fix():修复重启时花屏效果未关闭的BUG
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File diff suppressed because one or more lines are too long
@@ -18,4 +18,4 @@
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一七三上下不与世业东丝两个中为主么义之九也了争事二于互五些交产人什从他代以们件任会传但位体作你使便保信俩倒做先光党入全公关其内军农决几出分切则删利别到制前力加动化北区十半南即压原去参又及反发取受变口只可台右号各合同名后向吗吧启员命和品器四回因团国图在地基墙增处外多够大天头她好如始子学它定实家对导射将小少就展山工左已常干平年并应度建开式强当形往很得循心必志思性总情想意成我或战房所手把抗指按换据掉探接控提撞收放政效数文料新方无日时明易是最月有朝期未本术机村条来极果样根模次正此比民气水求没油治法活流济海消清激点热然物特环现理生用由电登百的直相看着知短碰示社种称程穿立第等答管系索约级线组经结给统编置老者而能自色行表被装西要见规角解计认论设识说读象质资走起足路较辑边过运还这进远连送通造道那部都里重量金键长门问间阅队阶际除难需非面革领题高黑默龙!,:
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:;,。?!—()[]<>/\#%&*+-=@"'
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:;,。?!—()[]<>/\#%&*+-=@"'-——_£$€¥¢©®™¶§±÷×µºª°„“”‘’´`´¨^~|{}©®™¶§±÷×µºª°„“”‘’´`´¨^~|{}
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@@ -467,7 +467,7 @@ PrefabInstance:
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: ad835ac5dceb04d439d7480bd8843d31, type: 3}
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--- !u!1001 &1724973291
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--- !u!1001 &1421961696
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PrefabInstance:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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@@ -881,12 +881,12 @@ SceneRoots:
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m_Roots:
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- {fileID: 6429745761262824323}
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- {fileID: 6277645971226662819}
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- {fileID: 1421961696}
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- {fileID: 472728359}
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- {fileID: 696350469}
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- {fileID: 1420802831}
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- {fileID: 490529182}
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- {fileID: 599193259}
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- {fileID: 2044057185}
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- {fileID: 1724973291}
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- {fileID: 3828981172913243262}
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- {fileID: 3374228375542675864}
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@@ -1,3 +1,4 @@
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using System;
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using UnityEngine;
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namespace Core
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{
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@@ -13,6 +14,11 @@ namespace Core
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UIManager.Instance.RegisterLayer(layer, transform);
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}
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}
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private void OnDestroy()
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{
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UIManager.Instance.UnRegisterLayer(layer);
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}
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}
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}
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@@ -21,25 +21,37 @@ namespace Core
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public bool IsHasBackgroundUIActive
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{
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get
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{ return openedUIs.Values.Any(ui => ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Background]); }
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{
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return openedUIs.Values.Any(ui =>
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ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Background]);
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}
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}
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public bool IsHasNormalUIActive
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{
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get
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{ return openedUIs.Values.Any(ui => ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Normal]); }
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{
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return openedUIs.Values.Any(ui =>
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ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Normal]);
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}
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}
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public bool IsHasPopupUIActive
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{
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get
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{ return openedUIs.Values.Any(ui => ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Popup]); }
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{
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return openedUIs.Values.Any(ui =>
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ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Popup]);
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}
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}
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public bool IsHasTopUIActive
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{
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get
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{ return openedUIs.Values.Any(ui => ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Top]); }
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{
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return openedUIs.Values.Any(ui =>
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ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Top]);
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}
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}
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private Dictionary<UILayer, Transform> layerRoots = new Dictionary<UILayer, Transform>();
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@@ -72,6 +84,22 @@ namespace Core
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}
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}
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public void UnRegisterLayer(UILayer layer)
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{
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// 先移除该层级下的UI注册
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var uiToRemove = openedUIs.Values.Where(ui => ui.transform.parent == layerRoots[layer]).ToList();
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foreach (var ui in uiToRemove)
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{
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openedUIs.Remove(ui.gameObject.name);
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}
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// 然后移除层级根节点
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if (layerRoots.ContainsKey(layer))
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{
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layerRoots.Remove(layer);
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}
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}
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public T OpenUI<T>(UILayer layer = UILayer.Normal) where T : Component
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{
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string uiName = typeof(T).Name;
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@@ -81,6 +109,7 @@ namespace Core
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UpdateCursorState();
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return openedUIs[uiName] as T;
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}
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// 加载UI预制体
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GameObject prefab = Resources.Load<GameObject>("UI/" + uiName); // 从 Resources/UI 文件夹加载UI预制体
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if (prefab == null)
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@@ -109,21 +138,25 @@ namespace Core
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public void ClosePopupUI()
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{
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var popupUIs = openedUIs.Values.Where(ui => ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Popup]);
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var popupUIs = openedUIs.Values.Where(ui =>
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ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Popup]);
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foreach (var ui in popupUIs)
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{
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ui.Hide();
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}
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UpdateCursorState();
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}
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public void CloseTopUI()
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{
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var topUIs = openedUIs.Values.Where(ui => ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Top]);
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var topUIs = openedUIs.Values.Where(ui =>
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ui.gameObject.activeSelf && ui.transform.parent == layerRoots[UILayer.Top]);
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foreach (var ui in topUIs)
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{
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ui.Hide();
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}
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UpdateCursorState();
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}
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@@ -155,8 +188,10 @@ namespace Core
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if (uiBase != null)
