InitDogUIController.cs 13 KB

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  1. using Newtonsoft.Json;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. //using UnityEngine.Rendering.PostProcessing;
  6. using UnityEngine.SceneManagement;
  7. using UnityEngine.UIElements;
  8. /* 本controller用来控制创建宠物UI和相关通讯的代码
  9. * 设置注册语言
  10. * 显示和关闭注册菜单
  11. * 跳转下一个场景
  12. * 上传宠物注册信息
  13. */
  14. public class InitDogUIController : MonoBehaviour
  15. {
  16. private TextField dogNameTextField;
  17. private Label priceLabel;
  18. private Label leftArrow, rightArrow;
  19. private DropdownField breedDropdownField, sexDropdownField;
  20. private Button confirmBtn, cancelBtn;
  21. private DogBreed dogBreed; // 狗品种的具体设定数据
  22. private string femaleText, maleText;
  23. private int dogSkinIndex = 0; // 显示狗的皮肤颜色
  24. private DogProperty InitDogProperty = new(); // 用于暂存生成狗的属性配置
  25. private string displayDogName = "createdDog";
  26. // Start is called once before the first execution of Update after the MonoBehaviour is created
  27. void Start()
  28. {
  29. // 检测狗的数量如果达到最大数量就停止创建
  30. if (UserProperty.dogs.Count >= EnviromentSetting.maxDogQty)
  31. {
  32. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "cannot_add_dog", EnviromentSetting.languageCode });
  33. MessageBoxController.ShowMessage(msg, () => SceneManager.LoadScene("Home"));
  34. }
  35. var root = GetComponent<UIDocument>().rootVisualElement;
  36. dogNameTextField = root.Q<TextField>("name");
  37. breedDropdownField = root.Q<DropdownField>("breed");
  38. sexDropdownField = root.Q<DropdownField>("sex");
  39. confirmBtn = root.Q<VisualElement>("confirmArea").Q<Button>("confirm");
  40. cancelBtn = root.Q<VisualElement>("confirmArea").Q<Button>("cancel");
  41. leftArrow = root.Q<Label>("leftArrow");
  42. rightArrow = root.Q<Label>("rightArrow");
  43. priceLabel = root.Q<Label>("price");
  44. InitSetting();
  45. cancelBtn.clicked += CancelClick;
  46. breedDropdownField.RegisterValueChangedCallback(OnBreedChanged);
  47. confirmBtn.clicked += ConfirmClick;
  48. leftArrow.RegisterCallback<ClickEvent>(e => LeftArrowClicked(e));
  49. rightArrow.RegisterCallback<ClickEvent>(e => RightArrowClicked(e));
  50. }
  51. // Update is called once per frame
  52. void Update()
  53. {
  54. fieldsContentCheck();
  55. }
  56. // 绑定breed下拉框更新,读取相对应的狗的数据
  57. void OnBreedChanged(ChangeEvent<string> evt)
  58. {
  59. // 清理已经显示的狗
  60. GameObject existDog = GameObject.Find(displayDogName);
  61. if (existDog != null)
  62. {
  63. Destroy(existDog);
  64. }
  65. dogBreed = EnviromentSetting.dogBreeds[breedDropdownField.index];
  66. priceLabel.text = dogBreed.cost.ToString();
  67. InitDogProperty.breed = dogBreed.breed;
  68. InitDogProperty.skin = dogBreed.skin[dogSkinIndex];
  69. var location = new Vector3(19.5f, 0, 15);
  70. var rotation = new Vector3(0f, -135f, 0f);
  71. var scale = new Vector3(2f, 2f, 2f);
  72. GameObject dog = Instantiate(Resources.Load<GameObject>("Dog/Breed/" + InitDogProperty.breed));
  73. dog.name = displayDogName;
  74. if (dog != null)
  75. {
  76. GameObject dogL2 = GameObject.Find(InitDogProperty.breed);
  77. Renderer renderer = dogL2.GetComponent<Renderer>();
  78. Material mat = Resources.Load<Material>("Dog/Skin/" + InitDogProperty.breed + "/" + InitDogProperty.skin);
  79. if (mat != null && renderer != null)
  80. {
  81. renderer.material = mat;
  82. }
  83. }
  84. dog.transform.localPosition = location;
  85. dog.transform.localRotation = Quaternion.Euler(rotation);
  86. dog.transform.localScale = scale;
  87. leftArrow.visible = true;
  88. rightArrow.visible = true;
  89. DogAnimationLoad();
  90. }
  91. void RightArrowClicked(ClickEvent e)
  92. {
  93. dogSkinIndex += 1;
  94. if (dogSkinIndex >= dogBreed.skin.Length)
  95. {
  96. dogSkinIndex = 0;
