MenuController.cs 9.7 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;
  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. void OnEnable()
  24. {
  25. // 找到需要控制的其他子菜单
  26. uiPlaceholder = GameObject.Find("UI Placeholder");
  27. vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  28. shoppingUI = uiPlaceholder.transform.Find("ShoppingUI").gameObject;
  29. statusUI = uiPlaceholder.transform.Find("Status").gameObject;
  30. warehouseUI = uiPlaceholder.transform.Find("Warehouse").gameObject;
  31. userInfoUI = uiPlaceholder.transform.Find("User Info").gameObject;
  32. // 找到当前菜单下的项目
  33. var root = GetComponent<UIDocument>().rootVisualElement;
  34. var menuArea = root.Q<VisualElement>("menuArea");
  35. mainMenu = menuArea.Q<VisualElement>("mainMenu");
  36. var home = menuArea.Q<VisualElement>("home"); // 修改用户信息
  37. subMenu.Add(home);
  38. //var playground = menuArea.Q<VisualElement>("playground"); // 废弃
  39. //subMenu.Add(playground);
  40. var shop = menuArea.Q<VisualElement>("shop"); // 商店
  41. subMenu.Add(shop);
  42. var warehouse = menuArea.Q<VisualElement>("warehouse"); // 使用道具
  43. subMenu.Add(warehouse);
  44. var status = menuArea.Q<VisualElement>("status"); // 宠物状态
  45. subMenu.Add(status);
  46. var cameraBtn = menuArea.Q<VisualElement>("camera"); // AR摄像头
  47. subMenu.Add(cameraBtn);
  48. mainMenu.RegisterCallback<ClickEvent>(e => MainMenuClick(e));
  49. // root加载完成后,所有element算出位置后再进行计算
  50. root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
  51. // 绑定按键点击事件
  52. //playground.RegisterCallback<ClickEvent>(e => PlayGroundClick(e));
  53. shop.RegisterCallback<ClickEvent>(e => ShopClick(e));
  54. warehouse.RegisterCallback<ClickEvent>(e => WarehouseClick(e));
  55. status.RegisterCallback<ClickEvent>(e => StatusClick(e));
  56. cameraBtn.RegisterCallback<ClickEvent>(e => CameraClick(e));
  57. home.RegisterCallback<ClickEvent>(e => HomeClick(e));
  58. //var root = GetComponent<UIDocument>().rootVisualElement;
  59. dogIcon = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogIcon");
  60. dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
  61. DogNameInit(); // 初始化狗的名字,这里当菜单重新激活后再次加载
  62. dogIcon.RegisterCallback<ClickEvent>(e => DogIconClick(e));
  63. // 根据配置隐藏一些菜单
  64. if (UserProperty.dogs.Count == 1)
  65. {
  66. dogIcon.visible = false;
  67. }
  68. if (UserProperty.isRegUser == false)
  69. {
  70. home.style.display = DisplayStyle.None;
  71. }
  72. // 目前开发暂时隐藏camera按钮
  73. cameraBtn.style.display = DisplayStyle.None;
  74. }
  75. private void Start()
  76. {
  77. // DogNameInit(); // 初始化狗的名字,首次加载
  78. }
  79. private void OnDisable()
  80. {
  81. subMenu.Clear(); // 因为启动时候调用OnEable数据会被重复加载
  82. }
  83. // Update is called once per frame
  84. void FixedUpdate()
  85. {
  86. CollapseMenuCheck(); // 定时收起菜单
  87. ScaleDogName(); // 放大缩小选中狗的名字
  88. }
  89. #region 右侧按键控制
  90. Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
  91. {
  92. float radians = angle * Mathf.Deg2Rad;
  93. float x = curPosition.x + distance * Mathf.Cos(radians);
  94. float y = curPosition.y - distance * Mathf.Sin(radians);
  95. Vector2 newPosition = new Vector2(x, y);
  96. return new Vector2(x, y);
  97. }
  98. // 初始化所有按键的位置
  99. void InitialSubMenu()
  100. {
  101. foreach (var subMenu in subMenu)
  102. {
  103. subMenu.style.left = mainMenu.resolvedStyle.left;
  104. subMenu.style.top = mainMenu.resolvedStyle.top;
  105. subMenu.visible = false;
  106. }
  107. }
  108. // 点击主按键后所有子按键展开并显示
  109. void MainMenuClick(ClickEvent evt)
  110. {
  111. if (isMenuShowed)
  112. {
  113. MenuReset();
  114. return;
  115. }
  116. // 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
  117. float curAngle = 75f;
  118. float angleDelta = 40f;
  119. float distance = 70f;
  120. //float showTimer = 3.0f;
  121. foreach (var subMenu in subMenu)
  122. {
