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- using DG.Tweening;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- using UnityEngine.EventSystems;
- /// <summary>
- /// 主界面建筑
- /// </summary>
- public class MainUIBuilder : MonoBehaviour
- {
- /// <summary>
- /// 初始化建筑的虚拟相机
- /// </summary>
- [SerializeField]
- private Dictionary<int, Transform> m_InitBuilderMCs = new Dictionary<int, Transform>();
- /// <summary>
- /// 点击建筑的虚拟相机
- /// </summary>
- [SerializeField]
- private Dictionary<int, Transform> m_ClickBuildeMCs = new Dictionary<int, Transform>();
- /// <summary>
- /// 解锁建筑的虚拟相机
- /// </summary>
- [SerializeField]
- private Dictionary<int, Transform> m_UnlockBuilderMCs = new Dictionary<int, Transform>();
- private Dictionary<int, Transform> m_UnlockBuilderCollider = new Dictionary<int, Transform>();
- /// <summary>
- /// 界面渐变过度遮罩
- /// </summary>
- [SerializeField]
- private Image m_BlackBoxs;
- /// <summary>
- /// UI目标节点列表
- /// </summary>
- [SerializeField]
- private Dictionary<int, Transform> m_UiTargetPoints = new Dictionary<int, Transform>();
- /// <summary>
- /// UI列表
- /// </summary>
- //[SerializeField]
- //private Dictionary<int, Transform> m_NameUis = new Dictionary<int, Transform>();
- private Vector3 originOff; // 当前UI系统(0,0)点 相对于屏幕左下角(0, 0)点的偏移量
- public bool isInput;
- private sm_build buildInfo;
- private int selectBuildIndex = 0;
- EventSystem eventSystem;
- GraphicRaycaster raycastInCanvas;
- Transform nameUis;
- private IEnumerator enumerator = null;
- GameObject m_BG;
- GameObject _uiCanvas = null;
- UI_BuildInfo[] buildInfos = null;
- List<int> builderIDs;
- //GameObject m_Canvas;
- //GameObject m_MainCamera;
- ///// <summary>
- ///// 事件字典,存储注册事件
- ///// </summary>
- //private Dictionary<int, Action> EventDic = new Dictionary<int, Action>();
- //private bool enableBuilderCollider;
- private void OnEnable()
- {
- m_BG = transform.Find("BG").gameObject;
- _uiCanvas = transform.Find("Canvas").gameObject;
- //ShowUICanvas();
- //m_Canvas = transform.Find("Canvas").gameObject;
- //m_MainCamera = transform.Find("Main Camera").gameObject;
- ///获取所需对象
- Transform initBuilderMCs = transform.Find("CMs/InitBuilderMCs");
- foreach (Transform child in initBuilderMCs)
- {
- UI_BuildInfo info = child.GetComponent<UI_BuildInfo>();
- m_InitBuilderMCs[info.buildId] = child;
- }
- Transform clickBuildeMCs = transform.Find("CMs/ClickBuildeMCs");
- foreach (Transform child in clickBuildeMCs)
- {
- UI_BuildInfo info = child.GetComponent<UI_BuildInfo>();
- m_ClickBuildeMCs[info.buildId] = child;
- }
- Transform nlockBuilderMCs = transform.Find("CMs/UnlockBuilderMCs");
- foreach (Transform child in nlockBuilderMCs)
- {
- UI_BuildInfo info = child.GetComponent<UI_BuildInfo>();
- m_UnlockBuilderMCs[info.buildId] = child;
- }
- Transform nlockBuilderCld = transform.Find("BG/Main");
- foreach (Transform child in nlockBuilderCld)
- {
- UI_BuildInfo info = child.GetComponentInChildren<UI_BuildInfo>();
- if (info == null)
- {
- continue;
- }
- Collider collider = info.transform.GetComponentInChildren<Collider>(true);
- if (collider)
- {
- m_UnlockBuilderCollider[info.buildId] = collider.transform;
- }
- else
- {
- m_UnlockBuilderCollider[info.buildId] = null;
- }
- }
- // 初始化建筑点击回调
- buildInfos = gameObject.GetComponentsInChildren<UI_BuildInfo>(true);
- if (buildInfos != null)
- {
- for (int i = 0; i < buildInfos.Length; i++)
- {
- buildInfos[i].touchUpAC = ClickBuildCallback;
- }
- }
- else
- {
- Debug.Log("xxxxxxx初始化建筑失败");
- }
- m_BlackBoxs = transform.Find("Canvas/BlackBox").GetComponent<Image>();
- //ui位置
- Transform UiTargetPoints = transform.Find("UiTargetPoints");
- foreach (Transform child in UiTargetPoints)
