修复UI系统BUG

This commit is contained in:
JA
2026-07-01 02:03:14 +08:00
parent 7f8576d2a6
commit cf9f694615
8 changed files with 170 additions and 20 deletions
+32
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@@ -0,0 +1,32 @@
using UnityEngine;
using UnityEngine.EventSystems;
namespace GameFramework
{
/// <summary>
/// 挂到 MainMenu 场景的 EventSystem 上(或和它同一个空物体上),
/// 让 EventSystem 通过 DontDestroyOnLoad 跨场景存活。
/// 这样 Gameplay、Scoring 等场景的按钮都能正常响应点击。
///
/// 如果场景里没有 EventSystem,也可以挂到任意空物体上,
/// 脚本会自动创建一个。
/// </summary>
public class PersistentEventSystem : MonoBehaviour
{
void Awake()
{
// 如果场景里没有 EventSystem,自动创建
if (FindObjectOfType<EventSystem>() == null)
{
var go = new GameObject("EventSystem");
go.AddComponent<EventSystem>();
go.AddComponent<StandaloneInputModule>();
}
// 让 EventSystem 跨场景存活
var eventSystem = FindObjectOfType<EventSystem>();
if (eventSystem != null)
DontDestroyOnLoad(eventSystem.gameObject);
}
}
}
@@ -0,0 +1,11 @@
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+27 -5
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@@ -11,7 +11,7 @@ namespace GameFramework
///
/// 搭建:把 SceneLoader 挂到一个空物体上(放第一个场景 MainMenu 里),
/// 它会 DontDestroyOnLoad。transitionImage 是它子物体 Canvas 上的 Image(全屏黑),
/// Canvas 设为 Screen Space - Overlay、sortingOrder 设很高(如 1000)。
/// Canvas 设为 Screen Space - Overlay、sortingOrder 设很高(如 9999)。
/// </summary>
public class SceneLoader : PersistentSingleton<SceneLoader>
{
@@ -25,18 +25,28 @@ namespace GameFramework
[SerializeField] private string scoringScene = "Scoring";
private Color color;
private bool isLoading = false;
public void LoadGameplayScene() => Load(gameplayScene);
public void LoadMainMenuScene() => Load(mainMenuScene);
public void LoadScoringScene() => Load(scoringScene);
public void Load(string sceneName)
{
if (isLoading) return;
isLoading = true;
StopAllCoroutines();
StartCoroutine(LoadingCoroutine(sceneName));
}
private IEnumerator LoadingCoroutine(string sceneName)
{
if (transitionImage == null)
{
Debug.LogWarning("[SceneLoader] transitionImage 未赋值! " +
"请在 SceneLoader 子物体上创建 Canvas (Overlay, SortOrder=9999) + 全屏黑色 Image" +
"拖到 SceneLoader 的 transitionImage 字段。");
}
var loadingOperation = SceneManager.LoadSceneAsync(sceneName);
loadingOperation.allowSceneActivation = false;
@@ -46,20 +56,32 @@ namespace GameFramework
color = transitionImage.color;
color.a = 0f;
// 淡入到黑
// 淡入到黑LoadSceneAsync 在后台并行加载)
while (color.a < 1f)
{
color.a = Mathf.Clamp01(color.a + Time.unscaledDeltaTime / fadeTime);
transitionImage.color = color;
yield return null;
}
color.a = 1f;
transitionImage.color = color;
// 淡入完成后,确保场景已加载就绪(大多数情况下已经加载好了)
yield return new WaitUntil(() => loadingOperation.progress >= 0.9f);
}
else
{
// 没有过渡图,直接等加载
yield return new WaitUntil(() => loadingOperation.progress >= 0.9f);
}
// 等异步加载到 90%
yield return new WaitUntil(() => loadingOperation.progress >= 0.9f);
loadingOperation.allowSceneActivation = true;
// 等待场景切换完全完成(旧场景卸载 + 新场景渲染就绪)
// 没有这一步会在场景交接时闪一帧旧场景的内容
yield return null;
yield return null;
if (transitionImage != null)
{
// 淡出到透明
+9
View File
@@ -18,11 +18,13 @@ namespace GameFramework
Collider pickupCollider;
MeshRenderer meshRenderer;
SpriteRenderer spriteRenderer;
void Awake()
{
pickupCollider = GetComponent<Collider>();
meshRenderer = GetComponentInChildren<MeshRenderer>();
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
// 确保有触发器
if (pickupCollider != null)
pickupCollider.isTrigger = true;
@@ -30,11 +32,16 @@ namespace GameFramework
void OnTriggerEnter(Collider other)
{
Debug.Log($"[ScorePickup] 触发碰撞: {other.gameObject.name}, Tag={other.tag}");
if (!other.CompareTag("Player")) return;
Debug.Log($"[ScorePickup] 玩家碰撞! ScoreManager={(ScoreManager.Instance != null ? "" : "NULL")}");
// 加分
if (ScoreManager.Instance != null)
ScoreManager.Instance.AddScore(scoreValue);
else
Debug.LogWarning("[ScorePickup] ScoreManager 未挂载! 请在 MainMenu 场景的空 GameObject 上挂载 ScoreManager 组件。");
// 音效
if (AudioManager.Instance != null && pickUpSFX != null)
@@ -58,6 +65,8 @@ namespace GameFramework
pickupCollider.enabled = visible;
if (meshRenderer != null)
meshRenderer.enabled = visible;
if (spriteRenderer != null)
spriteRenderer.enabled = visible;
}
void Respawn()