MenuController.cs 12 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. * 左侧的菜单按键逻辑
  10. */
  11. public class MenuController : MonoBehaviour
  12. {
  13. // Start is called once before the first execution of Update after the MonoBehaviour is created
  14. private VisualElement mainMenu, dogIcon, dogList, quit;
  15. private List<VisualElement> subMenu = new();
  16. //private bool isSubMenuShow = false;
  17. 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
  18. private GameObject vamUI; // vamUI = Voice and Manu UI;
  19. private GameObject shoppingUI, statusUI, warehouseUI, userInfoUI; // 对应点击菜单后展开的几个子菜单
  20. private List<Label> dogNames = new();
  21. private static bool isMenuShowed = false; // 右侧子菜单是否展开
  22. private static DateTime menuShowTime; // 菜单展开时间
  23. private float longPressTime = 1.0f; // 长按时间阈值
  24. private float dogNamePressStartTime;
  25. void OnEnable()
  26. {
  27. // 找到需要控制的其他子菜单
  28. uiPlaceholder = GameObject.Find("UI Placeholder");
  29. vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  30. shoppingUI = uiPlaceholder.transform.Find("ShoppingUI").gameObject;
  31. statusUI = uiPlaceholder.transform.Find("Status").gameObject;
  32. warehouseUI = uiPlaceholder.transform.Find("Warehouse").gameObject;
  33. userInfoUI = uiPlaceholder.transform.Find("User Info").gameObject;
  34. // 找到当前菜单下的项目
  35. var root = GetComponent<UIDocument>().rootVisualElement;
  36. var menuArea = root.Q<VisualElement>("menuArea");
  37. mainMenu = menuArea.Q<VisualElement>("mainMenu");
  38. var home = menuArea.Q<VisualElement>("home"); // 修改用户信息
  39. subMenu.Add(home);
  40. //var playground = menuArea.Q<VisualElement>("playground"); // 废弃
  41. //subMenu.Add(playground);
  42. var shop = menuArea.Q<VisualElement>("shop"); // 商店
  43. subMenu.Add(shop);
  44. var warehouse = menuArea.Q<VisualElement>("warehouse"); // 使用道具
  45. subMenu.Add(warehouse);
  46. var status = menuArea.Q<VisualElement>("status"); // 宠物状态
  47. subMenu.Add(status);
  48. var cameraBtn = menuArea.Q<VisualElement>("camera"); // AR摄像头
  49. subMenu.Add(cameraBtn);
  50. mainMenu.RegisterCallback<ClickEvent>(e => MainMenuClick(e));
  51. // root加载完成后,所有element算出位置后再进行计算
  52. root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
  53. // 绑定按键点击事件
  54. //playground.RegisterCallback<ClickEvent>(e => PlayGroundClick(e));
  55. shop.RegisterCallback<ClickEvent>(e => ShopClick(e));
  56. warehouse.RegisterCallback<ClickEvent>(e => WarehouseClick(e));
  57. status.RegisterCallback<ClickEvent>(e => StatusClick(e));
  58. cameraBtn.RegisterCallback<ClickEvent>(e => CameraClick(e));
  59. home.RegisterCallback<ClickEvent>(e => HomeClick(e));
  60. //var root = GetComponent<UIDocument>().rootVisualElement;
  61. dogIcon = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogIcon");
  62. dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
  63. quit = root.Q<VisualElement>("quit");
  64. quit.RegisterCallback<ClickEvent>(e => QuitClick()); // 退出游戏按钮
  65. DogNameInit(); // 初始化狗的名字,这里当菜单重新激活后再次加载
  66. dogIcon.RegisterCallback<ClickEvent>(e => DogIconClick(e));
  67. // 如果狗的数量小于2只,隐藏狗的图标
  68. //if (UserProperty.dogs.Count == 1)
  69. //{
  70. // dogIcon.visible = false;
  71. //}
  72. if (UserProperty.isRegUser == false)
  73. {
  74. // home.style.display = DisplayStyle.None;
  75. subMenu.Remove(home);
  76. }
  77. // 目前开发暂时隐藏camera按钮
  78. // cameraBtn.style.display = DisplayStyle.None;
  79. //subMenu.Remove(cameraBtn);
  80. }
  81. private void Start()
