Danro-Jump/Assets/Scripts/Runtime/UI/Gameplay/ContinueGameOverlayWindow.cs
Danil Iarosh c3bb250769 Integrate COM logging HUD fixes and hopper dispensing
Подробный список изменений:
- Добавлено файловое логирование игровых сессий в game.log и расширена диагностика COM-подключений.
- Подключен native COM transport с fallback-логикой для IL2CPP и добавлен плагин ComNative.dll.
- Исправлена логика one-way платформ, чтобы игрок проходил сквозь платформы при нахождении ниже их верхней точки.
- Переработана компоновка gameplay HUD: верхние плашки выровнены, левая уменьшена, центральная плашка очков центрирована и масштабирована.
- Добавлена общая выдача призов через хоппер с командами запуска/остановки мотора и ожиданием датчика.
- Подключен сервисный тест хоппера в настройках и обновлены связанные тесты.
- Добавлены скриншоты визуальной проверки HUD.
2026-07-06 16:47:27 +03:00

292 lines
8.8 KiB
C#

using System;
using UnityEngine;
using UnityEngine.UIElements;
using DanroJump.Audio;
namespace DanroJump.UI.Gameplay
{
/// <summary>
/// Полноэкранное предложение продолжить забег за баланс.
/// </summary>
public sealed class ContinueGameOverlayWindow : IDisposable
{
private const float OpenInputGuardSeconds = 0.45f;
private readonly VisualElement root;
private readonly Label titleLabel;
private readonly Label detailsLabel;
private readonly Button continueButton;
private readonly Button menuButton;
private readonly IGameAudioService audioService;
private float inputEnabledAtTime = float.NegativeInfinity;
public ContinueGameOverlayWindow(VisualElement root, IGameAudioService audioService = null)
{
this.root = root;
this.audioService = audioService;
titleLabel = root?.Q<Label>("ContinueGameTitle");
detailsLabel = root?.Q<Label>("ContinueGameDetails");
continueButton = root?.Q<Button>("ContinueGameButton");
menuButton = root?.Q<Button>("ContinueMenuButton");
if (continueButton != null)
{
continueButton.clicked += HandleContinueClicked;
continueButton.RegisterCallback<FocusInEvent>(HandleButtonFocusIn);
continueButton.RegisterCallback<FocusOutEvent>(HandleButtonFocusOut);
}
if (menuButton != null)
{
menuButton.clicked += HandleMenuClicked;
menuButton.RegisterCallback<FocusInEvent>(HandleButtonFocusIn);
menuButton.RegisterCallback<FocusOutEvent>(HandleButtonFocusOut);
}
if (root != null)
{
root.RegisterCallback<KeyDownEvent>(HandleKeyDown, TrickleDown.TrickleDown);
root.RegisterCallback<NavigationMoveEvent>(HandleNavigationMove, TrickleDown.TrickleDown);
}
}
public event Action ContinueRequested;
public event Action MenuRequested;
public bool IsOpen { get; private set; }
public void SetOffer(int cost, int lives)
{
SetLabel(titleLabel, "Продолжить игру?");
SetLabel(detailsLabel, $"Стоимость: {Math.Max(0, cost)}. Дополнительные жизни: {Math.Max(1, lives)}.");
if (continueButton != null)
{
continueButton.SetEnabled(true);
}
}
public void SetUnavailable()
{
SetLabel(titleLabel, "Игра окончена");
SetLabel(detailsLabel, "Недостаточно баланса или функция отключена в сервисных настройках.");
if (continueButton != null)
{
continueButton.SetEnabled(false);
}
}
public void Open()
{
if (root == null)
{
return;
}
root.style.display = DisplayStyle.Flex;
root.SetEnabled(true);
IsOpen = true;
inputEnabledAtTime = Time.unscaledTime + OpenInputGuardSeconds;
FocusDefaultButton();
}
private void FocusDefaultButton()
{
