更新结算界面
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@@ -5,35 +5,69 @@ using UnityEngine.UI;
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namespace GameFramework
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{
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/// <summary>
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/// 排行榜场景 UI 控制器。
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/// 如果当前得分能进入 Top-10,先显示输入名字面板;
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/// 否则直接显示排行榜。
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/// 修复了源项目 ScoringUIController 中 ShowScoringScreen() 被调用两次的 bug。
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/// 结算界面 UI 控制器 —— 支持胜利/失败双界面。
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///
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/// 胜利:显示"你做到了" + 魂灵数量 + 新记录标识(如有)
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/// 失败:显示"你迷失了" + 去色底图
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///
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/// 通过 GameManager.GameState 判断胜负。
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/// </summary>
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public class ScoringUIController : MonoBehaviour
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{
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[Header("Panels")]
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[SerializeField] GameObject leaderboardPanel;
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[SerializeField] GameObject newHighScorePanel;
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[Header("底图")]
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[SerializeField] private Image bgImage;
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[SerializeField] private Sprite bgSprite; // bg.png(胜利彩色/失败去色共用同一张)
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[Header("Leaderboard")]
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[SerializeField] Transform leaderboardContainer; // 包含10个条目的父物体
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[SerializeField] Text finalScoreText; // 显示当前局最终得分
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[Header("胜利面板")]
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[SerializeField] private GameObject winPanel;
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[SerializeField] private Image winTitleImage; // "你做到了" 图片
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[SerializeField] private Sprite winTitleSprite; // nizuodaol.png
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[SerializeField] private Text soulCountText; // 魂灵数量
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[SerializeField] private Image soulCountBgImage; // 魂灵数量底图
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[SerializeField] private Sprite soulCountBgSprite; // bgpoint.png
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[SerializeField] private Image newRecordImage; // "新记录" 图片
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[SerializeField] private Sprite newRecordSprite; // 新纪录.png
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[SerializeField] private Image scoreLabelImage; // "拯救魂灵" 图片
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[SerializeField] private Sprite scoreLabelSprite;
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[Header("New High Score")]
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[SerializeField] InputField nameInputField;
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[SerializeField] Button submitButton;
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[SerializeField] Button cancelButton;
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[Header("失败面板")]
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[SerializeField] private GameObject losePanel;
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[SerializeField] private Image loseTitleImage; // "你迷失了" 图片
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[SerializeField] private Sprite loseTitleSprite; // nizuodaol.png 副本
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[Header("Navigation")]
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[SerializeField] Button mainMenuButton;
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[Header("排行榜")]
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[SerializeField] private GameObject leaderboardPanel;
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[SerializeField] private Transform leaderboardContainer;
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[SerializeField] private Text finalScoreText;
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[Header("新纪录输入")]
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[SerializeField] private GameObject newHighScorePanel;
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[SerializeField] private InputField nameInputField;
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[SerializeField] private Button submitButton;
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[SerializeField] private Button cancelButton;
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[Header("导航")]
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[SerializeField] private Button mainMenuButton;
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[SerializeField] private Image mainMenuButtonImage; // 主界面.png
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[SerializeField] private Sprite mainMenuBtnSprite;
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[Header("装饰")]
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[SerializeField] private Image lineImage;
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[SerializeField] private Sprite lineSprite;
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[SerializeField] private Image bgPointImage;
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[SerializeField] private Sprite bgPointSprite;
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[Header("Audio")]
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[SerializeField] AudioData submitSFX;
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[SerializeField] AudioData cancelSFX;
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[SerializeField] private AudioData submitSFX;
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[SerializeField] private AudioData cancelSFX;
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private bool _isWin;
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void Start()
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{
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// 判断胜负
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_isWin = (GameManager.GameState == GameState.Victory);
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// 绑定按钮
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if (submitButton != null)
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submitButton.onClick.AddListener(OnSubmitClick);
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@@ -43,18 +77,74 @@ namespace GameFramework
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mainMenuButton.onClick.AddListener(OnMainMenuClick);
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// 初始隐藏所有面板
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if (leaderboardPanel != null)
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leaderboardPanel.SetActive(false);
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if (newHighScorePanel != null)
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newHighScorePanel.SetActive(false);
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SetPanelActive(winPanel, false);
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SetPanelActive(losePanel, false);
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SetPanelActive(leaderboardPanel, false);
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SetPanelActive(newHighScorePanel, false);
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// 显示当前最终得分
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if (finalScoreText != null && ScoreManager.Instance != null)
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finalScoreText.text = ScoreManager.Instance.CurrentScore.ToString();
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// 设置底图(共用同一张,失败时去色)
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if (bgImage != null && bgSprite != null)
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{
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bgImage.sprite = bgSprite;
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bgImage.color = _isWin ? Color.white : new Color(0.4f, 0.4f, 0.45f, 1f); // 失败去色
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}
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// 判断是否进入排行榜
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// 只调用一次——修复源项目的双重调用 bug
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if (ScoreManager.Instance != null && ScoreManager.Instance.HasNewHighScore)
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// 设置装饰图片
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if (lineImage != null && lineSprite != null)
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lineImage.sprite = lineSprite;
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if (bgPointImage != null && bgPointSprite != null)
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bgPointImage.sprite = bgPointSprite;
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// 设置返回主界面按钮图片
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if (mainMenuButtonImage != null && mainMenuBtnSprite != null)
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mainMenuButtonImage.sprite = mainMenuBtnSprite;
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if (_isWin)
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{
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ShowWinScreen();
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}
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else
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{
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ShowLoseScreen();
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}
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}
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/// <summary>
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/// 显示胜利界面。
