PopupEffectQueueHelper.cs 10 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using System;
  5. /// <summary>
  6. /// 弹窗效果队列
  7. /// </summary>
  8. public class PopupEffectQueueHelper : MonoBehaviour
  9. {
  10. private static PopupEffectQueueHelper pEffectQueueHelper = null;
  11. /// <summary>
  12. /// 特效队列
  13. /// </summary>
  14. private Queue<PopupEffectInfo> popupEffectQueues = new Queue<PopupEffectInfo>();
  15. /// <summary>
  16. /// 协同
  17. /// </summary>
  18. private IEnumerator iEnumerator = null;
  19. /// <summary>
  20. /// 显示完毕回调
  21. /// </summary>
  22. private Action showOverAC = null;
  23. /// <summary>
  24. /// 单键
  25. /// </summary>
  26. public static PopupEffectQueueHelper Instance
  27. {
  28. get
  29. {
  30. if (pEffectQueueHelper == null)
  31. {
  32. GameObject obj = new GameObject("PopupEffectQueueHelper");
  33. pEffectQueueHelper = obj.AddComponent<PopupEffectQueueHelper>();
  34. // 不销毁
  35. DontDestroyOnLoad(obj);
  36. }
  37. return pEffectQueueHelper;
  38. }
  39. }
  40. /// <summary>
  41. /// 显示特效
  42. /// </summary>
  43. /// <param name="type">类型</param>
  44. /// <param name="showTime">显示时间(毫秒)</param>
  45. /// <param name="parameter">参数</param>
  46. public void ShowEffect(ePopupEffectType type, object parameter = null)
  47. {
  48. PopupEffectInfo info = new PopupEffectInfo();
  49. info.type = type;
  50. info.parameter = parameter;
  51. popupEffectQueues.Enqueue(info);
  52. }
  53. /// <summary>
  54. /// 播放结束的事件
  55. /// </summary>
  56. /// <param name="ac"></param>
  57. public void ShowOverEvent(Action ac)
  58. {
  59. showOverAC = ac;
  60. }
  61. /// <summary>
  62. /// 更新
  63. /// </summary>
  64. private void Update()
  65. {
  66. if (popupEffectQueues.Count > 0 && iEnumerator == null)
  67. {
  68. PopupEffectInfo info = popupEffectQueues.Dequeue();
  69. iEnumerator = IE_UpdatePopupEffect(info);
  70. StartCoroutine(iEnumerator);
  71. }
  72. else if (showOverAC != null)
  73. {
  74. showOverAC.Invoke();
  75. showOverAC = null;
  76. }
  77. }
  78. /// <summary>
  79. /// 协同更新弹窗效果
  80. /// </summary>
  81. /// <returns></returns>
  82. private IEnumerator IE_UpdatePopupEffect(PopupEffectInfo info)
  83. {
  84. float runTime = 0;
  85. float timeOut = 3.0f;
  86. switch (info.type)
  87. {
  88. // 完成任务卡效果
  89. case ePopupEffectType.CompleteTaskCardEffect:
  90. {
  91. //TaskCardVo taskCardVo = info.parameter as TaskCardVo;
  92. //PanelHelper.Instance.ShowPanel("UI_TaskEffectWindow", (uiObj) =>
  93. //{
  94. // UI_TaskEffectWindow effectWindow = uiObj.GetComponent<UI_TaskEffectWindow>();
  95. // effectWindow.Show("Drop_TaskCard_finish", taskCardVo);
  96. //});
  97. //yield return new WaitForSeconds(1.0f);
  98. //// 没有关闭效果之前一直等待
  99. //bool bWait = true;
  100. //while (bWait)
  101. //{
  102. // GameObject obj = PanelHelper.Instance.GetPanelByName("UI_TaskEffectWindow");
  103. // if (obj != null && obj.activeSelf == false)
  104. // {
  105. // bWait = false;
  106. // }
  107. // else
  108. // {
  109. // // 超时强制退出
  110. // runTime += 0.1f;
  111. // if(runTime >= timeOut)
  112. // {
  113. // bWait = false;
  114. // }
  115. // }
  116. yield return new WaitForSeconds(0.1f);
  117. //}
  118. }
  119. break;
  120. // 获取任务卡
  121. case ePopupEffectType.GetTaskCardEffect:
  122. {
  123. //TaskCardVo taskCardVo = info.parameter as TaskCardVo;
  124. //PanelHelper.Instance.ShowPanel("UI_TaskEffectWindow", (uiObj) =>
  125. //{
  126. // UI_TaskEffectWindow effectWindow = uiObj.GetComponent<UI_TaskEffectWindow>();
  127. // effectWindow.Show("Drop_TaskCard_have", taskCardVo);
  128. //});
  129. //yield return new WaitForSeconds(1.0f);
  130. //// 没有关闭效果之前一直等待
  131. //bool bWait = true;
  132. //while (bWait)
  133. //{
