feat(): 完成将Manager从Gameplay转移到Core,实现循环次数持久化,实现设置面板

This commit is contained in:
2025-10-26 09:32:28 +08:00
parent c1f7418ffa
commit 95616f8c10
20 changed files with 6630 additions and 5767 deletions

View File

@@ -5,14 +5,16 @@ namespace Core
{
public class GameManager : MonoSingleton<GameManager>
{
public event Action OnGameStart;
private void Start()
{
ScenesManager.Instance.LoadMainMenu();
}
public void ReStartGame()
public void ReStartGameplay()
{
ScenesManager.Instance.LoadGameplay("Level1");
OnGameStart?.Invoke();
}
}
}

View File

@@ -6,75 +6,73 @@ namespace Core
{
public class ScenesManager : MonoSingleton<ScenesManager>
{
public static ScenesManager Instance { get; private set; }
private string currentGameplayScene;
private bool isLoadGameplayUI = false;
private bool IsLoadGameplayUI = false;
// 修正:直接根据当前激活场景判断
public bool IsInMainMenu =>
currentGameplayScene == "StartMenu";
void Awake()
// 修正:只有当已有记录的 gameplay 场景且激活场景与之匹配时才返回 true
public bool IsInGameplay =>
currentGameplayScene == "Level1" || currentGameplayScene == "Test";
public bool IsActiveScene(string sceneName)
{
if (Instance != null)
{
Destroy(gameObject);
return;
}
Instance = this;
//DontDestroyOnLoad(gameObject);
return SceneManager.GetActiveScene().name == sceneName;
}
public bool IsSceneLoaded(string sceneName)
{
return SceneManager.GetSceneByName(sceneName).isLoaded;
}
public void LoadMainMenu()
{
if (IsLoadGameplayUI)
if (isLoadGameplayUI)
{
// 如果已经加载过游戏内UI场景则卸载掉
StartCoroutine(UnloadScene("UIScene"));
IsLoadGameplayUI = false;
isLoadGameplayUI = false;
}
// 加载主菜单场景需要卸载掉除了Core以外的所有场景
StartCoroutine(SwitchGameplay("StartMenu"));
}
public void LoadGameplay(string sceneName)
{
StartCoroutine(SwitchGameplay(sceneName));
if (!IsLoadGameplayUI)
if (!isLoadGameplayUI)
{
// 只加载一次游戏内UI场景
StartCoroutine(LoadSceneAdditive("UIScene"));
IsLoadGameplayUI = true;
isLoadGameplayUI = true;
}
}
/// <summary>
/// 切换游戏场景,卸载当前的游戏场景,加载新的游戏场景
/// 适用于在游戏内切换场景
/// </summary>
/// <param name="newScene"></param>
/// <returns></returns>
private IEnumerator SwitchGameplay(string newScene)
{
if (!string.IsNullOrEmpty(currentGameplayScene))
{
yield return UnloadScene(currentGameplayScene);
}
yield return LoadSceneAdditive(newScene);
currentGameplayScene = newScene;
// 可选:将新场景设置为激活场景
SceneManager.SetActiveScene(SceneManager.GetSceneByName(newScene));
}
private IEnumerator LoadSceneAdditive(string sceneName)
{
var async = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
var async = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
while (!async.isDone)
{
yield return null;
}
}
private IEnumerator UnloadScene(string sceneName)
{
var async = UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(sceneName);
var async = SceneManager.UnloadSceneAsync(sceneName);
while (!async.isDone)
{
yield return null;