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/// </summary>
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void ShowWinScreen()
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{
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SetPanelActive(winPanel, true);
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SetPanelActive(losePanel, false);
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// 设置“你做到了”图片
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if (winTitleImage != null && winTitleSprite != null)
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winTitleImage.sprite = winTitleSprite;
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// 设置魂灵数量底图
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if (soulCountBgImage != null && soulCountBgSprite != null)
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soulCountBgImage.sprite = soulCountBgSprite;
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// 显示魂灵数量(复用 ScoreManager)
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int score = ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0;
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if (soulCountText != null)
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soulCountText.text = score.ToString();
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// 设置“拯救魂灵”图片
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if (scoreLabelImage != null && scoreLabelSprite != null)
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scoreLabelImage.sprite = scoreLabelSprite;
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// 判断是否新纪录
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bool isNewRecord = ScoreManager.Instance != null && ScoreManager.Instance.HasNewHighScore;
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if (newRecordImage != null)
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{
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newRecordImage.gameObject.SetActive(isNewRecord);
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if (isNewRecord && newRecordSprite != null)
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newRecordImage.sprite = newRecordSprite;
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}
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// 新纪录时显示输入面板,否则直接显示排行榜
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if (isNewRecord)
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{
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ShowNewHighScorePanel();
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}
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@@ -64,17 +154,30 @@ namespace GameFramework
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}
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}
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/// <summary>
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/// 显示失败界面。
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/// </summary>
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void ShowLoseScreen()
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{
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SetPanelActive(winPanel, false);
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SetPanelActive(losePanel, true);
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// 设置"你迷失了"图片
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if (loseTitleImage != null && loseTitleSprite != null)
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loseTitleImage.sprite = loseTitleSprite;
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// 失败也显示排行榜
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ShowLeaderboard();
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}
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/// <summary>
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/// 显示新纪录输入面板。
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/// </summary>
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void ShowNewHighScorePanel()
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{
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if (newHighScorePanel != null)
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newHighScorePanel.SetActive(true);
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if (leaderboardPanel != null)
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leaderboardPanel.SetActive(false);
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SetPanelActive(newHighScorePanel, true);
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SetPanelActive(leaderboardPanel, false);
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// 自动选中输入框
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if (nameInputField != null)
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{
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nameInputField.text = "";
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@@ -87,37 +190,28 @@ namespace GameFramework
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/// </summary>
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void ShowLeaderboard()
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{
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if (newHighScorePanel != null)
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newHighScorePanel.SetActive(false);
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if (leaderboardPanel != null)
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leaderboardPanel.SetActive(true);
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SetPanelActive(newHighScorePanel, false);
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SetPanelActive(leaderboardPanel, true);
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UpdateLeaderboardDisplay();
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// 选中主菜单按钮(键盘导航用)
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if (mainMenuButton != null)
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mainMenuButton.Select();
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}
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/// <summary>
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/// 更新排行榜显示。
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/// 遍历 leaderboardContainer 下的子物体,设置排名/得分/名字。
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/// 每个条目子物体需要有三个 Text 组件,分别在 Rank/Score/Name 子物体上。
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/// </summary>
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void UpdateLeaderboardDisplay()
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{
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if (ScoreManager.Instance == null) return;
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if (leaderboardContainer == null) return;
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if (ScoreManager.Instance == null || leaderboardContainer == null) return;
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var data = ScoreManager.Instance.LoadPlayerScoreData();
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int count = Mathf.Min(data.list.Count, leaderboardContainer.childCount);
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for (int i = 0; i < leaderboardContainer.childCount; i++)
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{
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Transform entry = leaderboardContainer.GetChild(i);
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bool hasData = i < data.list.Count;
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// 查找条目下的三个 Text
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Text rankText = FindTextByName(entry, "Rank");
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Text scoreText = FindTextByName(entry, "Score");
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Text nameText = FindTextByName(entry, "Name");
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@@ -140,25 +234,26 @@ namespace GameFramework
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}
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}
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/// <summary>
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/// 在子物体中按名称查找 Text 组件。
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/// </summary>
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Text FindTextByName(Transform parent, string name)
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{
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Transform t = parent.Find(name);
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if (t != null)
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return t.GetComponent<Text>();
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// 如果条目本身就是单个 Text(没有子结构),返回自身
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return parent.GetComponent<Text>();
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}
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void SetPanelActive(GameObject panel, bool active)
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{
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if (panel != null)
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panel.SetActive(active);
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}
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#region Button Handlers
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void OnSubmitClick()
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{
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string playerName = "";
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if (nameInputField != null)
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playerName = nameInputField.text;
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if (string.IsNullOrEmpty(playerName))
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playerName = "Player";
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@@ -173,7 +268,6 @@ namespace GameFramework
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void OnCancelClick()
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{
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// 取消 = 用默认名保存后显示排行榜
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if (ScoreManager.Instance != null)
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ScoreManager.Instance.SavePlayerScore("Player");
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