MenuController.cs 8.5 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Unity.VisualScripting;
  5. using UnityEngine;
  6. using UnityEngine.SceneManagement;
  7. using UnityEngine.UIElements;
  8. /* 本文件控制游戏右侧的菜单按键逻辑
  9. */
  10. public class MenuController : MonoBehaviour
  11. {
  12. // Start is called once before the first execution of Update after the MonoBehaviour is created
  13. private VisualElement mainMenu, dogIcon, dogList;
  14. private List<VisualElement> subMenus = new();
  15. //private bool isSubMenuShow = false;
  16. private GameObject uiPlaceholder; // Manu会控制其他子菜单显示和隐藏,因此所有子菜单都必须挂载在UI Placeholder下
  17. private GameObject vamUI; // vamUI = Voice and Manu UI;
  18. private GameObject shoppingUI, statusUI, warehouseUI; // 对应点击菜单后展开的几个子菜单
  19. private List<Label> dogNames = new();
  20. private static bool isMenuShowed = false; // 子菜单是否展开
  21. private static DateTime menuShowTime; // 菜单展开时间
  22. void OnEnable()
  23. {
  24. uiPlaceholder = GameObject.Find("UI Placeholder");
  25. vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  26. shoppingUI = uiPlaceholder.transform.Find("ShoppingUI").gameObject;
  27. statusUI = uiPlaceholder.transform.Find("Status").gameObject;
  28. warehouseUI = uiPlaceholder.transform.Find("Warehouse").gameObject;
  29. var root = GetComponent<UIDocument>().rootVisualElement;
  30. var menuArea = root.Q<VisualElement>("menuArea");
  31. mainMenu = menuArea.Q<VisualElement>("mainMenu");
  32. var home = menuArea.Q<VisualElement>("home");
  33. subMenus.Add(home);
  34. var playground = menuArea.Q<VisualElement>("playground");
  35. subMenus.Add(playground);
  36. var shop = menuArea.Q<VisualElement>("shop");
  37. subMenus.Add(shop);
  38. var warehouse = menuArea.Q<VisualElement>("warehouse");
  39. subMenus.Add(warehouse);
  40. var cameraBtn = menuArea.Q<VisualElement>("camera");
  41. subMenus.Add(cameraBtn);
  42. var status = menuArea.Q<VisualElement>("status");
  43. subMenus.Add(status);
  44. mainMenu.RegisterCallback<ClickEvent>(e => MainMenuClick(e));
  45. // root加载完成后,所有element算出位置后再进行计算
  46. root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
  47. // 绑定按键点击事件
  48. playground.RegisterCallback<ClickEvent>(e => PlayGroundClick(e));
  49. shop.RegisterCallback<ClickEvent>(e => ShopClick(e));
  50. warehouse.RegisterCallback<ClickEvent>(e => WarehouseClick(e));
  51. status.RegisterCallback<ClickEvent>(e => StatusClick(e));
  52. cameraBtn.RegisterCallback<ClickEvent>(e => CameraClick(e));
  53. //var root = GetComponent<UIDocument>().rootVisualElement;
  54. dogIcon = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogIcon");
  55. dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
  56. DogNameInit(); // 初始化狗的名字,这里当菜单重新激活后再次加载
  57. dogIcon.RegisterCallback<ClickEvent>(e => DogIconClick(e));
  58. }
  59. private void Start()
  60. {
  61. DogNameInit(); // 初始化狗的名字,首次加载
  62. }
  63. private void OnDisable()
  64. {
  65. subMenus.Clear(); // 因为启动时候调用OnEable数据会被重复加载
  66. }
  67. // Update is called once per frame
  68. void FixedUpdate()
  69. {
  70. CollapseMenuCheck(); // 定时收起菜单
  71. ScaleDogName(); // 放大缩小选中狗的名字
  72. }
  73. #region 右侧按键控制
  74. Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
  75. {
  76. float radians = angle * Mathf.Deg2Rad;
  77. float x = curPosition.x + distance * Mathf.Cos(radians);
  78. float y = curPosition.y - distance * Mathf.Sin(radians);
  79. Vector2 newPosition = new Vector2(x, y);
  80. return new Vector2(x, y);
  81. }
  82. // 初始化所有按键的位置
  83. void InitialSubMenu()
  84. {
  85. foreach (var subMenu in subMenus)
  86. {
  87. subMenu.style.left = mainMenu.resolvedStyle.left;
  88. subMenu.style.top = mainMenu.resolvedStyle.top;
  89. subMenu.visible = false;
  90. }
  91. }
  92. // 点击主按键后所有子按键展开并显示
  93. void MainMenuClick(ClickEvent evt)
  94. {
  95. if (isMenuShowed)
