Files
Gen_Hack-and-Slash-Roguelit…/Client/Assets/Scripts/Prefab/RightMenuPrefab.cs
2025-07-23 18:53:14 +08:00

89 lines
2.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace Prefab
{
public class RightMenuPrefab: Utils.MonoSingleton<RightMenuPrefab>,IPointerExitHandler
{
public GameObject menu;
public ButtonPrefab buttonPrefab;
public void Show()
{
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
public void Init(List<(string name, UnityAction callback)> buttons)
{
if (menu == null || buttonPrefab == null)
{
Debug.LogError("Menu or ButtonPrefab is not assigned!");
return;
}
ClearMenu();
foreach (var (label, callback) in buttons)
{
// 实例化按钮预制体
var instantiatedButton = Instantiate(buttonPrefab.gameObject, menu.transform);
var buttonInstance = instantiatedButton.GetComponent<ButtonPrefab>();
if (buttonInstance != null)
{
// 设置按钮文本
buttonInstance.Label = label;
// 创建一个新的回调函数,包含原始回调和隐藏菜单的操作
UnityAction wrappedCallback = () =>
{
try
{
// 执行原始回调
callback?.Invoke();
}
catch (System.Exception e)
{
Debug.LogError($"Error executing callback for button '{label}': {e.Message}");
}
finally
{
// 隐藏菜单
Hide();
}
};
// 添加包装后的回调
buttonInstance.AddListener(wrappedCallback);
}
else
{
Debug.LogError("Failed to get ButtonPrefab component from instantiated object!");
}
}
}
public void ClearMenu()
{
// 遍历菜单下的所有子对象并销毁它们
foreach (Transform child in menu.transform)
{
Destroy(child.gameObject);
}
}
protected override void OnStart()
{
Hide();
}
public void OnPointerExit(PointerEventData eventData)
{
Hide();
}
}
}