  97. }
  98. InitDogProperty.skin = dogBreed.skin[dogSkinIndex];
  99. ChangeDogSkin();
  100. Debug.Log("current dog skin index is: " + dogSkinIndex);
  101. Debug.Log("current dog skin name is: " + InitDogProperty.skin);
  102. }
  103. void LeftArrowClicked(ClickEvent e)
  104. {
  105. dogSkinIndex -= 1;
  106. if (dogSkinIndex < 0)
  107. {
  108. dogSkinIndex = dogBreed.skin.Length - 1;
  109. }
  110. InitDogProperty.skin = dogBreed.skin[dogSkinIndex];
  111. ChangeDogSkin();
  112. Debug.Log("current dog skin index is: " + dogSkinIndex);
  113. Debug.Log("current dog skin name is: " + InitDogProperty.skin);
  114. }
  115. // 更换狗的皮肤
  116. void ChangeDogSkin()
  117. {
  118. var dog = GameObject.Find(displayDogName);
  119. if (dog != null)
  120. {
  121. GameObject dogL2 = GameObject.Find(InitDogProperty.breed);
  122. Renderer renderer = dogL2.GetComponent<Renderer>();
  123. Material mat = Resources.Load<Material>("Dog/Skin/" + InitDogProperty.breed + "/" + InitDogProperty.skin);
  124. if (mat != null && renderer != null)
  125. {
  126. renderer.material = mat;
  127. }
  128. }
  129. }
  130. // 绑定点击按键
  131. void ConfirmClick()
  132. {
  133. InitDogProperty.dog_name = dogNameTextField.text;
  134. // bool dogNameAllowed = true;
  135. // foreach (var dog in UserProperty.dogs)
  136. // {
  137. // if (InitDogProperty.dog_name == dog.dog_name){
  138. // dogNameAllowed = false;
  139. // }
  140. // }
  141. if (GameTool.NewDogNameAllowed(InitDogProperty.dog_name))
  142. {
  143. if (UserProperty.coin < dogBreed.cost && UserProperty.dogs.Count > 1)
  144. {
  145. // 当用户狗的数量超过1条的时候,检测用户是否有足够的金币
  146. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_fail_no_enough_coin", EnviromentSetting.languageCode });
  147. MessageBoxController.ShowMessage(msg);
  148. return;
  149. }
  150. else
  151. {
  152. ConfirmClickRequest();
  153. }
  154. }
  155. else
  156. {
  157. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_name_duplicated", EnviromentSetting.languageCode });
  158. msg.Replace("<<dog_name>>", InitDogProperty.dog_name);
  159. MessageBoxController.ShowMessage(msg);
  160. }
  161. }
  162. // ConfirmClick点击后第一步POST事件
  163. void ConfirmClickRequest()
  164. {
  165. string url = "/api/initial/dog/";
  166. Dictionary<string, string> formData = new Dictionary<string, string>();
  167. WWWForm wwwForm = new WWWForm();
  168. wwwForm.AddField("user_id", UserProperty.userId);
  169. wwwForm.AddField("dog_name", InitDogProperty.dog_name);
  170. wwwForm.AddField("sex", InitDogProperty.sex);
  171. wwwForm.AddField("breed", InitDogProperty.breed);
  172. wwwForm.AddField("skin", InitDogProperty.skin);
  173. StartCoroutine(WebController.PostRequest(url, wwwForm, callback: ConfirmClickCallback));
  174. }
  175. // ConfirmClick点击后POST数据返回后Callback
  176. void ConfirmClickCallback(string json)
  177. {
  178. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  179. if (data != null && data["status"].ToString() == "success")
  180. {
  181. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_success", EnviromentSetting.languageCode });
  182. msg = msg.Replace("<<dog_name>>", InitDogProperty.dog_name);
  183. MessageBoxController.ShowMessage(msg, FreshUserData);
  184. }
  185. else if (data != null && data["status"].ToString() == "fail")
  186. {
  187. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_fail_no_enough_coin", EnviromentSetting.languageCode });
  188. MessageBoxController.ShowMessage(msg);
  189. }
  190. else
  191. {
  192. Debug.Log(data["message"]);
  193. }
  194. }
  195. // 刷新用户狗的数据
  196. void FreshUserData()
  197. {
  198. Debug.Log("fresh user data in inil Dog UI. request");
  199. // 提交POST
  200. string url = "/api/user/info/";
  201. WWWForm form = new();
  202. form.AddField("user_id", UserProperty.userId);