- {
- UI_BuildInfo info = child.GetComponent<UI_BuildInfo>();
- m_UiTargetPoints[info.buildId] = child;
- }
- originOff = new Vector3(-Screen.width / 2, -Screen.height / 2);
- raycastInCanvas = this.transform.Find("Canvas").GetComponent<GraphicRaycaster>();
- Reposition();
- InitBuilder();
- }
- // Start is called before the first frame update
- void Start()
- {
- isInput = false;
- //enableBuilderCollider = true;
- ////事件注册测试,正式版本请删除。
- //AddBuiderClickEventListener(1,()=>
- //{
- // Debug.Log("关卡章节界面弹出");
- //});
- }
- /// <summary>
- /// 点击建筑回调
- /// </summary>
- /// <param name="builID"></param>
- private void ClickBuildCallback(int builID)
- {
- List<int> builderIDs = UserProxy.Instance.player.PrivateState.unlockedBuild;
- if (builderIDs.Contains(builID) == false)
- {
- return;
- }
- buildInfo = sm_build.GetMoById(builID);
- if (buildInfo != null)
- {
- SelectBuilder(buildInfo.id);
- }
- }
- // Update is called once per frame
- void Update()
- {
- //if(PanelHelper.Instance.GetNowPanelName() != "UI_BaseMainWindow")
- //{
- // HideUICanvas();
- //}
- //else
- //{
- // ShowUICanvas();
- //}
- if (isInput)
- {
- return;
- }
- Reposition();
- }
- /// <summary>
- /// 初始化建筑
- /// </summary>
- /// <param name="builderID">当前已解锁到的建筑id</param>
- public void InitBuilder()
- {
- //this.m_BlackBoxs.gameObject.SetActive(true);
- //显示可视元素
- ShowVisible();
- //ShowUICanvas();
- if (builderIDs == null)
- {
- builderIDs = UserProxy.Instance.player.PrivateState.unlockedBuild;
- if (builderIDs.Count == 0)
- {
- builderIDs.Add(0);//添加默认相机id
- }
- }
- ///关闭全部虚拟相机
- CloseAllCM();
- //foreach (var item in m_NameUis)
- //{
- // item.Value.gameObject.SetActive(false);
- //}
- foreach (var item in m_InitBuilderMCs)
- {
- item.Value.gameObject.SetActive(false);
- }
- foreach (var item in m_ClickBuildeMCs)
- {
- item.Value.gameObject.SetActive(false);
- }
- foreach (var item in m_UnlockBuilderCollider)
- {
- if (item.Value)
- {
- item.Value.gameObject.SetActive(true);
- Animator anim = item.Value.transform.parent.parent.GetComponent<Animator>();
- if (anim)
- {
- anim.Play("lock", 0, 0);
- }
- }
- }
- foreach (var item in builderIDs)
- {
- if (m_UnlockBuilderCollider.ContainsKey(item) && m_UnlockBuilderCollider[item])
- {
- m_UnlockBuilderCollider[item].gameObject.SetActive(true);
- Animator anim = m_UnlockBuilderCollider[item].transform.parent.parent.GetComponent<Animator>();
- if (anim)
- {
- anim.Play("unlock", 0, 0);
- }
- }
- }
- ///画面渐黑效果
- if (builderIDs.Count > 0)
- {
- m_InitBuilderMCs[builderIDs[builderIDs.Count - 1]].gameObject.SetActive(true);
- StopCoroutine("_InitBuilder");//停止协成
- StartCoroutine(_InitBuilder(builderIDs[builderIDs.Count - 1]));//开始协成
- }
- }
- IEnumerator _InitBuilder(int builderID)
- {
- //m_BlackBoxs.gameObject.SetActive(true);
- m_BlackBoxs.color = new Color(1, 1, 1, 1);
- m_BlackBoxs.DOFade(0, 0.5f);
- yield return new WaitForSeconds(0.5f);//等待间隔时间
- //m_BlackBoxs.gameObject.SetActive(false);
- isInput = false;
- }
- private int convertBuildIdToIndex(int buildId)
- {
- switch (buildId)
- {
- case 1000:
- return 0;
- case 1001:
- return 1;
- case 1002:
- return 2;
- case 1003:
- return 3;
- case 1004:
- return 4;
- case 1005:
- return 5;
- case 1006:
- return 6;
- case 1007:
- return 7;
- case 1008:
- return 8;
- case 1009:
- return 9;
- }
- return 0;
- }
- private int convertIndexToBuildId(int index)
- {
- switch (index)
- {
- case 0:
- return 1000;
- case 1:
- return 1001;
- case 2:
- return 1002;
- case 3:
- return 1003;
- case 4:
- return 1004;
- case 5:
- return 1005;
- case 6:
- return 1006;
- case 7:
- return 1007;
- case 8:
- return 1008;
- case 9:
- return 1009;
- }
- return 0;
- }
- /// <summary>
