InitDogUIController.cs 14 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, descriptionLabel;
  18. private VisualElement priceArea;
  19. private Label leftArrow, rightArrow;
  20. private DropdownField breedDropdownField, sexDropdownField;
  21. private Button confirmBtn, cancelBtn;
  22. private DogBreed dogBreed; // 狗品种的具体设定数据
  23. private string femaleText, maleText;
  24. private int dogSkinIndex = 0; // 显示狗的皮肤颜色
  25. private DogProperty InitDogProperty = new(); // 用于暂存生成狗的属性配置
  26. private string displayDogName = "createdDog";
  27. // Start is called once before the first execution of Update after the MonoBehaviour is created
  28. void OnEnable()
  29. {
  30. // 检测狗的数量如果达到最大数量就停止创建
  31. if (UserProperty.dogs.Count >= EnviromentSetting.maxDogQty)
  32. {
  33. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "cannot_add_dog", EnviromentSetting.languageCode });
  34. MessageBoxController.ShowMessage(msg, () => SceneManager.LoadScene("Home"));
  35. }
  36. var root = GetComponent<UIDocument>().rootVisualElement;
  37. dogNameTextField = root.Q<TextField>("name");
  38. breedDropdownField = root.Q<DropdownField>("breed");
  39. sexDropdownField = root.Q<DropdownField>("sex");
  40. confirmBtn = root.Q<VisualElement>("confirmArea").Q<Button>("confirm");
  41. cancelBtn = root.Q<VisualElement>("confirmArea").Q<Button>("cancel");
  42. leftArrow = root.Q<Label>("leftArrow");
  43. rightArrow = root.Q<Label>("rightArrow");
  44. priceLabel = root.Q<Label>("price");
  45. descriptionLabel = root.Q<Label>("description");
  46. priceArea = root.Q<VisualElement>("priceArea");
  47. InitSetting();
  48. cancelBtn.clicked += CancelClick;
  49. breedDropdownField.RegisterValueChangedCallback(OnBreedChanged);
  50. confirmBtn.clicked += ConfirmClick;
  51. leftArrow.RegisterCallback<ClickEvent>(e => LeftArrowClicked(e));
  52. rightArrow.RegisterCallback<ClickEvent>(e => RightArrowClicked(e));
  53. }
  54. // Update is called once per frame
  55. void Update()
  56. {
  57. fieldsContentCheck();
  58. }
  59. // 绑定breed下拉框更新,读取相对应的狗的数据
  60. void OnBreedChanged(ChangeEvent<string> evt)
  61. {
  62. DestoryExistingDog();
  63. if (breedDropdownField.index >= 0)
  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. // 检测description是否被激活,如果隐藏,先显示
  91. if (descriptionLabel.resolvedStyle.display == DisplayStyle.None)
  92. {
  93. descriptionLabel.style.display = DisplayStyle.Flex;
  94. }
  95. // 设置description的内容
  96. descriptionLabel.text = dogBreed.description[EnviromentSetting.languageCode];
  97. }
  98. }
  99. // 清理已经显示的狗
  100. private void DestoryExistingDog()
  101. {
  102. GameObject existingDog = GameObject.Find(displayDogName);
  103. if (existingDog != null)
  104. {
  105. Destroy(existingDog);
  106. }
  107. }
  108. void RightArrowClicked(ClickEvent e)
  109. {
  110. dogSkinIndex += 1;
  111. if (dogSkinIndex >= dogBreed.skin.Length)
  112. {
  113. dogSkinIndex = 0;
  114. }
  115. InitDogProperty.skin = dogBreed.skin[dogSkinIndex];
  116. ChangeDogSkin();
  117. Debug.Log("current dog skin index is: " + dogSkinIndex);
  118. Debug.Log("current dog skin name is: " + InitDogProperty.skin);
  119. }
  120. void LeftArrowClicked(ClickEvent e)
  121. {
  122. dogSkinIndex -= 1;
  123. if (dogSkinIndex < 0)
  124. {
  125. dogSkinIndex = dogBreed.skin.Length - 1;
  126. }
  127. InitDogProperty.skin = dogBreed.skin[dogSkinIndex];
  128. ChangeDogSkin();
  129. Debug.Log("current dog skin index is: " + dogSkinIndex);
  130. Debug.Log("current dog skin name is: " + InitDogProperty.skin);
  131. }
  132. // 更换狗的皮肤
  133. void ChangeDogSkin()
  134. {
  135. var dog = GameObject.Find(displayDogName);
  136. if (dog != null)
