升级 P1 主菜单样例和使用规范

This commit is contained in:
JSD\13999
2026-05-20 16:27:08 +08:00
parent a0508ff630
commit a879badd2a
6 changed files with 222 additions and 40 deletions

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@@ -25,8 +25,15 @@ namespace FlowScope.Samples.MainMenuP0
private ContainerType _root;
private GameFlow _gameFlow;
private ISaveService _saveService;
private UIPreloadService _preloadService;
private SampleResourceBackend _sampleBackend;
private PlayerData _playerData;
private CancellationTokenSource _lifetime;
private bool _started;
private bool _shutdown;
public int ReleasedResourceCount => _sampleBackend?.ReleaseCount ?? 0;
public bool IsShutdown => _shutdown;
private async void Awake()
{
@@ -36,35 +43,61 @@ namespace FlowScope.Samples.MainMenuP0
public async Task StartupAsync(CancellationToken cancellationToken)
{
if (_started)
{
return;
}
_started = true;
_shutdown = false;
_root = new ContainerType();
_gameFlow = new GameFlow();
var resources = new SampleResourceService();
resources.Register(
_sampleBackend = new SampleResourceBackend();
_sampleBackend.Register(
"FlowScope/Samples/MainMenuP0/MainMenuPanel",
ResolveMainMenuPanelPrefab().gameObject);
var resources = new ResourceService(_sampleBackend);
_preloadService = new UIPreloadService(resources);
var uiManager = new UIManager(resources, _preloadService);
uiManager.RegisterLayer("hud", ResolveHudCanvas(), 0, PanelStrategy.Destroy);
var screenNavigator = new UIScreenNavigator(uiManager);
var migrations = new SaveMigrationRegistry();
migrations.Register(new PlayerDataV1ToV2Migration());
_saveService = new SaveService(
new FileSaveStorage(),
new JsonSaveSerializer());
new JsonSaveSerializer(2, migrations));
_playerData = await _saveService.LoadAsync(
SaveKey,
new PlayerData { Gold = new R3.ReactiveProperty<int>(defaultGold) },
cancellationToken);
var uiManager = new UIManager(resources);
uiManager.RegisterLayer("hud", ResolveHudCanvas(), 0, PanelStrategy.Cache);
await _preloadService.PreloadAsync<MainMenuPanel>(cancellationToken);
var audioService = gameObject.AddComponent<AudioService>().Initialize(resources);
_root.RegisterInstance(_root);
_root.RegisterInstance<IConfigProvider>(
new JsonConfigProvider(Array.Empty<JsonConfigProvider.ConfigMapping>()));
new JsonConfigProvider(new[]
{
JsonConfigProvider.Mapping<SampleMenuConfig>(
"main_menu.json",
new InMemoryConfigSource(
new Dictionary<string, string>
{
{ "main_menu.json", "[{\"Id\":1,\"Title\":\"Main Menu P1\"}]" }
},
"MainMenuP0"),
new JsonConfigParser())
}));
_root.RegisterInstance<IResourceService>(resources);
_root.RegisterInstance<ISaveService>(_saveService);
_root.RegisterInstance<IAudioService>(audioService);
_root.RegisterInstance(uiManager);
_root.RegisterInstance<IUIPreloadService>(_preloadService);
_root.RegisterInstance<IUIScreenNavigator>(screenNavigator);
_root.RegisterInstance(_playerData);
_root.RegisterFactory(_ => new MainMenuFeature(uiManager, _playerData));
_root.RegisterFactory(_ => new MainMenuFeature(screenNavigator, _playerData));
await _gameFlow.StartupAsync<MainMenuFeature>(_root, cancellationToken);
}
@@ -80,6 +113,9 @@ namespace FlowScope.Samples.MainMenuP0
{
await _gameFlow.ShutdownAsync(cancellationToken);
}
_preloadService?.ReleaseAll();
_shutdown = true;
}
private async void OnApplicationQuit()
@@ -137,16 +173,19 @@ namespace FlowScope.Samples.MainMenuP0
return mainMenuPanelPrefab;
}
private sealed class SampleResourceService : IResourceService
private sealed class SampleResourceBackend : IResourceBackend
{
private readonly Dictionary<string, GameObject> _prefabs = new();
public string Name => "MainMenuP0Sample";
public int ReleaseCount { get; private set; }
public void Register(string key, GameObject prefab)
{
_prefabs[key] = prefab;
}
public Task<IResourceHandle<T>> LoadAsync<T>(
public Task<T> LoadAsync<T>(
string key,
CancellationToken cancellationToken)
where T : class
@@ -155,36 +194,32 @@ namespace FlowScope.Samples.MainMenuP0
if (typeof(T) == typeof(GameObject) &&
_prefabs.TryGetValue(key, out var prefab))
{
return Task.FromResult<IResourceHandle<T>>(
new SampleResourceHandle<T>(key, prefab as T));
return Task.FromResult(prefab as T);
}
throw new InvalidOperationException($"Sample resource is not registered: {key}");
}
public IResourceGroup CreateGroup()
public void Release<T>(string key, T asset)
where T : class
{
return new ResourceGroup();
ReleaseCount++;
}
}
private sealed class SampleResourceHandle<T> : IResourceHandle<T> where T : class
private sealed class SampleMenuConfig : IConfigRow
{
public SampleResourceHandle(string key, T asset)
{
Key = key;
Asset = asset;
}
public int Id { get; set; }
public string Title { get; set; }
}
public string Key { get; }
public T Asset { get; private set; }
public bool IsDisposed { get; private set; }
private sealed class PlayerDataV1ToV2Migration : ISaveMigration
{
public string Key => typeof(PlayerData).FullName;
public int FromVersion => 1;
public int ToVersion => 2;
public void Dispose()
{
IsDisposed = true;
Asset = null;
}
public string Migrate(string json) => json;
}
}
}

