开始菜单怎么美化和按钮代码怎么简化怎么,实现单独代码简单少量代码,分开gamemaneger等管理器实现单独代码

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/* 开始菜单样式 */
.start-menu {
background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
border-radius: 15px;
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.3);
backdrop-filter: blur(10px);
border: 1px solid rgba(255, 255, 255, 0.1);
}
.menu-item {
padding: 12px 20px;
margin: 5px;
border-radius: 8px;
transition: all 0.3s ease;
background: rgba(255, 255, 255, 0.1);
}
.menu-item:hover {
background: rgba(255, 255, 255, 0.2);
transform: translateX(5px);
}
// 菜单动画
class MenuAnimator {
static fadeIn(menuElement) {
menuElement.style.opacity = '0';
menuElement.style.transform = 'translateY(-20px)';
setTimeout(() => {
menuElement.style.transition = 'all 0.3s ease';
menuElement.style.opacity = '1';
menuElement.style.transform = 'translateY(0)';
}, 50);
}
static fadeOut(menuElement) {
menuElement.style.transition = 'all 0.3s ease';
menuElement.style.opacity = '0';
menuElement.style.transform = 'translateY(-20px)';
}
}
// GameManager.cs - 核心游戏管理器
public class GameManager : MonoBehaviour
{
private static GameManager _instance;
public static GameManager Instance => _instance;
[Header("游戏状态")]
public GameState currentGameState;
private void Awake()
{
if (_instance == null)
{
_instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
public void ChangeGameState(GameState newState)
{
currentGameState = newState;
OnGameStateChanged?.Invoke(newState);
}
public event System.Action<GameState> OnGameStateChanged;
}
public enum GameState
{
MainMenu,
Playing,
Paused,
GameOver
}
// StartMenuManager.cs - 专门处理开始菜单
public class StartMenuManager : MonoBehaviour
{
[Header("UI引用")]
public GameObject startMenuPanel;
public Button startButton;
public Button settingsButton;
public Button quitButton;
private void Start()
{
InitializeMenu();
}
private void InitializeMenu()
{
// 简化按钮事件绑定
startButton.onClick.AddListener(StartGame);
settingsButton.onClick.AddListener(OpenSettings);
quitButton.onClick.AddListener(QuitGame);
// 注册游戏状态变化事件
GameManager.Instance.OnGameStateChanged += HandleGameStateChange;
}
private void StartGame()
{
GameManager.Instance.ChangeGameState(GameState.Playing);
startMenuPanel.SetActive(false);
}
private void OpenSettings()
{
// 打开设置菜单
SettingsManager.Instance.ShowSettings();
}
private void QuitGame()
{
Application.Quit();
}
private void HandleGameStateChange(GameState state)
{
if (state == GameState.MainMenu)
{
startMenuPanel.SetActive(true);
}
}
}
// SettingsManager.cs - 设置相关功能
public class SettingsManager : MonoBehaviour
{
private static SettingsManager _instance;
public static SettingsManager Instance => _instance;
public GameObject settingsPanel;
private void Awake()
{
if (_instance == null)
{
_instance = this;
}
}
public void ShowSettings()
{
settingsPanel.SetActive(true);
}
public void HideSettings()
{
settingsPanel.SetActive(false);
}
}
// 使用特性简化按钮绑定
public class SimplifiedMenu : MonoBehaviour
{
[SerializeField] private MenuButton[] menuButtons;
[System.Serializable]
public struct MenuButton
{
public Button button;
public string action;
}
private void Start()
{
foreach (var menuButton in menuButtons)
{
menuButton.button.onClick.AddListener(() => ExecuteAction(menuButton.action));
}
}
private void ExecuteAction(string action)
{
switch (action)
{
case "start":
StartGame();
break;
case "settings":
OpenSettings();
break;
case "quit":
QuitGame();
break;
}
}
private void StartGame() => GameManager.Instance.ChangeGameState(GameState.Playing);
private void OpenSettings() => SettingsManager.Instance.ShowSettings();
private void QuitGame() => Application.Quit();
}
这种架构确保了代码的简洁性和可维护性,同时提供了良好的扩展性。