Land Explorer in HomeCamp with boot loading, journal UI, and CDN publish tooling.
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -1,132 +1,78 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace AOT.UI
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{
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/// <summary>
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/// 启动更新条(运行时生成,竖屏安全区友好)。
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/// </summary>
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/// <summary>Local JSON-authored loading screen, available before CDN initialization.</summary>
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public sealed class BootPatchView : MonoBehaviour
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{
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Text _status;
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Image _fill;
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TMP_Text _status, _percentage;
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RectTransform _fill;
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CanvasGroup _group;
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float _target, _shown;
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public static BootPatchView Create()
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public static BootPatchView Create(BootPatchView prefab)
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{
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var root = new GameObject("BootPatchUI");
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DontDestroyOnLoad(root);
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var canvasGo = new GameObject("Canvas");
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canvasGo.transform.SetParent(root.transform, false);
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var canvas = canvasGo.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 1000;
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canvasGo.AddComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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var scaler = canvasGo.GetComponent<CanvasScaler>();
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scaler.referenceResolution = new Vector2(1080, 1920);
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scaler.matchWidthOrHeight = 0.5f;
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canvasGo.AddComponent<GraphicRaycaster>();
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var bg = CreateUiObject("Background", canvasGo.transform);
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var bgImage = bg.AddComponent<Image>();
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bgImage.color = new Color(0.08f, 0.09f, 0.12f, 1f);
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StretchFull(bg.GetComponent<RectTransform>());
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var title = CreateUiObject("Title", canvasGo.transform);
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var titleText = title.AddComponent<Text>();
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titleText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
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titleText.text = "AIGame";
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titleText.alignment = TextAnchor.MiddleCenter;
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titleText.fontSize = 64;
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titleText.color = Color.white;
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var titleRt = title.GetComponent<RectTransform>();
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titleRt.anchorMin = new Vector2(0.1f, 0.62f);
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titleRt.anchorMax = new Vector2(0.9f, 0.72f);
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titleRt.offsetMin = Vector2.zero;
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titleRt.offsetMax = Vector2.zero;
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var statusGo = CreateUiObject("Status", canvasGo.transform);
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var status = statusGo.AddComponent<Text>();
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status.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
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status.text = "启动中…";
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status.alignment = TextAnchor.MiddleCenter;
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status.fontSize = 28;
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status.color = new Color(0.85f, 0.88f, 0.92f, 1f);
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var statusRt = statusGo.GetComponent<RectTransform>();
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statusRt.anchorMin = new Vector2(0.1f, 0.42f);
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statusRt.anchorMax = new Vector2(0.9f, 0.5f);
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statusRt.offsetMin = Vector2.zero;
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statusRt.offsetMax = Vector2.zero;
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var barBg = CreateUiObject("ProgressBg", canvasGo.transform);
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var barBgImage = barBg.AddComponent<Image>();
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barBgImage.color = new Color(1f, 1f, 1f, 0.12f);
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var barBgRt = barBg.GetComponent<RectTransform>();
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barBgRt.anchorMin = new Vector2(0.15f, 0.36f);
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barBgRt.anchorMax = new Vector2(0.85f, 0.39f);
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barBgRt.offsetMin = Vector2.zero;
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barBgRt.offsetMax = Vector2.zero;
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var barFill = CreateUiObject("ProgressFill", barBg.transform);
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var fill = barFill.AddComponent<Image>();
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fill.color = new Color(0.35f, 0.75f, 0.55f, 1f);
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var fillRt = barFill.GetComponent<RectTransform>();
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fillRt.anchorMin = Vector2.zero;
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fillRt.anchorMax = new Vector2(0f, 1f);
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fillRt.offsetMin = Vector2.zero;
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fillRt.offsetMax = Vector2.zero;
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fillRt.pivot = new Vector2(0f, 0.5f);
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var view = root.AddComponent<BootPatchView>();
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view._status = status;
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view._fill = fill;
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if (prefab == null)
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{
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Debug.LogError("[Boot] Loading prefab missing; run BuildBootLoading.Build before exporting.");
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return null;
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}
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var view = Instantiate(prefab);
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DontDestroyOnLoad(view.gameObject);
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return view;
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}
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void Awake()
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{
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_status = transform.Find("LoadingCard/Txt_Status").GetComponent<TMP_Text>();
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_percentage = transform.Find("LoadingCard/Txt_Percentage").GetComponent<TMP_Text>();
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_fill = transform.Find("LoadingCard/ProgressTrack/FillClip").GetComponent<RectTransform>();
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_group = GetComponent<CanvasGroup>();
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SetStatus("正在准备冒险…");
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DrawProgress();
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}
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void Update()
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{
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_shown = Mathf.MoveTowards(_shown, _target, Time.unscaledDeltaTime * .65f);
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DrawProgress();
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}
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void DrawProgress()
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{
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if (_fill != null) _fill.anchorMax = new Vector2(_shown, 1f);
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if (_percentage != null) _percentage.text = Mathf.FloorToInt(_shown * 100f) + "%";
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}
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public void SetStatus(string text)
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{
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if (_status != null)
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_status.text = text ?? string.Empty;
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if (_status != null) _status.text = text ?? string.Empty;
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}
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public void SetProgress(float normalized01)
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{
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if (_fill == null) return;
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float v = Mathf.Clamp01(normalized01);
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var rt = _fill.rectTransform;
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rt.anchorMax = new Vector2(v, 1f);
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}
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public void SetProgress(float normalized01) => _target = Mathf.Max(_target, Mathf.Clamp01(normalized01));
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public void SetError(string message)
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{
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SetStatus(message);
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if (_fill != null)
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_fill.color = new Color(0.85f, 0.3f, 0.3f, 1f);
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Debug.LogError("[Boot] " + message);
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SetStatus("加载失败,请重新进入游戏");
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if (_status != null) _status.color = new Color(.72f, .22f, .18f);
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}
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public void Hide()
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public void Hide() => StartCoroutine(FadeOut());
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System.Collections.IEnumerator FadeOut()
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{
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_shown = _target = 1f; DrawProgress();
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yield return new WaitForSecondsRealtime(.12f);
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for (float time = 0; time < .25f; time += Time.unscaledDeltaTime)
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{
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if (_group != null) _group.alpha = 1f - time / .25f;
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yield return null;
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}
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gameObject.SetActive(false);
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}
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public void DestroyUi()
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{
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Destroy(gameObject);
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}
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static GameObject CreateUiObject(string name, Transform parent)
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{
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var go = new GameObject(name, typeof(RectTransform));
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go.transform.SetParent(parent, false);
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return go;
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}
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static void StretchFull(RectTransform rt)
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{
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rt.anchorMin = Vector2.zero;
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rt.anchorMax = Vector2.one;
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rt.offsetMin = Vector2.zero;
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rt.offsetMax = Vector2.zero;
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}
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public void DestroyUi() => Destroy(gameObject);
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}
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}
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