修复无法点击按钮问题
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@@ -1,6 +1,5 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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namespace GameFramework
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{
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@@ -9,33 +8,29 @@ namespace GameFramework
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/// 让 EventSystem 通过 DontDestroyOnLoad 跨场景存活。
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/// 这样 Gameplay、Scoring 等场景的按钮都能正常响应点击。
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///
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/// 场景切换时如果新场景自带 EventSystem,会自动销毁重复的那个,
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/// 始终保证场景中只有一个 EventSystem。
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/// 修复:当场景重复加载时(如从 Scoring 回到 MainMenu),
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/// 销毁多余的 EventSystem,保证全局只有一个。
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/// </summary>
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public class PersistentEventSystem : MonoBehaviour
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{
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void Awake()
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{
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// 让 EventSystem 跨场景存活
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DontDestroyOnLoad(gameObject);
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var allSystems = FindObjectsOfType<EventSystem>();
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// 监听场景加载,清理重复的 EventSystem
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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void OnDestroy()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// 新场景加载后,找到所有 EventSystem,保留自己所在的,销毁其余的
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var allES = FindObjectsOfType<EventSystem>();
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foreach (var es in allES)
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if (allSystems.Length == 0)
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{
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if (es.gameObject != gameObject)
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Destroy(es.gameObject);
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// 场景里没有 EventSystem —— 创建一个
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var go = new GameObject("EventSystem");
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go.AddComponent<EventSystem>();
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go.AddComponent<StandaloneInputModule>();
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DontDestroyOnLoad(go);
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}
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else
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{
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// 保留第一个 EventSystem,销毁重复的
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DontDestroyOnLoad(allSystems[0].gameObject);
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for (int i = 1; i < allSystems.Length; i++)
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Destroy(allSystems[i].gameObject);
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}
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}
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}
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