  96. {
  97. MenuReset();
  98. return;
  99. }
  100. // curAngle 初始角度,angleDelta 2个子菜单之间角度,distance 弹出距离,showTimer 显示时间
  101. float curAngle = 75f;
  102. float angleDelta = 40f;
  103. float distance = 70f;
  104. //float showTimer = 3.0f;
  105. foreach (var subMenu in subMenus)
  106. {
  107. subMenu.visible = true;
  108. var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
  109. //subMenu.layout.position.Set(newPosition.x, newPosition.y);
  110. subMenu.style.left = newPosition.x;
  111. subMenu.style.top = newPosition.y;
  112. //if (subMenu.name == "home")
  113. //{
  114. // Debug.Log(subMenu.name + " " + newPosition.x + " " + newPosition.y);
  115. //}
  116. curAngle += angleDelta;
  117. }
  118. mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
  119. isMenuShowed = true;
  120. menuShowTime = DateTime.Now;
  121. }
  122. // 初始化后屏幕尺寸变化时候调用。在此处应用于第一次屏幕初始化完成。
  123. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  124. {
  125. InitialSubMenu();
  126. }
  127. void MenuReset()
  128. {
  129. //yield return new WaitForSeconds(3.0f);
  130. mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
  131. isMenuShowed = false;
  132. InitialSubMenu();
  133. }
  134. void PlayGroundClick(ClickEvent evt)
  135. {
  136. SceneManager.LoadScene("Playground", LoadSceneMode.Single);
  137. }
  138. void ShopClick(ClickEvent evt)
  139. {
  140. vamUI.SetActive(false);
  141. shoppingUI.SetActive(true);
  142. }
  143. void WarehouseClick(ClickEvent evt)
  144. {
  145. vamUI.SetActive(false);
  146. warehouseUI.SetActive(true);
  147. }
  148. void StatusClick(ClickEvent evt)
  149. {
  150. vamUI.SetActive(false);
  151. statusUI.SetActive(true);
  152. }
  153. void CameraClick(ClickEvent evt)
  154. {
  155. }
  156. // 菜单打开后收回菜单
  157. void CollapseMenuCheck()
  158. {
  159. if (isMenuShowed)
  160. {
  161. // 计算两个时间点之间的差值
  162. TimeSpan difference = DateTime.Now - menuShowTime;
  163. // 检查差值是否超过3秒
  164. if (difference.TotalSeconds > 3)
  165. {
  166. MenuReset();
  167. }
  168. }
  169. }
  170. void DogIconClick(ClickEvent e)
  171. {
  172. Debug.Log("DogIconClick");
  173. if (dogList.visible == false)
  174. {
  175. dogList.visible = true;
  176. }
  177. else
  178. {
  179. dogList.visible = false;
  180. }
  181. }
  182. #endregion
  183. #region 左侧菜单控制
  184. // 点击狗的名字时候处理
  185. void DogNameClick(ClickEvent e, int index)
  186. {
  187. GameData.focusDog = index;
  188. GameData.homeCamFocusDog = index;
  189. dogNames[index].transform.scale = new Vector2(1.5f, 1.5f);
  190. HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
  191. HomeController.dogCam.Priority = 10;
  192. HomeController.playerCam.Priority = 1;
  193. HomeController.lastCameraChange = DateTime.Now;
  194. if (dogList.visible == true) { dogList.visible = false; }
  195. }
  196. // 初始化狗的名字
  197. void DogNameInit()
  198. {
  199. dogNames.Clear(); // 清空Label列表
  200. foreach (Label child in dogList.Children()) // 寻找Label元素加入列表
  201. {
  202. dogNames.Add(child);
  203. }
  204. // 注入狗的名字
  205. for (int i = 0; i < UserProperty.dogs.Count; i++)
  206. {
  207. int index = i;
  208. dogNames[i].style.display = DisplayStyle.Flex;
  209. dogNames[i].text = UserProperty.dogs[i].name;
  210. dogNames[i].RegisterCallback<ClickEvent>(e => DogNameClick(e, index));
  211. }
  212. }
  213. // 调整狗的名字大小
  214. void ScaleDogName()
  215. {
  216. for (int i = 0; i < UserProperty.dogs.Count; i++)
  217. {
  218. if (i == GameData.focusDog)
  219. {
  220. dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
  221. }
  222. else
  223. {
  224. dogNames[i].transform.scale = new Vector2(1f, 1f);
  225. }
  226. }
  227. }
  228. #endregion
  229. }
  230. public static class MenuData
  231. {
  232. public static bool isMenuShowed = false;
  233. public static DateTime menuShowTime;
  234. }