Add MainHUD gameplay UI, net handshake updates, and server maintenance mode.

Introduce UiManager/MainHUD prefab flow, strengthen GameNet/WsClient, and add AIServer maintenance endpoint support.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-09-21 17:34:42 +08:00
co-authored by Cursor
parent 10d9b98637
commit c94b8fefeb
32 changed files with 1907 additions and 74 deletions
@@ -0,0 +1,77 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace HotUpdate.UI
{
/// <summary>
/// UI_ConfirmDialog:公告 / 维护 / 通用确认。
/// </summary>
public sealed class ConfirmDialogView : MonoBehaviour
{
public const string PrefabName = "UI_ConfirmDialog";
TextMeshProUGUI _title;
TextMeshProUGUI _message;
Button _ok;
Button _cancel;
Button _close;
Action _onOk;
Action _onCancel;
public void Bind()
{
_title = FindTmp("Txt_Title");
_message = FindTmp("Txt_Message");
_ok = FindBtn("Btn_Ok");
_cancel = FindBtn("Btn_Cancel");
_close = FindBtn("Btn_Close");
Wire(_ok, () => { _onOk?.Invoke(); Hide(); });
Wire(_cancel, () => { _onCancel?.Invoke(); Hide(); });
Wire(_close, () => { _onCancel?.Invoke(); Hide(); });
}
public void Show(
string title,
string message,
Action onOk = null,
Action onCancel = null,
bool showCancel = false)
{
if (_title != null) _title.text = title ?? string.Empty;
if (_message != null) _message.text = message ?? string.Empty;
_onOk = onOk;
_onCancel = onCancel;
if (_cancel != null) _cancel.gameObject.SetActive(showCancel);
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
static void Wire(Button btn, Action action)
{
if (btn == null) return;
btn.onClick.RemoveAllListeners();
btn.onClick.AddListener(() => action?.Invoke());
}
TextMeshProUGUI FindTmp(string name)
{
foreach (var c in GetComponentsInChildren<TextMeshProUGUI>(true))
if (c.name == name) return c;
return null;
}
Button FindBtn(string name)
{
foreach (var c in GetComponentsInChildren<Button>(true))
if (c.name == name) return c;
return null;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,71 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace HotUpdate.UI
{
/// <summary>
/// UI_MainHUD 运行时绑定。
/// </summary>
public sealed class MainHudView : MonoBehaviour
{
public const string PrefabName = "UI_MainHUD";
TextMeshProUGUI _status;
TextMeshProUGUI _pid;
GameObject _reconnectPanel;
TextMeshProUGUI _reconnectText;
Button _reconnectBtn;
public event Action OnReconnectClicked;
public void Bind()
{
_status = FindTmp("Txt_Status");
_pid = FindTmp("Txt_Pid");
var panel = transform.Find("Panel_Reconnect");
_reconnectPanel = panel != null ? panel.gameObject : null;
_reconnectText = FindTmp("Txt_Reconnect");
var btnTf = transform.Find("Panel_Reconnect/Btn_Reconnect");
_reconnectBtn = btnTf != null ? btnTf.GetComponent<Button>() : null;
if (_reconnectBtn != null)
{
_reconnectBtn.onClick.RemoveAllListeners();
_reconnectBtn.onClick.AddListener(() => OnReconnectClicked?.Invoke());
}
ShowReconnect(false);
}
public void SetStatus(string text)
{
if (_status != null) _status.text = text ?? string.Empty;
}
public void SetPid(long pid)
{
if (_pid != null) _pid.text = pid > 0 ? $"pid={pid}" : "pid=-";
}
public void ShowReconnect(bool visible, string message = null)
{
if (_reconnectPanel != null) _reconnectPanel.SetActive(visible);
if (visible && _reconnectText != null && !string.IsNullOrEmpty(message))
_reconnectText.text = message;
}
TextMeshProUGUI FindTmp(string path)
{
var t = transform.Find(path);
if (t == null)
{
// 深层查找
var all = GetComponentsInChildren<TextMeshProUGUI>(true);
foreach (var c in all)
if (c.name == path) return c;
return null;
}
return t.GetComponent<TextMeshProUGUI>();
}
}
}
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@@ -0,0 +1,78 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HotUpdate.UI
{
/// <summary>
/// 竖屏 UI 页面栈:加载 Prefab、打开/关闭、按名查找。
/// </summary>
public sealed class UiManager : MonoBehaviour
{
public static UiManager Instance { get; private set; }
readonly Dictionary<string, GameObject> _opened = new Dictionary<string, GameObject>(StringComparer.Ordinal);
Transform _root;
UiPrefabLoader _loader;
public void Init(Transform root, UiPrefabLoader loader)
{
Instance = this;
_root = root;
_loader = loader ?? new UiPrefabLoader();
}
public GameObject Open(string prefabName, int siblingIndex = -1)
{
if (string.IsNullOrEmpty(prefabName)) return null;
if (_opened.TryGetValue(prefabName, out var existing) && existing != null)
{
existing.SetActive(true);
return existing;
}
var prefab = _loader.Load(prefabName);
if (prefab == null)
{
Debug.LogError($"[UiManager] prefab not found: {prefabName}");
return null;
}
var go = Instantiate(prefab, _root, false);
go.name = prefabName;
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;
}
public void Close(string prefabName, bool destroy = false)
{
if (!_opened.TryGetValue(prefabName, out var go) || go == null)
return;
if (destroy)
{
Destroy(go);
_opened.Remove(prefabName);
}
else go.SetActive(false);
}
public GameObject Get(string prefabName)
{
_opened.TryGetValue(prefabName, out var go);
return go;
}
void OnDestroy()
{
if (Instance == this) Instance = null;
}
}
}
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@@ -0,0 +1,39 @@
using UnityEngine;
using YooAsset;
namespace HotUpdate.UI
{
/// <summary>
/// UI Prefab 加载:编辑器 AssetDatabase;运行时优先 DefaultPackage 寻址。
/// </summary>
public sealed class UiPrefabLoader
{
public const string PrefabFolder = "Assets/Bundles/UI/Prefab";
public GameObject Load(string prefabName)
{
if (string.IsNullOrEmpty(prefabName)) return null;
if (YooAssets.IsInitialized)
{
// DefaultPackage 或任意已初始化包
var packages = new[] { "DefaultPackage", "Art" };
foreach (var name in packages)
{
if (!YooAssets.TryGetPackage(name, out var pkg)) continue;
if (pkg.InitializeStatus != EOperationStatus.Succeeded) continue;
var handle = pkg.LoadAssetSync<GameObject>(prefabName);
if (handle.Status == EOperationStatus.Succeeded)
return handle.GetAssetObject<GameObject>();
}
}
#if UNITY_EDITOR
var path = $"{PrefabFolder}/{prefabName}.prefab";
return UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
#else
return null;
#endif
}
}
}
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