InitDogUIController.cs 8.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Rendering.PostProcessing;
  5. using UnityEngine.UIElements;
  6. /* 本controller用来控制创建宠物UI和相关通讯的代码
  7. * 设置注册语言
  8. * 显示和关闭注册菜单
  9. * 跳转下一个场景
  10. * 上传宠物注册信息
  11. */
  12. public class InitDogUIController : MonoBehaviour
  13. {
  14. private TextField dogNameTextField;
  15. private Label leftArrow, rightArrow;
  16. private DropdownField breedDropdownField, sexDropdownField;
  17. private Button confirmBtn, cancelBtn;
  18. private DogBreed dogBreed; // 狗品种的具体设定数据
  19. private string femaleText, maleText;
  20. private int dogSkinIndex = 0; // 显示狗的皮肤颜色
  21. private DogProperty dogProperty; // 用于暂存生成狗的属性配置
  22. public string displayDogName = "createdDog";
  23. // Start is called once before the first execution of Update after the MonoBehaviour is created
  24. void Start()
  25. {
  26. var root = GetComponent<UIDocument>().rootVisualElement;
  27. dogNameTextField = root.Q<TextField>("name");
  28. breedDropdownField = root.Q<DropdownField>("breed");
  29. sexDropdownField = root.Q<DropdownField>("sex");
  30. confirmBtn = root.Q<VisualElement>("confirmArea").Q<Button>("confirm");
  31. cancelBtn = root.Q<VisualElement>("confirmArea").Q<Button>("cancel");
  32. leftArrow = root.Q<Label>("leftArrow");
  33. rightArrow = root.Q<Label>("rightArrow");
  34. InitSetting();
  35. cancelBtn.clicked += CancelClick;
  36. breedDropdownField.RegisterValueChangedCallback(OnBreedChanged);
  37. leftArrow.RegisterCallback<ClickEvent>(e => LeftArrowClicked(e));
  38. rightArrow.RegisterCallback<ClickEvent>(e => RightArrowClicked(e));
  39. }
  40. // Update is called once per frame
  41. void Update()
  42. {
  43. fieldsContentCheck();
  44. }
  45. // 绑定breed下拉框更新,读取相对应的狗的数据
  46. void OnBreedChanged(ChangeEvent<string> evt)
  47. {
  48. dogBreed = EnviromentSetting.dogBreeds[breedDropdownField.index];
  49. dogProperty.breed = dogBreed.breed;
  50. dogProperty.skin = dogBreed.skin[dogSkinIndex];
  51. var location = new Vector3(19.5f, 0, 15);
  52. var rotation = new Vector3(0f, -135f, 0f);
  53. var scale = new Vector3(2f, 2f, 2f);
  54. GameObject dog = Instantiate(Resources.Load<GameObject>("Dog/Breed/" + dogProperty.breed));
  55. dog.name = displayDogName;
  56. if (dog != null)
  57. {
  58. GameObject dogL2 = GameObject.Find(dogProperty.breed);
  59. Renderer renderer = dogL2.GetComponent<Renderer>();
  60. Material mat = Resources.Load<Material>("Dog/Skin/" + dogProperty.breed + "/" + dogProperty.skin);
  61. if (mat != null && renderer != null)
  62. {
  63. renderer.material = mat;
  64. }
  65. }
  66. dog.transform.localPosition = location;
  67. dog.transform.localRotation = Quaternion.Euler(rotation);
  68. dog.transform.localScale = scale;
  69. leftArrow.visible = true;
  70. rightArrow.visible = true;
  71. }
  72. void RightArrowClicked(ClickEvent e)
  73. {
  74. dogSkinIndex += 1;
  75. if (dogSkinIndex >= dogBreed.skin.Length)
  76. {
  77. dogSkinIndex = 0;
  78. }
  79. dogProperty.skin = dogBreed.skin[dogSkinIndex];
  80. ChangeDogSkin();
  81. Debug.Log("current dog skin index is: " + dogSkinIndex);
  82. Debug.Log("current dog skin name is: " + dogProperty.skin);
  83. }
  84. void LeftArrowClicked(ClickEvent e)
  85. {
  86. dogSkinIndex -= 1;
  87. if (dogSkinIndex < 0)
  88. {
  89. dogSkinIndex = dogBreed.skin.Length - 1;
  90. }
  91. dogProperty.skin = dogBreed.skin[dogSkinIndex];
  92. ChangeDogSkin();
  93. Debug.Log("current dog skin index is: " + dogSkinIndex);
  94. Debug.Log("current dog skin name is: " + dogProperty.skin);
  95. }
