(client) feat:实现热重载

This commit is contained in:
m0_75251201
2025-08-20 17:55:22 +08:00
parent d91210a6ff
commit 3e099137a1
20 changed files with 8636 additions and 480 deletions

View File

@ -2,6 +2,7 @@ using System.Collections;
using Logging;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Base
{
@ -58,11 +59,19 @@ namespace Base
private void Start()
{
if (!Program.Instance.needLoad)
return;
Base.Setting.Instance.Init();
#if !DEBUG
duration = Base.Setting.Instance.progressStepDuration;
fadeDuration = Base.Setting.Instance.exitAnimationDuration;
duration = Base.Setting.Instance.CurrentSettings.progressStepDuration;
fadeDuration = Base.Setting.Instance.CurrentSettings.exitAnimationDuration;
#endif
Load();
Program.Instance.needLoad = false;
}
public void Load()
{
loadingUI.SetActive(true);
textColor = describeText.color;
StartCoroutine(LoadAllManagers());
@ -72,17 +81,35 @@ namespace Base
{
for (var i = 0; i < _loadingSteps.Length; i++)
{
// 更新描述文本
// 更新描述文本放在try外部
describeText.text = _loadingSteps[i];
// 获取当前阶段的目标进度
var targetProgress = (float)(i + 1) / _loadingSteps.Length;
// 平滑过渡到下一个阶段
// 平滑过渡到下一个阶段放在try外部
yield return SmoothTransitionTo(targetProgress);
// 初始化对应的管理器
switch (i)
// 初始化对应的管理器(使用单独的方法处理可能抛出的异常)
yield return InitializeManagerSafely(i);
}
// 加载完成后的处理
describeText.text = "加载完成!";
Progress = 1f;
// 开始渐隐效果
yield return FadeOutProgressBar();
}
private IEnumerator InitializeManagerSafely(int stepIndex)
{
bool initSuccess = false;
System.Exception initException = null;
try
{
switch (stepIndex)
{
case 0:
UnityLogger.Init();
@ -103,16 +130,25 @@ namespace Base
Managers.ItemResourceManager.Instance.Init();
break;
}
initSuccess = true;
}
catch (System.Exception ex)
{
initException = ex;
}
// 加载完成后的处理
describeText.text = "加载完成!";
Progress = 1f;
if (!initSuccess && initException != null)
{
Debug.LogError($"初始化第 {stepIndex + 1} 个管理器时出错: {initException.Message}\n{initException.StackTrace}");
describeText.text = $"{_loadingSteps[stepIndex]} (初始化失败)";
// 这里可以添加重试逻辑
// yield return RetryInitialize(stepIndex);
}
// 开始渐隐效果
yield return FadeOutProgressBar();
// 确保协程继续执行
yield return null;
}
private IEnumerator SmoothTransitionTo(float targetProgress)
{
var startProgress = _currentProgress;
@ -146,5 +182,10 @@ namespace Base
Opacity = 0f;
loadingUI.SetActive(false);
}
public static void ToScene(string scene)
{
SceneManager.LoadScene(scene);
}
}
}

View File

@ -64,6 +64,11 @@ namespace Base
ApplyWindowSettings();
}
public void Apply()
{
ApplyAudioSettings();
ApplyWindowSettings();
}
// 应用音频设置
private void ApplyAudioSettings()
{

View File

@ -121,6 +121,21 @@ namespace Base
needUpdate = true;
}
public void Show(string uiName)
{
foreach (var window in _allWindows)
{
if (window.name == uiName)
{
Show(window);
return;
}
}
Debug.LogWarning($"未找到窗口{uiName}");
}
/// <summary>
/// 公开的隐藏窗口方法
/// </summary>
@ -133,7 +148,25 @@ namespace Base
windowToHide.Hide();
needUpdate = true;
}
public void Hide(string uiName)
{
foreach (var visibleWindow in _visibleWindows)
{
if (visibleWindow.name == uiName)
{
Hide(visibleWindow);
break;
}
}
}
public void HideAll()
{
foreach (var visibleWindow in _visibleWindows)
{
Hide(visibleWindow);
}
}
/// <summary>
/// 根据当前所有可见窗口的 needPause 属性来更新游戏时钟的暂停状态
/// </summary>

View File

@ -37,7 +37,7 @@ namespace Managers
var pack = Managers.DefineManager.Instance.GetDefinePackage(ima);
var path = Path.Combine(pack.packRootPath, ima.path);
var texture = Configs.ConfigProcessor.LoadTextureByIO(path);
if (texture == null)
if (!texture)
continue;
var packId = ima.packID;

View File

@ -13,8 +13,15 @@ namespace Map
public void Start()
{
var perline= Utils.PerlinNoise.Instance;
int size = 100;
var size = 100;
baseLevel.InitializeData(size, size);
for (var i = 0; i < size; i++) {
for (var j = 0; j < size; j++) {
var dx = i - size/2;
var dy = j - size/2;
baseLevel.mapData[i][j] = (int)(Math.Sqrt(dx*dx + dy*dy) / 5) & 1;
}
}
baseLevel.RefreshAllTiles();
}