  137. {
  138. GameObject dogL2 = GameObject.Find(InitDogProperty.breed);
  139. Renderer renderer = dogL2.GetComponent<Renderer>();
  140. Material mat = Resources.Load<Material>("Dog/Skin/" + InitDogProperty.breed + "/" + InitDogProperty.skin);
  141. if (mat != null && renderer != null)
  142. {
  143. renderer.material = mat;
  144. }
  145. }
  146. }
  147. // 绑定点击按键
  148. void ConfirmClick()
  149. {
  150. InitDogProperty.dog_name = dogNameTextField.text;
  151. if (GameTool.NewDogNameAllowed(InitDogProperty.dog_name))
  152. {
  153. if (UserProperty.dogs.Count > 1 && UserProperty.dogs.Count < EnviromentSetting.maxDogQty)
  154. {
  155. if (UserProperty.coin < dogBreed.cost)
  156. {
  157. // 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
  158. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_fail_no_enough_coin", EnviromentSetting.languageCode });
  159. MessageBoxController.ShowMessage(msg);
  160. return;
  161. }
  162. else
  163. {
  164. string dogCostConfirmation = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "message", "purchase_dog_cost", EnviromentSetting.languageCode });
  165. dogCostConfirmation = dogCostConfirmation.Replace("<<breed>>", dogBreed.breed);
  166. dogCostConfirmation = dogCostConfirmation.Replace("<<dog_cost>>", dogBreed.cost.ToString());
  167. MessageBoxController.YorN_Message(dogCostConfirmation,
  168. yesAction: () =>
  169. {
  170. // 点击确认后,提交POST请求
  171. ConfirmClickRequest();
  172. });
  173. }
  174. }
  175. else
  176. {
  177. // 当用户狗的数量为1条的时候,直接提交POST请求
  178. ConfirmClickRequest();
  179. }
  180. }
  181. else
  182. {
  183. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_name_duplicated", EnviromentSetting.languageCode });
  184. msg.Replace("<<dog_name>>", InitDogProperty.dog_name);
  185. MessageBoxController.ShowMessage(msg);
  186. }
  187. }
  188. // ConfirmClick点击后第一步POST事件
  189. void ConfirmClickRequest()
  190. {
  191. string url = "/api/initial/dog/";
  192. Dictionary<string, string> formData = new Dictionary<string, string>();
  193. WWWForm wwwForm = new WWWForm();
  194. wwwForm.AddField("user_id", UserProperty.userId);
  195. wwwForm.AddField("dog_name", InitDogProperty.dog_name);
  196. wwwForm.AddField("sex", InitDogProperty.sex);
  197. wwwForm.AddField("breed", InitDogProperty.breed);
  198. wwwForm.AddField("skin", InitDogProperty.skin);
  199. StartCoroutine(WebController.PostRequest(url, wwwForm, callback: ConfirmClickCallback));
  200. }
  201. // ConfirmClick点击后POST数据返回后Callback
  202. void ConfirmClickCallback(string json)
  203. {
  204. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  205. if (data != null && data["status"].ToString() == "success")
  206. {
  207. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_success", EnviromentSetting.languageCode });
  208. msg = msg.Replace("<<dog_name>>", InitDogProperty.dog_name);
  209. MessageBoxController.ShowMessage(msg, FreshUserData);
  210. }
  211. else if (data != null && data["status"].ToString() == "fail")
  212. {
  213. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_fail_no_enough_coin", EnviromentSetting.languageCode });
  214. MessageBoxController.ShowMessage(msg);
  215. }
  216. else
  217. {
  218. Debug.Log(data["message"]);
  219. }
  220. }
  221. // 刷新用户狗的数据
  222. void FreshUserData()
  223. {
  224. Debug.Log("fresh user data in inil Dog UI. request");
  225. // 提交POST
  226. string url = "/api/user/info/";
  227. WWWForm form = new();
  228. form.AddField("user_id", UserProperty.userId);
  229. StartCoroutine(WebController.PostRequest(url, form, callback: FreshUserDataCallback));
  230. }
  231. void FreshUserDataCallback(string json)
  232. {
