增加怪物功能,调整灵灯参数
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import { Divider, Grid, H1, H2, H3, Stack, Stat, Table, Text, Tag, Callout, Row, Pill } from 'qoder/canvas';
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export default function GameUIPlanningReport() {
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return (
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<Stack gap={20}>
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<H1>Game UI Planning - Completion Report</H1>
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<Text tone="secondary">Unity 2.5D Game - 4 Interface Screens Implementation</Text>
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<Divider />
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<Grid columns={4} gap={12}>
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<Stat value="4" label="Files Modified/Created" />
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<Stat value="4" label="UI Screens" tone="success" />
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<Stat value="3" label="Scenes" />
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<Stat value="0" label="Remaining Code Tasks" tone="success" />
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</Grid>
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<Divider />
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<H2>Scene Flow</H2>
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<Stack gap={8}>
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<Row gap={8}>
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<Pill tone="info">MainMenu</Pill>
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<Text tone="secondary">--Start--></Text>
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<Pill tone="info">Gameplay</Pill>
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</Row>
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<Stack gap={4}>
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<Text tone="secondary" size="small">From Gameplay:</Text>
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<Row gap={8}>
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<Text size="small">[Player Death] -></Text>
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<Pill tone="danger">GameOver UI</Pill>
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</Row>
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<Row gap={8}>
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<Text size="small">[Win Trigger] -></Text>
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<Pill tone="success">Victory UI</Pill>
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</Row>
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</Stack>
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<Row gap={8}>
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<Text tone="secondary">--Confirm--></Text>
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<Pill tone="info">Scoring</Pill>
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<Text tone="secondary">--Back to Menu--></Text>
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<Pill tone="info">MainMenu</Pill>
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</Row>
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</Stack>
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<Divider />
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<H2>Implementation Summary</H2>
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<Table
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headers={['Task', 'File', 'Action', 'Status']}
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rows={[
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['GameManager Extension', 'Assets/UI/GameManager.cs', 'Modified', 'Done'],
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['Game HUD', 'Assets/UI/GameHUD.cs', 'Created', 'Done'],
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['Game Result Screen', 'Assets/UI/GameResultScreen.cs', 'Created', 'Done'],
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['Main Menu Enhancement', 'Assets/UI/MainMenuUIController.cs', 'Modified', 'Done'],
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]}
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rowTone={['success', 'success', 'success', 'success']}
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/>
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<Divider />
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<H2>Key Features</H2>
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<Stack gap={12}>
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<H3>1. GameManager Extension</H3>
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<Stack gap={4}>
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<Text size="small">- Added Victory state to GameState enum</Text>
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<Text size="small">- Added onGameWin static event</Text>
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<Text size="small">- Added Win() static method</Text>
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</Stack>
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<H3>2. Game HUD (GameHUD.cs)</H3>
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<Stack gap={4}>
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<Text size="small">- Health bar (Slider + Text) from HealthSystem</Text>
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<Text size="small">- Spirit lantern count + cooldown from SpiritLanternSystem</Text>
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<Text size="small">- Score display subscribing to ScoreManager events</Text>
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<Text size="small">- Pause button calling TimeController.Pause()</Text>
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<Text size="small">- Proper event unsubscription in OnDestroy</Text>
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</Stack>
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<H3>3. Game Result Screen (GameResultScreen.cs)</H3>
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<Stack gap={4}>
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<Text size="small">- GameResult enum (Win/Lose)</Text>
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<Text size="small">- Dual-panel support (winPanel / losePanel)</Text>
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<Text size="small">- Named method event handlers (no lambda leak)</Text>
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<Text size="small">- Score display, SFX playback, pause, navigation</Text>
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</Stack>
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<H3>4. Main Menu Enhancement</H3>
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<Stack gap={4}>
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<Text size="small">- Added titleText field for game title</Text>
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<Text size="small">- Existing button logic preserved</Text>
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</Stack>
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</Stack>
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<Divider />
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<H2>Visual Layer Hierarchy</H2>
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<Table
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headers={['Layer', 'sortingOrder', 'Description']}
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rows={[
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['Game World', '-', 'Sprites, enemies, lanterns'],
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['LightMaskSystem', '9999', 'Darkness overlay'],
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['EchoOutline', '10000', 'Echo outline effects'],
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['HUD Canvas', '10001', 'In-game HUD (NEW)'],
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['Result Screen', '10002', 'Win/Lose screen (NEW)'],
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['PauseMenu', '-', 'Existing pause menu'],
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]}
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/>
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<Divider />
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<Callout tone="info">
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<Text size="small">
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<strong>Remaining Editor Work:</strong> Build HUD Canvas in Gameplay scene,
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build Result Screen Canvas, wire up UI references in Inspector,
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add game title text to MainMenu scene.
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</Text>
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</Callout>
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<Text tone="secondary" size="small">
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All code-level tasks completed. Remaining work requires Unity Editor UI operations.
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</Text>
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</Stack>
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);
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}
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