  82. {
  83. // DogNameInit(); // 初始化狗的名字,首次加载
  84. }
  85. private void OnDisable()
  86. {
  87. subMenu.Clear(); // 因为启动时候调用OnEable数据会被重复加载
  88. }
  89. // Update is called once per frame
  90. void FixedUpdate()
  91. {
  92. CollapseMenuCheck(); // 定时收起菜单
  93. ScaleDogName(); // 放大缩小选中狗的名字
  94. }
  95. #region 右侧按键控制
  96. Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
  97. {
  98. float radians = angle * Mathf.Deg2Rad;
  99. float x = curPosition.x + distance * Mathf.Cos(radians);
  100. float y = curPosition.y - distance * Mathf.Sin(radians);
  101. Vector2 newPosition = new Vector2(x, y);
  102. return new Vector2(x, y);
  103. }
  104. // 初始化所有按键的位置
  105. void InitialSubMenu()
  106. {
  107. foreach (var subMenu in subMenu)
  108. {
  109. subMenu.style.left = mainMenu.resolvedStyle.left;
  110. subMenu.style.top = mainMenu.resolvedStyle.top;
  111. subMenu.visible = false;
  112. }
  113. }
  114. // 点击主按键后所有子按键展开并显示
  115. void MainMenuClick(ClickEvent evt)
  116. {
  117. if (isMenuShowed)
  118. {
  119. MenuReset();
  120. return;
  121. }
  122. // 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
  123. float curAngle = 100f;
  124. // float angleDelta = 40f;
  125. float angleDelta = 200 / subMenu.Count;
  126. float distance = 70f;
  127. //float showTimer = 3.0f;
  128. foreach (var menu in subMenu)
  129. {
  130. menu.visible = true;
  131. var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
  132. menu.style.left = newPosition.x;
  133. menu.style.top = newPosition.y;
  134. curAngle += angleDelta;
  135. }
  136. mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
  137. isMenuShowed = true;
  138. menuShowTime = DateTime.Now;
  139. }
  140. // 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。
  141. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  142. {
  143. InitialSubMenu();
  144. }
  145. void MenuReset()
  146. {
  147. //yield return new WaitForSeconds(3.0f);
  148. mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
  149. isMenuShowed = false;
  150. InitialSubMenu();
  151. }
  152. void PlayGroundClick(ClickEvent evt)
  153. {
  154. SceneManager.LoadScene("Playground", LoadSceneMode.Single);
  155. }
  156. void ShopClick(ClickEvent evt)
  157. {
  158. vamUI.SetActive(false);
  159. shoppingUI.SetActive(true);
  160. }
  161. void WarehouseClick(ClickEvent evt)
  162. {
  163. vamUI.SetActive(false);
  164. warehouseUI.SetActive(true);
  165. }
  166. void StatusClick(ClickEvent evt)
  167. {
  168. vamUI.SetActive(false);
  169. statusUI.SetActive(true);
  170. }
  171. void HomeClick(ClickEvent evt)
  172. {
  173. vamUI.SetActive(false);
  174. userInfoUI.SetActive(true);
  175. }
  176. void CameraClick(ClickEvent evt)
  177. {
  178. MaskTransitions.TransitionManager.Instance.LoadLevel("ARScene");
  179. }
  180. // 菜单打开后收回菜单
  181. void CollapseMenuCheck()
  182. {
  183. if (isMenuShowed)
  184. {
  185. // 计算两个时间点之间的差值
  186. TimeSpan difference = DateTime.Now - menuShowTime;
  187. // 检查差值是否超过3秒
  188. if (difference.TotalSeconds > 3)
  189. {
  190. MenuReset();
  191. }
  192. }
  193. }
  194. #endregion
  195. private void QuitClick()
  196. {
  197. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "quit_game", EnviromentSetting.languageCode });
  198. MessageBoxController.YorN_Message(msg, () => Application.Quit());
  199. }
  200. #region 左侧菜单控制
  201. void DogIconClick(ClickEvent e)
  202. {
  203. Debug.Log("DogIconClick");
  204. if (dogList.visible == false)