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@@ -6,13 +6,13 @@ namespace FlowScope.Samples.MainMenuP0
{
public sealed class MainMenuFeature : FeatureBase
{
private readonly UIManager _uiManager;
private readonly IUIScreenNavigator _screenNavigator;
private readonly PlayerData _playerData;
private MainMenuViewModel _viewModel;
public MainMenuFeature(UIManager uiManager, PlayerData playerData)
public MainMenuFeature(IUIScreenNavigator screenNavigator, PlayerData playerData)
{
_uiManager = uiManager;
_screenNavigator = screenNavigator;
_playerData = playerData;
}
@@ -25,14 +25,14 @@ namespace FlowScope.Samples.MainMenuP0
public override async Task EnterAsync(FeatureContext context)
{
await _uiManager.OpenAsync<MainMenuPanel, MainMenuViewModel>(
await _screenNavigator.PushAsync<MainMenuPanel, MainMenuViewModel>(
_viewModel,
context.CancellationToken);
}
public override Task ExitAsync(FeatureContext context)
{
_uiManager.Close<MainMenuPanel>();
_screenNavigator.Clear();
return base.ExitAsync(context);
}

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@@ -4,7 +4,7 @@ using UnityEngine.UI;
namespace FlowScope.Samples.MainMenuP0
{
[UIPanel("hud", "FlowScope/Samples/MainMenuP0/MainMenuPanel", PanelStrategy.Cache)]
[UIPanel("hud", "FlowScope/Samples/MainMenuP0/MainMenuPanel")]
public sealed class MainMenuPanel : UIPanelBase<MainMenuViewModel>
{
[SerializeField] private Text goldText;