  134. // GameObject obj = PanelHelper.Instance.GetPanelByName("UI_TaskEffectWindow");
  135. // if (obj != null && obj.activeSelf == false)
  136. // {
  137. // bWait = false;
  138. // }
  139. // else
  140. // {
  141. // // 超时强制退出
  142. // runTime += 0.1f;
  143. // if (runTime >= timeOut)
  144. // {
  145. // bWait = false;
  146. // }
  147. // }
  148. yield return new WaitForSeconds(0.1f);
  149. //}
  150. }
  151. break;
  152. // 获得物品
  153. case ePopupEffectType.GetItemEffect:
  154. {
  155. List<ItemVo> items = info.parameter as List<ItemVo>;
  156. // 显示奖励弹窗
  157. UI_GetItemWindow.Show(items);
  158. yield return new WaitForSeconds(1.0f);
  159. // 没有关闭效果之前一直等待
  160. bool bWait = true;
  161. while (bWait)
  162. {
  163. GameObject obj = PanelHelper.Instance.GetPanelByName("UI_GetItemWindow");
  164. if (obj != null && obj.activeSelf == false)
  165. {
  166. bWait = false;
  167. }
  168. else
  169. {
  170. // 超时强制退出
  171. runTime += 0.1f;
  172. if (runTime >= timeOut)
  173. {
  174. bWait = false;
  175. }
  176. }
  177. yield return new WaitForSeconds(0.1f);
  178. }
  179. }
  180. break;
  181. // 解锁建筑
  182. case ePopupEffectType.UnlockBuild:
  183. {
  184. int BuildId = int.Parse(info.parameter.ToString());
  185. float waitTime = BuildManager.Instance.NewUnlockBuild(BuildId);
  186. // 等待播放完成
  187. yield return new WaitForSeconds(waitTime);
  188. }
  189. break;
  190. // 指挥官(玩家)升级
  191. case ePopupEffectType.PlayerLvUp:
  192. {
  193. int lv = int.Parse(info.parameter.ToString());
  194. UI_TipsWindow.ShowPlayerLevelUpEeffect(lv);
  195. // 刷新界面
  196. if (UI_BaseMainWindow.Instance())
  197. {
  198. UI_BaseMainWindow.Instance().RefreshTopUserInfoUI();
  199. }
  200. // 等待2秒后效果自己动关闭
  201. yield return new WaitForSeconds(1.0f);
  202. }
  203. break;
  204. // 唤灵师升级
  205. case ePopupEffectType.HuanLingShiLvUp:
  206. {
  207. //UI_TipsWindow.ShowLevelUpEeffect();
  208. // 等待2秒后效果自己动关闭
  209. //yield return new WaitForSeconds(1.0f);
  210. }
  211. break;
  212. // 言灵升级
  213. case ePopupEffectType.PowerAdd:
  214. {
  215. string str = info.parameter.ToString();
  216. UI_TipsWindow.InitFloatUpLevelDialog(str);
  217. // 等待2秒后效果自己动关闭
  218. yield return new WaitForSeconds(1.0f);
  219. }
  220. break;
  221. // 抽奖
  222. case ePopupEffectType.ChouJiang:
  223. {///进杰明确表示不是需要这个,是需要解决填表的任务和实际触发的不一致. 当时看到的表象是抽奖出现在剧情前,但是实际是因为填表问题.
  224. //List<ItemVo> list = (List<ItemVo>)info.parameter;
  225. //// OpenRewardPanel(list);
  226. //PanelHelper.Instance.ShowPanel("UI_TempleRewardWindow", panel =>
  227. //{
  228. // panel.GetComponent<UI_TempleRewardWindow>().ShowReward(list);
  229. //});
  230. //// 没有关闭效果之前一直等待
  231. //bool bWait = true;
  232. //while (bWait)
  233. //{
  234. // GameObject obj = PanelHelper.Instance.GetPanelByName("UI_TempleRewardWindow");
  235. // if (obj != null && obj.activeSelf == false)
  236. // {
  237. // bWait = false;
  238. // }
  239. // else
  240. // {
  241. // // 超时强制退出
  242. // runTime += 0.1f;
  243. // if (runTime >= timeOut)
  244. // {
  245. // bWait = false;
  246. // }
  247. // }
  248. // yield return new WaitForSeconds(0.1f);
  249. //}
  250. }
  251. break;
  252. }
  253. StopCoroutine(iEnumerator);
  254. iEnumerator = null;
  255. }
  256. }
  257. /// <summary>
  258. /// 弹窗效果信息
  259. /// </summary>
  260. public class PopupEffectInfo
  261. {
  262. public ePopupEffectType type;
  263. public object parameter = null;
  264. }
  265. /// <summary>
  266. /// 弹窗效果类型
  267. /// </summary>
  268. public enum ePopupEffectType
  269. {
  270. None = 0,
  271. CompleteTaskCardEffect = 1,
  272. GetTaskCardEffect = 2,
  273. GetItemEffect = 3,
  274. UnlockBuild = 4,
  275. PlayerLvUp = 5,
  276. HuanLingShiLvUp = 6,
  277. PowerAdd = 7,
  278. ChouJiang=8
  279. }