  205. {
  206. dogList.visible = true;
  207. }
  208. else
  209. {
  210. dogList.visible = false;
  211. }
  212. }
  213. // 点击狗的名字时候处理
  214. void DogNamePointDown(PointerDownEvent e, int index)
  215. {
  216. dogNamePressStartTime = Time.unscaledTime; // 记录按下时间
  217. }
  218. void DogNamePressUP(PointerUpEvent e, int index)
  219. {
  220. GameData.focusDog = index;
  221. //Debug.Log("e delta time=" + e.);
  222. float deltaTime = Time.unscaledTime - dogNamePressStartTime;
  223. Debug.Log("delta time is:" + deltaTime.ToString());
  224. if (deltaTime < longPressTime)
  225. {
  226. // 短按效果,切换狗的名字
  227. if (GameData.homeCamFocusDog == index)
  228. {
  229. // 重复点击狗的名字,恢复广角,所有狗的名字显示一样大小
  230. HomeController.dogCam.Priority = 1;
  231. HomeController.playerCam.Priority = 10;
  232. GameData.homeCamFocusDog = 100; // 100表示不聚焦
  233. //dogNames[index].transform.scale = new Vector2(1f, 1f);
  234. }
  235. else
  236. {
  237. GameData.homeCamFocusDog = index;
  238. //dogNames[index].transform.scale = new Vector2(1.2f, 1.2f);
  239. HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
  240. HomeController.dogCam.Priority = 10;
  241. HomeController.playerCam.Priority = 1;
  242. HomeController.lastCameraChange = DateTime.Now;
  243. }
  244. }
  245. else
  246. {
  247. // 长按效果,进入互动模式
  248. HomeController.Instance.SetSceneMode(SceneMode.INACTIVE);
  249. HomeController.Instance.VoiceButtonOnlySwitch(true);
  250. string focusDogId = UserProperty.GetDogIdByIndex(index);
  251. foreach (var dog in HomeController.dogsInScene)
  252. {
  253. if (dog.dogProperty.d_id == focusDogId)
  254. {
  255. // if (GameTool.Random100Check(dog.dogProperty.voiceCall))
  256. // {
  257. // dog.SetupInteract();
  258. HomeController.Instance.SetInteractDog(dog.gameObject);
  259. // focusdog 开启互动模式
  260. // HomeController.dogsInScene[GameData.focusDog].dogState = DogState.INTERACT;
  261. HomeController.dogsInScene[GameData.focusDog].SetupInteract();
  262. // 其他狗进入隐藏模式
  263. foreach (var otherDog in HomeController.dogsInScene)
  264. {
  265. if (otherDog.dogProperty.d_id != focusDogId)
  266. {
  267. otherDog.gameObject.SetActive(false);
  268. }
  269. }
  270. }
  271. }
  272. HomeSoundEffectController.Instance.PlaySoundEffect(5);
  273. }
  274. if (dogList.visible == true) { dogList.visible = false; }
  275. }
  276. // 初始化狗的名字
  277. void DogNameInit()
  278. {
  279. dogNames.Clear(); // 清空Label列表
  280. foreach (Label child in dogList.Children()) // 寻找Label元素加入列表
  281. {
  282. dogNames.Add(child);
  283. }
  284. // 注入狗的名字,最多注入3只狗
  285. for (int i = 0; i < Math.Min(UserProperty.dogs.Count, 3); i++)
  286. {
  287. int index = i;
  288. dogNames[i].style.display = DisplayStyle.Flex;
  289. dogNames[i].text = UserProperty.dogs[i].dog_name;
  290. dogNames[i].RegisterCallback<PointerUpEvent>(e => DogNamePressUP(e, index));
  291. dogNames[i].RegisterCallback<PointerDownEvent>(e => DogNamePointDown(e, index));
  292. }
  293. }
  294. // 调整狗的名字大小
  295. void ScaleDogName()
  296. {
  297. for (int i = 0; i < UserProperty.dogs.Count; i++)
  298. {
  299. if (i == GameData.homeCamFocusDog)
  300. {
  301. dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
  302. }
  303. else
  304. {
  305. dogNames[i].transform.scale = new Vector2(1f, 1f);
  306. }
  307. }
  308. }
  309. #endregion
  310. }
  311. public static class MenuData
  312. {
  313. public static bool isMenuShowed = false;
  314. public static DateTime menuShowTime;
  315. }