  123. subMenu.visible = true;
  124. var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
  125. subMenu.style.left = newPosition.x;
  126. subMenu.style.top = newPosition.y;
  127. curAngle += angleDelta;
  128. }
  129. mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
  130. isMenuShowed = true;
  131. menuShowTime = DateTime.Now;
  132. }
  133. // 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。
  134. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  135. {
  136. InitialSubMenu();
  137. }
  138. void MenuReset()
  139. {
  140. //yield return new WaitForSeconds(3.0f);
  141. mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
  142. isMenuShowed = false;
  143. InitialSubMenu();
  144. }
  145. void PlayGroundClick(ClickEvent evt)
  146. {
  147. SceneManager.LoadScene("Playground", LoadSceneMode.Single);
  148. }
  149. void ShopClick(ClickEvent evt)
  150. {
  151. vamUI.SetActive(false);
  152. shoppingUI.SetActive(true);
  153. }
  154. void WarehouseClick(ClickEvent evt)
  155. {
  156. vamUI.SetActive(false);
  157. warehouseUI.SetActive(true);
  158. }
  159. void StatusClick(ClickEvent evt)
  160. {
  161. vamUI.SetActive(false);
  162. statusUI.SetActive(true);
  163. }
  164. void HomeClick(ClickEvent evt)
  165. {
  166. vamUI.SetActive(false);
  167. userInfoUI.SetActive(true);
  168. }
  169. void CameraClick(ClickEvent evt)
  170. {
  171. }
  172. // 菜单打开后收回菜单
  173. void CollapseMenuCheck()
  174. {
  175. if (isMenuShowed)
  176. {
  177. // 计算两个时间点之间的差值
  178. TimeSpan difference = DateTime.Now - menuShowTime;
  179. // 检查差值是否超过3秒
  180. if (difference.TotalSeconds > 3)
  181. {
  182. MenuReset();
  183. }
  184. }
  185. }
  186. #endregion
  187. void DogIconClick(ClickEvent e)
  188. {
  189. Debug.Log("DogIconClick");
  190. if (dogList.visible == false)
  191. {
  192. dogList.visible = true;
  193. }
  194. else
  195. {
  196. dogList.visible = false;
  197. }
  198. }
  199. #region 左侧菜单控制
  200. // 点击狗的名字时候处理
  201. void DogNameClick(ClickEvent e, int index)
  202. {
  203. GameData.focusDog = index;
  204. if (GameData.homeCamFocusDog == index)
  205. {
  206. // 重复点击狗的名字,恢复广角,所有狗的名字显示一样大小
  207. HomeController.dogCam.Priority = 1;
  208. HomeController.playerCam.Priority = 10;
  209. GameData.homeCamFocusDog = 100; // 100表示不聚焦
  210. //dogNames[index].transform.scale = new Vector2(1f, 1f);
  211. }
  212. else
  213. {
  214. GameData.homeCamFocusDog = index;
  215. //dogNames[index].transform.scale = new Vector2(1.2f, 1.2f);
  216. HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
  217. HomeController.dogCam.Priority = 10;
  218. HomeController.playerCam.Priority = 1;
  219. HomeController.lastCameraChange = DateTime.Now;
  220. }
  221. if (dogList.visible == true) { dogList.visible = false; }
  222. }
  223. // 初始化狗的名字
  224. void DogNameInit()
  225. {
  226. dogNames.Clear(); // 清空Label列表
  227. foreach (Label child in dogList.Children()) // 寻找Label元素加入列表
  228. {
  229. dogNames.Add(child);
  230. }
  231. // 注入狗的名字,最多注入3只狗
  232. for (int i = 0; i < Math.Min(UserProperty.dogs.Count, 3); i++)
  233. {
  234. int index = i;
  235. dogNames[i].style.display = DisplayStyle.Flex;
  236. dogNames[i].text = UserProperty.dogs[i].dog_name;
  237. dogNames[i].RegisterCallback<ClickEvent>(e => DogNameClick(e, index));
  238. }
  239. }
  240. // 调整狗的名字大小
  241. void ScaleDogName()
  242. {
  243. for (int i = 0; i < UserProperty.dogs.Count; i++)
  244. {
  245. if (i == GameData.homeCamFocusDog)
  246. {
  247. dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
  248. }
  249. else
  250. {
  251. dogNames[i].transform.scale = new Vector2(1f, 1f);
  252. }
  253. }
  254. }
  255. #endregion
  256. }
  257. public static class MenuData
  258. {
  259. public static bool isMenuShowed = false;
  260. public static DateTime menuShowTime;
  261. }