;
onOpened?.Invoke(existing);
yield break;
}
var prefab = _loader.Load(prefabName);
_loading.Add(prefabName);
GameObject prefab = null;
try
{
var assetName = UiThemeCatalog.Resolve(prefabName, Theme);
yield return _loader.LoadAsync(assetName, loaded => prefab = loaded);
if (prefab == null && assetName != prefabName)
{
Debug.LogWarning($"[UI] Missing {assetName}; falling back to {prefabName}. Include both themes in the resource package.");
yield return _loader.LoadAsync(prefabName, loaded => prefab = loaded);
}
}
finally { _loading.Remove(prefabName); }
if (prefab == null)
{
Debug.LogError($"[UiManager] prefab not found: {prefabName}");
return null;
onOpened?.Invoke(null);
yield break;
}
var go = Instantiate(prefab, _root, false);
@@ -43,13 +62,7 @@ namespace HotUpdate.UI
if (siblingIndex >= 0)
go.transform.SetSiblingIndex(siblingIndex);
_opened[prefabName] = go;
return go;
}
public T Open<T>(string prefabName) where T : Component
{
var go = Open(prefabName);
return go != null ? go.GetComponentInChildren<T>(true) : null;
onOpened?.Invoke(go);
}
public void Close(string prefabName, bool destroy = false)
@@ -72,6 +85,8 @@ namespace HotUpdate.UI
void OnDestroy()
{
StopAllCoroutines();
_loader?.Dispose();
if (Instance == this) Instance = null;
}
}
@@ -1,39 +1,90 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using YooAsset;
namespace HotUpdate.UI
{
/// <summary>
/// UI Prefab 加载:编辑器 AssetDatabase;运行时优先 DefaultPackage 寻址。
/// 异步加载并持有资源句柄,随 UiManager 销毁统一释放。
/// </summary>
public sealed class UiPrefabLoader
public sealed class UiPrefabLoader : IDisposable
{
public const string PrefabFolder = "Assets/Bundles/UI/Prefab";
readonly ResourcePackage _preferredPackage;
readonly string _folder;
readonly Dictionary<string, GameObject> _cache = new Dictionary<string, GameObject>();
readonly List<AssetHandle> _handles = new List<AssetHandle>();
bool _disposed;
public GameObject Load(string prefabName)
public UiPrefabLoader(ResourcePackage preferredPackage = null, string folder = PrefabFolder)
{
if (string.IsNullOrEmpty(prefabName)) return null;
_preferredPackage = preferredPackage;
_folder = folder;
}
public IEnumerator LoadAsync(string prefabName, Action<GameObject> onLoaded)
{
if (_disposed || string.IsNullOrEmpty(prefabName))
{
onLoaded?.Invoke(null);
yield break;
}
if (_cache.TryGetValue(prefabName, out var cached) && cached != null)
{
onLoaded?.Invoke(cached);
yield break;
}
var packages = new List<ResourcePackage>();
if (_preferredPackage != null) packages.Add(_preferredPackage);
if (YooAssets.IsInitialized)
{
// DefaultPackage 或任意已初始化包
var packages = new[] { "DefaultPackage", "Art" };
foreach (var name in packages)
foreach (var name in new[] { "DefaultPackage", "Art" })
if (YooAssets.TryGetPackage(name, out var pkg) && !packages.Contains(pkg))
packages.Add(pkg);
}
foreach (var package in packages)
{
if (package.InitializeStatus != EOperationStatus.Succeeded) continue;
foreach (var address in new[] { prefabName, $"{_folder}/{prefabName}.prefab" })
{
if (!YooAssets.TryGetPackage(name, out var pkg)) continue;
if (pkg.InitializeStatus != EOperationStatus.Succeeded) continue;
var handle = pkg.LoadAssetSync<GameObject>(prefabName);
if (!package.IsLocationValid(address)) continue;
var handle = package.LoadAssetAsync<GameObject>(address);
_handles.Add(handle);
yield return handle;
if (_disposed) yield break;
if (handle.Status == EOperationStatus.Succeeded)
return handle.GetAssetObject<GameObject>();
{
var prefab = handle.GetAssetObject<GameObject>();
if (prefab != null)
{
_cache[prefabName] = prefab;
onLoaded?.Invoke(prefab);
yield break;
}
}
_handles.Remove(handle);
handle.Release();
}
}
#if UNITY_EDITOR
var path = $"{PrefabFolder}/{prefabName}.prefab";
return UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
var editorPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>($"{_folder}/{prefabName}.prefab");
if (editorPrefab != null) _cache[prefabName] = editorPrefab;
onLoaded?.Invoke(editorPrefab);
#else
return null;
onLoaded?.Invoke(null);
#endif
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
foreach (var handle in _handles) handle.Release();
_handles.Clear();
_cache.Clear();
}
}
}
@@ -0,0 +1,25 @@
using System;
using UnityEngine;
namespace HotUpdate.UI
{
/// <summary>Candy UI;旧启动配置中的其他主题值回退到 Candy。</summary>
public static class UiThemeCatalog
{
public const string Candy = "candy";
public static string Normalize(string theme)
{
if (string.IsNullOrWhiteSpace(theme)) return Candy;
theme = theme.Trim().ToLowerInvariant();
if (theme == Candy) return Candy;
Debug.LogWarning($"[UI] Unknown theme '{theme}', using candy.");
return Candy;
}
public static string Resolve(string logicalName, string theme)
{
return logicalName;
}
}
}
@@ -0,0 +1,11 @@
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