  96. // 更换狗的皮肤
  97. void ChangeDogSkin()
  98. {
  99. var dog = GameObject.Find(displayDogName);
  100. if (dog != null)
  101. {
  102. GameObject dogL2 = GameObject.Find(dogProperty.breed);
  103. Renderer renderer = dogL2.GetComponent<Renderer>();
  104. Material mat = Resources.Load<Material>("Dog/Skin/" + dogProperty.breed + "/" + dogProperty.skin);
  105. if (mat != null && renderer != null)
  106. {
  107. renderer.material = mat;
  108. }
  109. }
  110. }
  111. // 绑定点击按键
  112. void ConfirmClick()
  113. {
  114. dogProperty.name = dogNameTextField.text;
  115. ConfirmClickPost();
  116. }
  117. // ConfirmClick点击后第一步POST事件
  118. void ConfirmClickPost()
  119. {
  120. string url = "/api/login/token/";
  121. Dictionary<string, string> formData = new Dictionary<string, string>();
  122. WWWForm wwwForm = new WWWForm();
  123. wwwForm.AddField("access_token", EnviromentSetting.accessToken);
  124. wwwForm.AddField("user_id", UserProperty.userId);
  125. wwwForm.AddField("dog_name", dogProperty.name);
  126. wwwForm.AddField("dog_sex", dogProperty.sex);
  127. wwwForm.AddField("dog_breed", dogProperty.breed);
  128. wwwForm.AddField("dog_skin", dogProperty.skin);
  129. StartCoroutine(WebController.PostRequest(url, wwwForm, callback: ConfirmClickCallback));
  130. }
  131. // ConfirmClick点击后POST数据返回后Callback
  132. void ConfirmClickCallback(string json)
  133. {
  134. }
  135. // 绑定取消按键
  136. void CancelClick()
  137. {
  138. var RegCanvas = GameObject.Find("Init Dog Canvas");
  139. RegCanvas.SetActive(false);
  140. }
  141. // 初始化语言和显示设定
  142. void InitSetting()
  143. {
  144. // 设置 shopping UI界面里面label和按键的语言显示
  145. string textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "confirm", EnviromentSetting.languageCode });
  146. confirmBtn.text = textValue;
  147. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "cancel", EnviromentSetting.languageCode });
  148. cancelBtn.text = textValue;
  149. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "name", EnviromentSetting.languageCode });
  150. dogNameTextField.label = textValue;
  151. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "breed", EnviromentSetting.languageCode });
  152. breedDropdownField.label = textValue;
  153. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "sex", EnviromentSetting.languageCode });
  154. sexDropdownField.label = textValue;
  155. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "female", EnviromentSetting.languageCode });
  156. femaleText = textValue;
  157. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "male", EnviromentSetting.languageCode });
  158. maleText = textValue;
  159. // 判断用户名下有几条狗,如果超过1条就可以显示取消
  160. if (UserProperty.dogs.Count >= 1)
  161. {
  162. cancelBtn.style.display = DisplayStyle.Flex;
  163. }
  164. else
  165. {
  166. //cancel.visible = false;
  167. cancelBtn.style.display = DisplayStyle.None;
  168. }
  169. foreach(var item in EnviromentSetting.dogBreeds)
  170. {
  171. breedDropdownField.choices.Add(item.name[EnviromentSetting.languageCode]);
  172. }
  173. sexDropdownField.choices.Clear();
  174. sexDropdownField.choices.Add(femaleText);
  175. sexDropdownField.choices.Add(maleText);
  176. //breed.index = 0;
  177. //sex.index = 0;
  178. }
  179. // 检测狗名字,品种,性别都有内容
  180. void fieldsContentCheck()
  181. {
  182. if (!string.IsNullOrWhiteSpace(dogNameTextField.text) && !string.IsNullOrWhiteSpace(breedDropdownField.text) && !string.IsNullOrWhiteSpace(sexDropdownField.text))
  183. {
  184. confirmBtn.SetEnabled(true);
  185. }
  186. else { confirmBtn.SetEnabled(false); }
  187. }
  188. }