  203. StartCoroutine(WebController.PostRequest(url, form, callback: FreshUserDataCallback));
  204. }
  205. void FreshUserDataCallback(string json)
  206. {
  207. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  208. if (data != null && data["status"].ToString() == "success")
  209. {
  210. // 刷新用户所有数据
  211. var user_info = data["user_info"].ToString();
  212. UserProperty.FreshUserInfo(user_info);
  213. // 保存狗的数据
  214. string dogsJson = data["dogs"].ToString();
  215. UserProperty.FreshDogInfo(dogsJson);
  216. // 保存道具数据
  217. UserProperty.FreshUserItems(data["props"].ToString());
  218. // SceneManager.LoadScene("Home");
  219. MaskTransitions.TransitionManager.Instance.LoadLevel("Home");
  220. }
  221. else
  222. {
  223. Debug.Log(data["message"]);
  224. }
  225. }
  226. // 绑定取消按键
  227. void CancelClick()
  228. {
  229. var regCanvas = GameObject.Find("Init Dog Canvas");
  230. regCanvas.SetActive(false);
  231. var canvasPlaceholder = GameObject.Find("Canvas Placeholder");
  232. var createOrAdoptCanvas = canvasPlaceholder.transform.Find("Create Or Adopt Canvas").gameObject;
  233. createOrAdoptCanvas.SetActive(true);
  234. }
  235. // 初始化语言和显示设定
  236. void InitSetting()
  237. {
  238. // 设置 shopping UI界面里面label和按键的语言显示
  239. string textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "confirm", EnviromentSetting.languageCode });
  240. confirmBtn.text = textValue;
  241. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "cancel", EnviromentSetting.languageCode });
  242. cancelBtn.text = textValue;
  243. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "name", EnviromentSetting.languageCode });
  244. dogNameTextField.label = textValue;
  245. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "breed", EnviromentSetting.languageCode });
  246. breedDropdownField.label = textValue;
  247. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "sex", EnviromentSetting.languageCode });
  248. sexDropdownField.label = textValue;
  249. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "female", EnviromentSetting.languageCode });
  250. femaleText = textValue;
  251. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "male", EnviromentSetting.languageCode });
  252. maleText = textValue;
  253. // 判断用户名下有几条狗,如果超过1条就可以显示取消
  254. if (UserProperty.dogs.Count >= 1)
  255. {
  256. cancelBtn.style.display = DisplayStyle.Flex;
  257. }
  258. else
  259. {
  260. //cancel.visible = false;
  261. cancelBtn.style.display = DisplayStyle.None;
  262. }
  263. foreach (var item in EnviromentSetting.dogBreeds)
  264. {
  265. breedDropdownField.choices.Add(item.name[EnviromentSetting.languageCode]);
  266. }
  267. sexDropdownField.choices.Clear();
  268. sexDropdownField.choices.Add(femaleText);
  269. sexDropdownField.choices.Add(maleText);
  270. //breed.index = 0;
  271. //sex.index = 0;
  272. }
  273. // 检测狗名字,品种,性别都有内容
  274. void fieldsContentCheck()
  275. {
  276. if (!string.IsNullOrWhiteSpace(dogNameTextField.text) && !string.IsNullOrWhiteSpace(breedDropdownField.text) && !string.IsNullOrWhiteSpace(sexDropdownField.text))
  277. {
  278. confirmBtn.SetEnabled(true);
  279. }
  280. else { confirmBtn.SetEnabled(false); }
  281. }
  282. // 根据品种加载狗的动画
  283. void DogAnimationLoad()
  284. {
  285. // 等待一帧,确保所有 Start() 方法都执行完成
  286. //yield return null;
  287. GameObject dog = GameObject.Find(displayDogName);
  288. // 加载指定的Animator controller
  289. Animator animator = dog.GetComponent<Animator>();
  290. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/CreateDogAnimController");
  291. //AnimatorController animatorController = new AnimatorController();
  292. if (InitDogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/CreateDogAnimController"); }
  293. animator.runtimeAnimatorController = animatorController;
  294. }
  295. }