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uiList.Add(uiBase.gameObject);
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}
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result[layer] = uiList;
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}
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return result;
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}
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@@ -173,8 +208,8 @@ namespace Core
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else
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{
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inputManager.SetCursorState(true, CursorLockMode.None);
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}
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inputManager.SetInputForLook(shouldLockCursor);
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inputManager.SetInputForMove(shouldLockCursor);
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}
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@@ -43,7 +43,7 @@ namespace Script.Gameplay.Global
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{
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int beTriggerCycle = GameDataManager.Instance.TotalLoopCount;
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stackOverflowBugLogs.Add(new StackOverflowBUGLog(targetTransform, beTriggerCycle));
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GameManager.Instance.ReStartGame();
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StartCoroutine(GameManager.Instance.ReStartGame());
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}
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public void GenerateBUGCubes()
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@@ -27,7 +27,7 @@ namespace Script.Gameplay.Global
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_gameCountdownManager.OnFinish.AddListener(() =>
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{
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if (IsOpenRestartGameOnCountdownFinish)
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StartCoroutine(OnCountDown());
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StartCoroutine(GameManager.Instance.ReStartGame());
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}
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);
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}
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@@ -36,12 +36,5 @@ namespace Script.Gameplay.Global
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{
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_gameCountdownManager.StartLevelTimer();
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}
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public IEnumerator OnCountDown()
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{
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StartCoroutine(ScreenGlitchManager.Instance.TriggerGlitchEffect());
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yield return new WaitForSeconds(1.0f);
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GameManager.Instance.ReStartGame();
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}
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}
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}
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@@ -1,6 +1,9 @@
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using System;
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using System.Collections;
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using Core;
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using UnityEngine;
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namespace Script.Gameplay.Global
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{
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public class GameManager : MonoSingleton<GameManager>
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@@ -26,8 +29,10 @@ namespace Script.Gameplay.Global
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OnGameStart?.Invoke();
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}
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public void ReStartGame()
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public IEnumerator ReStartGame()
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{
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StartCoroutine(ScreenGlitchManager.Instance.TriggerGlitchEffect());
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yield return new WaitForSeconds(1.0f);
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ScenesManager.Instance.LoadGameplay(currentStartGameMode);
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OnGameStart?.Invoke();
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}
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@@ -45,5 +45,12 @@ namespace Script.Gameplay.Global
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yield return new WaitForSeconds(glitchDuration);
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SetFeatureActive(false);
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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// 确保在销毁时禁用特效
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SetFeatureActive(false);
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}
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}
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}
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@@ -41,7 +41,7 @@ namespace Script.Gameplay.Player
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private void Start()
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{
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OnDeath += () => StartCoroutine(GameFlowManager.Instance.OnCountDown());
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OnDeath += () => StartCoroutine(GameManager.Instance.ReStartGame());
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}
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public void TakeDamage(int damage)
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@@ -27,50 +27,32 @@ namespace UI
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{
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base.Start();
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inputManager = InputManager.Instance;
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inputManager.Input.Player.Setting.performed += (ctx) => { UIManager.Instance.SwitchUI<SettingViewer>(); };
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inputManager.Input.Player.Setting.performed += OnSettingOnperformed;
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}
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private void OnSettingOnperformed(InputAction.CallbackContext ctx)
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{
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UIManager.Instance.SwitchUI<SettingViewer>();
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}
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private void OnReloadButtonClicked()
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{
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GameManager.Instance.ReStartGame();
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ContentText.text = "循环次数:" + GameDataManager.Instance.TotalLoopCount.ToString();
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inputManager.SetCursorState(false, CursorLockMode.Locked);
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inputManager.SetInputForLook(true);
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inputManager.SetInputForMove(true);
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StartCoroutine(GameManager.Instance.ReStartGame());
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}
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private void RegisterInput(InputAction.CallbackContext ctx)
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{
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if (!isActiveAndEnabled)
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{
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Show();
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inputManager.SetCursorState(true, CursorLockMode.Confined);
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inputManager.SetInputForLook(false);
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inputManager.SetInputForMove(false);
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}
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else
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{
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Hide();
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inputManager.SetCursorState(false, CursorLockMode.Locked);
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inputManager.SetInputForLook(true);
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inputManager.SetInputForMove(true);
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}
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}
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public override void Show()
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{
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base.Show();
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ContentText.text = "循环次数:" + GameDataManager.Instance.TotalLoopCount.ToString();
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}
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private void OnDestroy()
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{
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inputManager.Input.Player.Setting.performed -= OnSettingOnperformed;
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}
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public override void Hide()
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{
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base.Hide();
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}
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private void OnDestroy()
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{
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inputManager.Input.Player.Setting.performed -= RegisterInput;
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}
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}
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}
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