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@@ -27,13 +27,11 @@ namespace FlowScope.Tests.PlayMode.Samples
}
[UnityTest]
public IEnumerator Bootstrap_StartClickShutdownAndRestart_RestoresSavedGold()
public IEnumerator Bootstrap_StartsAndOpensVisibleMainMenuPanel()
{
DeleteSampleSave();
var root = new GameObject("bootstrap-test");
root.SetActive(false);
var root = CreateInactiveBootstrap("bootstrap-visible-test", out var bootstrap);
var bootstrap = root.AddComponent<GameBootstrap>();
yield return AwaitTask(bootstrap.StartupAsync(CancellationToken.None));
var panel = Object.FindObjectOfType<MainMenuPanel>(true);
@@ -42,17 +40,49 @@ namespace FlowScope.Tests.PlayMode.Samples
var button = panel.GetComponentInChildren<Button>(true);
Assert.That(label, Is.Not.Null);
Assert.That(button, Is.Not.Null);
Assert.That(panel.gameObject.activeSelf, Is.True);
Assert.That(label.text, Is.EqualTo("0"));
yield return AwaitTask(bootstrap.ShutdownAsync(CancellationToken.None));
Object.DestroyImmediate(root);
DeleteSampleSave();
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator ClickIncrement_UpdatesGoldTextImmediately()
{
DeleteSampleSave();
var root = CreateInactiveBootstrap("bootstrap-click-test", out var bootstrap);
yield return AwaitTask(bootstrap.StartupAsync(CancellationToken.None));
var panel = Object.FindObjectOfType<MainMenuPanel>(true);
var label = panel.GetComponentInChildren<Text>(true);
var button = panel.GetComponentInChildren<Button>(true);
button.onClick.Invoke();
Assert.That(label.text, Is.EqualTo("1"));
yield return AwaitTask(bootstrap.ShutdownAsync(CancellationToken.None));
Object.DestroyImmediate(root);
DeleteSampleSave();
LogAssert.NoUnexpectedReceived();
}
var restartRoot = new GameObject("bootstrap-restart-test");
restartRoot.SetActive(false);
var restartedBootstrap = restartRoot.AddComponent<GameBootstrap>();
[UnityTest]
public IEnumerator ShutdownAndRestart_RestoresSavedGold()
{
DeleteSampleSave();
var root = CreateInactiveBootstrap("bootstrap-save-test", out var bootstrap);
yield return AwaitTask(bootstrap.StartupAsync(CancellationToken.None));
var panel = Object.FindObjectOfType<MainMenuPanel>(true);
var button = panel.GetComponentInChildren<Button>(true);
button.onClick.Invoke();
yield return AwaitTask(bootstrap.ShutdownAsync(CancellationToken.None));
Object.DestroyImmediate(root);
var restartRoot = CreateInactiveBootstrap("bootstrap-restart-test", out var restartedBootstrap);
yield return AwaitTask(restartedBootstrap.StartupAsync(CancellationToken.None));
var restoredPanel = Object.FindObjectOfType<MainMenuPanel>(true);
@@ -62,6 +92,27 @@ namespace FlowScope.Tests.PlayMode.Samples
yield return AwaitTask(restartedBootstrap.ShutdownAsync(CancellationToken.None));
Object.DestroyImmediate(restartRoot);
DeleteSampleSave();
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator Shutdown_ReleasesPreloadedResourcesAndSubscriptions()
{
DeleteSampleSave();
var root = CreateInactiveBootstrap("bootstrap-release-test", out var bootstrap);
yield return AwaitTask(bootstrap.StartupAsync(CancellationToken.None));
var panel = Object.FindObjectOfType<MainMenuPanel>(true);
yield return AwaitTask(bootstrap.ShutdownAsync(CancellationToken.None));
yield return null;
Assert.That(bootstrap.IsShutdown, Is.True);
Assert.That(bootstrap.ReleasedResourceCount, Is.EqualTo(1));
Assert.That(panel == null, Is.True);
Object.DestroyImmediate(root);
DeleteSampleSave();
LogAssert.NoUnexpectedReceived();
}
private static IEnumerator AwaitTask(Task task)
@@ -82,6 +133,14 @@ namespace FlowScope.Tests.PlayMode.Samples
}
}
private static GameObject CreateInactiveBootstrap(string name, out GameBootstrap bootstrap)
{
var root = new GameObject(name);
root.SetActive(false);
bootstrap = root.AddComponent<GameBootstrap>();
return root;
}
private static void DeleteSampleSave()
{
var path = Path.Combine(

