Introduce UiManager/MainHUD prefab flow, strengthen GameNet/WsClient, and add AIServer maintenance endpoint support. Co-authored-by: Cursor <cursoragent@cursor.com>
78 lines
2.2 KiB
C#
78 lines
2.2 KiB
C#
using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace HotUpdate.UI
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{
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/// <summary>
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/// UI_ConfirmDialog:公告 / 维护 / 通用确认。
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/// </summary>
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public sealed class ConfirmDialogView : MonoBehaviour
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{
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public const string PrefabName = "UI_ConfirmDialog";
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TextMeshProUGUI _title;
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TextMeshProUGUI _message;
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Button _ok;
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Button _cancel;
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Button _close;
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Action _onOk;
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Action _onCancel;
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public void Bind()
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{
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_title = FindTmp("Txt_Title");
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_message = FindTmp("Txt_Message");
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_ok = FindBtn("Btn_Ok");
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_cancel = FindBtn("Btn_Cancel");
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_close = FindBtn("Btn_Close");
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Wire(_ok, () => { _onOk?.Invoke(); Hide(); });
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Wire(_cancel, () => { _onCancel?.Invoke(); Hide(); });
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Wire(_close, () => { _onCancel?.Invoke(); Hide(); });
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}
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public void Show(
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string title,
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string message,
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Action onOk = null,
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Action onCancel = null,
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bool showCancel = false)
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{
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if (_title != null) _title.text = title ?? string.Empty;
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if (_message != null) _message.text = message ?? string.Empty;
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_onOk = onOk;
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_onCancel = onCancel;
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if (_cancel != null) _cancel.gameObject.SetActive(showCancel);
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gameObject.SetActive(true);
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}
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public void Hide()
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{
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gameObject.SetActive(false);
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}
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static void Wire(Button btn, Action action)
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{
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if (btn == null) return;
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btn.onClick.RemoveAllListeners();
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btn.onClick.AddListener(() => action?.Invoke());
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}
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TextMeshProUGUI FindTmp(string name)
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{
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foreach (var c in GetComponentsInChildren<TextMeshProUGUI>(true))
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if (c.name == name) return c;
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return null;
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}
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Button FindBtn(string name)
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{
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foreach (var c in GetComponentsInChildren<Button>(true))
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if (c.name == name) return c;
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return null;
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}
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}
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}
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