if (continueButton != null && continueButton.enabledSelf)
{
continueButton.Focus();
}
else if (menuButton != null)
{
menuButton.Focus();
}
}
public void Close()
{
if (root == null)
{
return;
}
root.style.display = DisplayStyle.None;
root.SetEnabled(false);
IsOpen = false;
}
public void Dispose()
{
if (continueButton != null)
{
continueButton.clicked -= HandleContinueClicked;
continueButton.UnregisterCallback<FocusInEvent>(HandleButtonFocusIn);
continueButton.UnregisterCallback<FocusOutEvent>(HandleButtonFocusOut);
}
if (menuButton != null)
{
menuButton.clicked -= HandleMenuClicked;
menuButton.UnregisterCallback<FocusInEvent>(HandleButtonFocusIn);
menuButton.UnregisterCallback<FocusOutEvent>(HandleButtonFocusOut);
}
if (root != null)
{
root.UnregisterCallback<KeyDownEvent>(HandleKeyDown, TrickleDown.TrickleDown);
root.UnregisterCallback<NavigationMoveEvent>(HandleNavigationMove, TrickleDown.TrickleDown);
}
}
private static readonly Color FocusedButtonTint = new Color32(0xCE, 0xFF, 0x1A, 0xFF);
private static readonly Color NormalButtonTint = Color.white;
private void HandleButtonFocusIn(FocusInEvent evt)
{
if (evt.currentTarget is Button button)
{
audioService?.Play(GameAudioEvent.UiNavigate);
button.style.unityBackgroundImageTintColor = new StyleColor(FocusedButtonTint);
}
}
private void HandleButtonFocusOut(FocusOutEvent evt)
{
if (evt.currentTarget is Button button)
{
button.style.unityBackgroundImageTintColor = new StyleColor(NormalButtonTint);
}
}
private static void SetLabel(Label label, string value)
{
if (label != null)
{
label.text = value;
}
}
private void HandleContinueClicked()
{
if (IsInputGuardActive())
{
return;
}
ContinueRequested?.Invoke();
}
private void HandleMenuClicked()
{
if (IsInputGuardActive())
{
return;
}
MenuRequested?.Invoke();
}
private bool IsInputGuardActive()
{
return Time.unscaledTime < inputEnabledAtTime;
}
private void HandleKeyDown(KeyDownEvent evt)
{
if (IsInputGuardActive())
{
return;
}
var focusedElement = root?.panel?.focusController?.focusedElement as VisualElement;
var direction = 0;
switch (evt.keyCode)
{
case KeyCode.Tab:
direction = evt.shiftKey ? -1 : 1;
break;
case KeyCode.LeftArrow:
case KeyCode.UpArrow:
case KeyCode.A:
case KeyCode.W:
direction = -1;
break;
case KeyCode.RightArrow:
case KeyCode.DownArrow:
case KeyCode.D:
case KeyCode.S:
direction = 1;
break;
}
if (direction != 0)
{
NavigateFocus(focusedElement, direction);
evt.StopPropagation();
}
}
private void HandleNavigationMove(NavigationMoveEvent evt)
{
if (IsInputGuardActive())
{
return;
}
var focusedElement = root?.panel?.focusController?.focusedElement as VisualElement;
var direction = 0;
switch (evt.direction)
{
case NavigationMoveEvent.Direction.Left:
case NavigationMoveEvent.Direction.Up:
direction = -1;
break;
case NavigationMoveEvent.Direction.Right:
case NavigationMoveEvent.Direction.Down:
direction = 1;
break;
}
if (direction != 0)
{
NavigateFocus(focusedElement, direction);
evt.StopPropagation();
}
}
private void NavigateFocus(VisualElement current, int direction)
{
if (continueButton == null || menuButton == null)
{
return;
}
if (!continueButton.enabledSelf)
{
menuButton.Focus();
return;
}
if (current == continueButton)
{
if (direction > 0)
{
menuButton.Focus();
}
}
else if (current == menuButton)
{
if (direction < 0)
{
continueButton.Focus();
}
}
else
{
FocusDefaultButton();
}
}
}
}