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@@ -0,0 +1,55 @@
# FlowScope Runtime 使用规范
## Bootstrap
Bootstrap 负责组合运行时依赖,而不是把业务流程写进场景脚本。推荐顺序是创建根 `Container`、注册 Config/Resource/Save/UI/Audio 等服务、注册首个 Feature 的工厂,最后调用 `GameFlow.StartupAsync<TInitialFeature>`
Bootstrap 必须持有生命周期 `CancellationToken`,退出时先保存必要状态,再调用 `GameFlow.ShutdownAsync`,最后释放预加载资源、音频句柄或其他根级缓存。
## Container 注册规则
容器注册应显式、可读、可追踪。稳定服务使用 `RegisterInstance`,带运行时参数或 Feature 私有依赖使用 `RegisterFactory`。不要依赖类型扫描或名称约定来猜测注册关系。
Feature 只从自己的 scope 解析依赖。跨 Feature 的共享服务放在 root containerFeature 内部临时对象放在 Feature scope并随 `FeatureContext` 一起释放。
## Feature 生命周期
`LoadAsync` 只准备数据、ViewModel 和轻量状态;`EnterAsync` 打开 UI、订阅输入或启动表现`ExitAsync` 必须关闭本 Feature 打开的 UI 并释放订阅;`Dispose` 只做最后的托底清理。
不要在 `Dispose` 中启动新的异步工作。需要异步关闭的行为放在 `ExitAsync`
## 资源所有权
P1 的资源入口是 `ResourceService`,后端由 `IResourceBackend` 适配。业务层只持有 `IResourceHandle<T>``IResourceGroup`,不直接调用 Addressables 或样例 backend。
谁创建 handle谁负责释放。预加载资源由 `UIPreloadService` 持有UI 实例关闭时不释放预加载 handleBootstrap 或上层流程退出时调用 `Release<TPanel>``ReleaseAll`
## UI 路径和层级
Panel 类型必须声明 `UIPanelAttribute`。优先显式填写资源路径,例如 `FlowScope/Samples/MainMenuP0/MainMenuPanel`;未填写时才使用 `UI/{PanelNameWithoutSuffix}/Prefab` 约定。
`UIManager` 维护层内 LIFO。`UIScreenNavigator` 只管理它自己 push 的页面,`GoBack` 保留最后一个页面,`Clear` 清空导航器打开的页面。
## 配置 DTO 约束
配置行实现 `IConfigRow``Id` 在同一表内必须唯一。DTO 应保持简单字段或属性不把运行时对象、Unity 组件、服务实例放进配置。
配置加载通过 `IConfigSource` 读取文本,通过 `IConfigParser` 解析。生产环境可接文件或远端来源,测试和样例可使用 `InMemoryConfigSource`
## 存档版本迁移
`JsonSaveSerializer``currentVersion` 大于 1 时会写入版本 envelope。旧版裸 JSON 被视为版本 1并通过 `SaveMigrationRegistry` 迁移到当前版本。
每个迁移实现 `ISaveMigration``Key` 默认使用存档 DTO 类型全名,迁移链必须逐版本连续,例如 1 -> 2 -> 3。
## Addressables 后端接入
生产资源后端使用 `FlowScope.Addressables.AddressablesResourceBackend`。项目需要在 `Packages/manifest.json` 中包含 `com.unity.addressables`,并让 Unity 完成包解析后再运行 PlayMode 全量测试。
业务代码不直接依赖 Addressables API。需要替换后端时只调整 Bootstrap 或平台装配层的 `IResourceBackend` 注册。
## 测试建议
窄单元测试优先覆盖接口契约:重复加载共享、取消不释放他人 handle、配置重复 ID、存档迁移缺链、UI LIFO 和预加载释放。
样例验收至少覆盖启动可见、按钮即时更新、关闭保存、重启恢复、资源释放。Unity Test Runner 全绿前,不要宣布生产化验收完成。

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@@ -0,0 +1,33 @@
# MainMenuP0 P1 样例验收
## 打开场景
在 Unity 中打开:
```text
My project/Assets/FlowScope/Samples/MainMenuP0/Scenes/MainMenuP0.unity
```
进入 Play Mode 后,`GameBootstrap` 会注册 P1 运行时服务,预加载 `MainMenuPanel`,并启动 `MainMenuFeature`
## 预期画面
画面中应出现主菜单面板、Gold 数字文本和一个递增按钮。若场景或 prefab 引用缺失,样例仍会创建运行时 fallback UI但人工验收应优先检查场景和 prefab 引用是否正确。
## Gold 递增
按钮点击调用 `MainMenuViewModel.IncrementGold`,立即修改 `PlayerData.Gold`,并通过面板订阅同步刷新 Gold 文本。点击一次后,文本应从 `0` 变为 `1`
## 保存与恢复
`ShutdownAsync` 会把 `PlayerData` 写入 `main-menu-player` 存档。再次启动样例时,`SaveService` 会读取同一 key 并恢复 Gold。
P1 样例使用 `JsonSaveSerializer` 版本 envelope旧版裸 JSON 会通过 no-op 的 1 -> 2 迁移链继续读取。
## 资源释放
样例资源通过 `ResourceService` 和样例 `IResourceBackend` 加载。`UIPreloadService` 持有预加载 handleFeature 退出时关闭面板实例Bootstrap 关闭时调用 `ReleaseAll` 释放预加载资源。
## Console 输出
验收期间不应出现未预期的 Error 或 Exception。Unity 引用版本冲突警告如果只出现在外部 `dotnet build` 中,属于当前 Unity 生成项目的已知警告,不作为样例失败条件。