using Newtonsoft.Json; using System.Collections; using System.Collections.Generic; using UnityEngine; //using UnityEngine.Rendering.PostProcessing; using UnityEngine.SceneManagement; using UnityEngine.UIElements; /* 本controller用来控制创建宠物UI和相关通讯的代码 * 设置注册语言 * 显示和关闭注册菜单 * 跳转下一个场景 * 上传宠物注册信息 */ public class InitDogUIController : MonoBehaviour { private TextField dogNameTextField; private Label priceLabel; private Label leftArrow, rightArrow; private DropdownField breedDropdownField, sexDropdownField; private Button confirmBtn, cancelBtn; private DogBreed dogBreed; // 狗品种的具体设定数据 private string femaleText, maleText; private int dogSkinIndex = 0; // 显示狗的皮肤颜色 private DogProperty InitDogProperty = new(); // 用于暂存生成狗的属性配置 private string displayDogName = "createdDog"; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { // 检测狗的数量如果达到最大数量就停止创建 if (UserProperty.dogs.Count >= EnviromentSetting.maxDogQty) { string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "cannot_add_dog", EnviromentSetting.languageCode }); MessageBoxController.ShowMessage(msg, () => SceneManager.LoadScene("Home")); } var root = GetComponent().rootVisualElement; dogNameTextField = root.Q("name"); breedDropdownField = root.Q("breed"); sexDropdownField = root.Q("sex"); confirmBtn = root.Q("confirmArea").Q