- /// 选择建筑
- /// </summary>
- /// <param name="builderID"></param>
- public void SelectBuilder(int builderID = 0, Action callback = null)
- {
- isInput = true;
- selectBuildIndex = builderID;
- buildInfo = sm_build.GetMoById(builderID);
- //m_BlackBoxs.gameObject.SetActive(true);
- ///关闭全部虚拟相机
- CloseAllCM();
- ///开启推进相机
- m_ClickBuildeMCs[builderID].gameObject.SetActive(true);
- ///画面渐黑效果
- if (enumerator != null)
- {
- StopCoroutine(enumerator);//停止协成
- enumerator = null;
- }
- enumerator = _SelectBuilder(builderID, callback);
- StartCoroutine(enumerator);//开始协成
- }
- IEnumerator _SelectBuilder(int builderID, Action callback = null)
- {
- //// 界面功能
- //if (buildInfo == null)
- //{
- // yield break;
- //}
- //关闭名字UI
- //foreach (var item in m_NameUis)
- //{
- // if (item.Value != null)
- // {
- // item.Value.gameObject.SetActive(false);
- // }
- //}
- yield return new WaitForSeconds(1.0f);//等待间隔时间
- m_BlackBoxs.DOFade(1, 0.5f);//画面变黑
- yield return new WaitForSeconds(0.5f);//等待间隔时间
- HideVisible();//隐藏可视元素
- ///触发回调函数
- if (callback != null) callback();
- yield return new WaitForSeconds(0.1f);//等待间隔时间
- //m_BlackBoxs.gameObject.SetActive(false);
- //enableBuilderCollider = false;
- //this.m_BlackBoxs.gameObject.SetActive(false);
- if (buildInfo.functionUI != "")
- {
- PanelHelper.Instance.ShowPanel(buildInfo.functionUI);
- PanelHelper.Instance.ClosePanel("UI_BaseMainWindow");
- }
- // 场景功能
- else if (buildInfo.sceneRes != "")
- {
- //LevelManager.Instance().LoadLevel(E_Level.Battle, buildInfo.sceneRes, buildInfo.id);
- LevelManager.Instance().LoadLevel(buildInfo.sceneRes, "", buildInfo.id, 0);
- }
- // 其他功能
- else
- {
- PanelHelper.Instance.ShowPanel("UI_BuildDialogWindow", panel =>
- {
- //panel.GetComponent<UI_BuildDialogWindow>().Init(buildInfo.info);
- }, buildInfo.id.ToString());
- }
- Entrance_WorldMap.mainUIBuilder.gameObject.SetActive(false);
- }
- /// <summary>
- /// 解锁建筑
- /// </summary>
- /// <param name="builderID"></param>
- public void UnlockBuilder(int builderID = 0)
- {
- m_BlackBoxs.color = new Color(1, 1, 1, 0);
- ///关闭全部虚拟相机
- CloseAllCM();
- ///开启解锁相机
- m_UnlockBuilderMCs[builderID].gameObject.SetActive(true);
- if (m_UnlockBuilderCollider[builderID])
- {
- m_UnlockBuilderCollider[builderID].gameObject.SetActive(true);
- }
- }
- /// <summary>
- /// 关闭全部虚拟相机
- /// </summary>
- private void CloseAllCM()
- {
- foreach (var obj in m_InitBuilderMCs)
- {
- obj.Value.gameObject.SetActive(false);
- }
- foreach (var obj in m_ClickBuildeMCs)
- {
- obj.Value.gameObject.SetActive(false);
- }
- foreach (var obj in m_UnlockBuilderMCs)
- {
- obj.Value.gameObject.SetActive(false);
- }
- foreach (var obj in m_UnlockBuilderCollider)
- {
- if (obj.Value)
- {
- obj.Value.gameObject.SetActive(false);
- }
- }
- }
- /// <summary>
- /// 根据目标物体 重定位UI
- /// </summary>
- private void Reposition()
- {
- if (Camera.main == null)
- {
- return;
- }
- //遍历全部目标
- //遍历全部名字ui
- //foreach (var item in m_UiTargetPoints)
- //{
- // Vector3 position = Camera.main.WorldToScreenPoint(item.Value.position);
- // position.z = 0;
- // m_NameUis[item.Key].localPosition = position;
- //}
- }
- /// <summary>
- /// 隐藏可视元素
- /// </summary>
- private void HideVisible()
- {
- m_BG.SetActive(false);
- //m_Canvas.SetActive(false);
- //m_MainCamera.SetActive(false);
- }
- /// <summary>
- /// 显示可视元素
- /// </summary>
- private void ShowVisible()
- {
- m_BG.SetActive(true);
- //m_Canvas.SetActive(true);
- //m_MainCamera.SetActive(true);
- }
- //public void HideUICanvas()
- //{
- // _uiCanvas.SetActive(false);
- //}
- //public void ShowUICanvas()
- //{
- // _uiCanvas.SetActive(true);
- //}
- }
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