View File

@ -0,0 +1,43 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Prefab
{
// [RequireComponent(typeof(CircleCollider2D))]
public class HoverButtonPrefab:MonoBehaviour
{
public TMP_Text text;
public Button button;
// public CircleCollider2D circleCollider;
public float startRadius = 250;
public float endRadius = 100;
private void Start()
{
// circleCollider.radius=startRadius;
}
public void OnMouseOver()
{
var dir= (Input.mousePosition - transform.position).magnitude;
var color = button.image.color;
color.a = Mathf.Min((startRadius - dir) / (startRadius - endRadius), 1);
button.image.color = color;
}
public void OnMouseEnter()
{
button.gameObject.SetActive(true);
}
public void OnMouseExit()
{
button.gameObject.SetActive(false);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cda5c2669c504f77bb60cdd9ce591e63
timeCreated: 1755663454

View File

@ -1,18 +1,7 @@
using Logging;
using UnityEngine;
public class Program : MonoBehaviour
public class Program : Utils.Singleton<Program>
{
private void Awake()
{
UnityLogger.Init();
Managers.DefineManager.Instance.Init();
Managers.PackagesImageManager.Instance.Init();
Managers.TileManager.Instance.Init();
}
private void Start()
{
Debug.Log("Starting game...");
}
public bool needLoad = true;
}

View File

@ -1,7 +1,9 @@
using System.Collections.Generic;
using System.Linq;
using Base;
using Data;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace UI
@ -22,12 +24,19 @@ namespace UI
private void Init()
{
InitReloadGameButton();
InitEvent();
InitCharacter();
InitMonster();
InitBuilding();
}
private void InitReloadGameButton()
{
var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
button.Label = "热重载Def";
button.AddListener(HotReload);
}
private void InitEvent()
{
@ -162,6 +171,13 @@ namespace UI
entityPlacementUI.snapEnabled = true;
Base.UIInputControl.Instance.Show(entityPlacementUI);
}
private void HotReload()
{
UIInputControl.Instance.HideAll();
Program.Instance.needLoad = true;
SceneManager.LoadScene(0);
}
}
}

View File

@ -1,4 +1,6 @@
using Base;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace UI
{
@ -9,7 +11,7 @@ namespace UI
Base.UIInputControl.Instance.Hide(this);
}
public void ExitButton()
public static void ExitButton()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false; // 停止编辑器播放模式
@ -18,9 +20,16 @@ namespace UI
#endif
}
public void SettingsButton()
public static void SettingsButton()
{
UIInputControl.Instance.Show("SettingUI");
}
public static void ReturnMainMenu()
{
if (SceneManager.GetActiveScene().buildIndex == 0)
return;
SceneManager.LoadScene(0);
}
}
}

View File

@ -0,0 +1,72 @@
using System.Globalization;
using Base;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace UI
{
public class SettingUI : UIBase
{
[SerializeField] private Scrollbar globalVolume;
[SerializeField] private Toggle developerMode;
[SerializeField] private Toggle friendlyFire;
[SerializeField] private TMP_Dropdown windowMode;
[SerializeField] private TMP_Dropdown windowResolution;
[SerializeField] private TMP_InputField progressStepDuration;
[SerializeField] private TMP_InputField exitAnimationDuration;
Base.Setting.GameSettings currentSettings;
public override void Show()
{
base.Show();
currentSettings = Base.Setting.Instance.CurrentSettings;
globalVolume.value = currentSettings.globalVolume;
developerMode.isOn = currentSettings.developerMode;
friendlyFire.isOn = currentSettings.friendlyFire;
progressStepDuration.text = currentSettings.progressStepDuration.ToString(CultureInfo.InvariantCulture);
exitAnimationDuration.text = currentSettings.exitAnimationDuration.ToString(CultureInfo.InvariantCulture);
windowResolution.ClearOptions();
var options = new System.Collections.Generic.List<TMP_Dropdown.OptionData>();
foreach (var resolution in Base.Setting.CommonResolutions)
{
options.Add(new TMP_Dropdown.OptionData(resolution.ToString()));
}
windowResolution.AddOptions(options);
if (currentSettings.windowResolution != null)
{
int resolutionIndex = System.Array.FindIndex(Base.Setting.CommonResolutions, r => r == currentSettings.windowResolution);
windowResolution.value = resolutionIndex >= 0 ? resolutionIndex : 0;
}
else
{
windowResolution.value = 0;
}
}
public void CancelSettings()
{
UIInputControl.Instance.Hide(this);
}
public void ApplySettings()
{
currentSettings.globalVolume = globalVolume.value;
currentSettings.developerMode = developerMode.isOn;
currentSettings.friendlyFire = friendlyFire.isOn;
currentSettings.currentWindowMode = (Base.Setting.WindowMode)windowMode.value;
currentSettings.windowResolution = Base.Setting.CommonResolutions[windowResolution.value];
currentSettings.progressStepDuration = float.Parse(progressStepDuration.text, CultureInfo.InvariantCulture);
currentSettings.exitAnimationDuration = float.Parse(exitAnimationDuration.text, CultureInfo.InvariantCulture);
Base.Setting.Instance.CurrentSettings = currentSettings;
Base.Setting.Instance.Apply();
}
public void EnterSetting()
{
ApplySettings();
UIInputControl.Instance.Hide(this);
Base.Setting.Instance.SaveSettings();
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7f4127efa613491894a9b1a7e9918a26
timeCreated: 1755600172