  233. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  234. if (data != null && data["status"].ToString() == "success")
  235. {
  236. // 刷新用户所有数据
  237. var user_info = data["user_info"].ToString();
  238. UserProperty.RefreshUserInfo(user_info);
  239. // 保存狗的数据
  240. string dogsJson = data["dogs"].ToString();
  241. UserProperty.RefreshDogInfo(dogsJson);
  242. // 保存道具数据
  243. UserProperty.RefreshUserItems(data["props"].ToString());
  244. // SceneManager.LoadScene("Home");
  245. MaskTransitions.TransitionManager.Instance.LoadLevel("Home");
  246. }
  247. else
  248. {
  249. Debug.Log(data["message"]);
  250. }
  251. }
  252. // 绑定取消按键
  253. void CancelClick()
  254. {
  255. DestoryExistingDog();
  256. var regCanvas = GameObject.Find("Init Dog Canvas");
  257. regCanvas.SetActive(false);
  258. var canvasPlaceholder = GameObject.Find("Canvas Placeholder");
  259. var createOrAdoptCanvas = canvasPlaceholder.transform.Find("Create Or Adopt Canvas").gameObject;
  260. createOrAdoptCanvas.SetActive(true);
  261. }
  262. // 初始化语言和显示设定
  263. void InitSetting()
  264. {
  265. // 设置 shopping UI界面里面label和按键的语言显示
  266. string textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "confirm", EnviromentSetting.languageCode });
  267. confirmBtn.text = textValue;
  268. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "cancel", EnviromentSetting.languageCode });
  269. cancelBtn.text = textValue;
  270. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "name", EnviromentSetting.languageCode });
  271. dogNameTextField.label = textValue;
  272. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "breed", EnviromentSetting.languageCode });
  273. breedDropdownField.label = textValue;
  274. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "sex", EnviromentSetting.languageCode });
  275. sexDropdownField.label = textValue;
  276. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "female", EnviromentSetting.languageCode });
  277. femaleText = textValue;
  278. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "male", EnviromentSetting.languageCode });
  279. maleText = textValue;
  280. // 判断用户名下有几条狗,如果超过1条就可以显示取消
  281. if (UserProperty.dogs.Count >= 1)
  282. {
  283. cancelBtn.style.display = DisplayStyle.Flex;
  284. priceArea.style.display = DisplayStyle.Flex;
  285. }
  286. else
  287. {
  288. //cancel.visible = false;
  289. cancelBtn.style.display = DisplayStyle.None;
  290. priceArea.style.display = DisplayStyle.None;
  291. }
  292. foreach (var item in EnviromentSetting.dogBreeds)
  293. {
  294. breedDropdownField.choices.Add(item.name[EnviromentSetting.languageCode]);
  295. }
  296. sexDropdownField.choices.Clear();
  297. sexDropdownField.choices.Add(femaleText);
  298. sexDropdownField.choices.Add(maleText);
  299. //breed.index = 0;
  300. //sex.index = 0;
  301. }
  302. // 检测狗名字,品种,性别都有内容
  303. void fieldsContentCheck()
  304. {
  305. if (!string.IsNullOrWhiteSpace(dogNameTextField.text) && !string.IsNullOrWhiteSpace(breedDropdownField.text) && !string.IsNullOrWhiteSpace(sexDropdownField.text))
  306. {
  307. confirmBtn.SetEnabled(true);
  308. }
  309. else { confirmBtn.SetEnabled(false); }
  310. }
  311. // 根据品种加载狗的动画
  312. void DogAnimationLoad()
  313. {
  314. // 等待一帧,确保所有 Start() 方法都执行完成
  315. //yield return null;
  316. GameObject dog = GameObject.Find(displayDogName);
  317. // 加载指定的Animator controller
  318. Animator animator = dog.GetComponent<Animator>();
  319. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>(DogBreedController.GetDogAnimationController(InitDogProperty.breed, "create_dog"));
  320. animator.runtimeAnimatorController = animatorController;
  321. }
  322. }