MenuController.cs 9.1 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; // 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; // 子菜单是否展开
  22. private static DateTime menuShowTime; // 菜单展开时间
  23. void OnEnable()
  24. {
  25. uiPlaceholder = GameObject.Find("UI Placeholder");
  26. vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  27. shoppingUI = uiPlaceholder.transform.Find("ShoppingUI").gameObject;
  28. statusUI = uiPlaceholder.transform.Find("Status").gameObject;
  29. warehouseUI = uiPlaceholder.transform.Find("Warehouse").gameObject;
  30. var root = GetComponent<UIDocument>().rootVisualElement;
  31. var menuArea = root.Q<VisualElement>("menuArea");
  32. mainMenu = menuArea.Q<VisualElement>("mainMenu");
  33. var home = menuArea.Q<VisualElement>("home");
  34. subMenu.Add(home);
  35. var playground = menuArea.Q<VisualElement>("playground");
  36. subMenu.Add(playground);
  37. var shop = menuArea.Q<VisualElement>("shop");
  38. subMenu.Add(shop);
  39. var warehouse = menuArea.Q<VisualElement>("warehouse");
  40. subMenu.Add(warehouse);
  41. var cameraBtn = menuArea.Q<VisualElement>("camera");
  42. subMenu.Add(cameraBtn);
  43. var status = menuArea.Q<VisualElement>("status");
  44. subMenu.Add(status);
  45. mainMenu.RegisterCallback<ClickEvent>(e => MainMenuClick(e));
  46. // root加载完成后,所有element算出位置后再进行计算
  47. root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
  48. // 绑定按键点击事件
  49. playground.RegisterCallback<ClickEvent>(e => PlayGroundClick(e));
  50. shop.RegisterCallback<ClickEvent>(e => ShopClick(e));
  51. warehouse.RegisterCallback<ClickEvent>(e => WarehouseClick(e));
  52. status.RegisterCallback<ClickEvent>(e => StatusClick(e));
  53. cameraBtn.RegisterCallback<ClickEvent>(e => CameraClick(e));
  54. //var root = GetComponent<UIDocument>().rootVisualElement;
  55. dogIcon = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogIcon");
  56. dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
  57. DogNameInit(); // 初始化狗的名字,这里当菜单重新激活后再次加载
  58. dogIcon.RegisterCallback<ClickEvent>(e => DogIconClick(e));
  59. }
  60. private void Start()
  61. {
  62. DogNameInit(); // 初始化狗的名字,首次加载
  63. }
  64. private void OnDisable()
  65. {
  66. subMenu.Clear(); // 因为启动时候调用OnEable数据会被重复加载
  67. }
  68. // Update is called once per frame
  69. void FixedUpdate()
  70. {
  71. CollapseMenuCheck(); // 定时收起菜单
  72. ScaleDogName(); // 放大缩小选中狗的名字
  73. }
  74. #region 右侧按键控制
  75. Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
  76. {
  77. float radians = angle * Mathf.Deg2Rad;
  78. float x = curPosition.x + distance * Mathf.Cos(radians);
  79. float y = curPosition.y - distance * Mathf.Sin(radians);
  80. Vector2 newPosition = new Vector2(x, y);
  81. return new Vector2(x, y);
  82. }
  83. // 初始化所有按键的位置
  84. void InitialSubMenu()
  85. {
  86. foreach (var subMenu in subMenu)
  87. {
  88. subMenu.style.left = mainMenu.resolvedStyle.left;
  89. subMenu.style.top = mainMenu.resolvedStyle.top;
  90. subMenu.visible = false;
  91. }
  92. }
  93. // 点击主按键后所有子按键展开并显示
  94. void MainMenuClick(ClickEvent evt)
  95. {
  96. if (isMenuShowed)
  97. {
  98. MenuReset();
  99. return;
  100. }
  101. // 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
  102. float curAngle = 75f;
  103. float angleDelta = 40f;
  104. float distance = 70f;
  105. //float showTimer = 3.0f;
  106. foreach (var subMenu in subMenu)
  107. {
  108. subMenu.visible = true;
  109. var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
  110. //subMenu.layout.position.Set(newPosition.x, newPosition.y);
  111. subMenu.style.left = newPosition.x;
  112. subMenu.style.top = newPosition.y;
  113. //if (subMenu.name == "home")
  114. //{
  115. // Debug.Log(subMenu.name + " " + newPosition.x + " " + newPosition.y);
  116. //}
  117. curAngle += angleDelta;
  118. }
  119. mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
  120. isMenuShowed = true;
  121. menuShowTime = DateTime.Now;
  122. }
  123. // 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。
  124. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  125. {
  126. InitialSubMenu();
  127. }
  128. void MenuReset()
  129. {
  130. //yield return new WaitForSeconds(3.0f);
  131. mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
  132. isMenuShowed = false;
  133. InitialSubMenu();
  134. }
  135. void PlayGroundClick(ClickEvent evt)
  136. {
  137. SceneManager.LoadScene("Playground", LoadSceneMode.Single);
  138. }
  139. void ShopClick(ClickEvent evt)
  140. {
  141. vamUI.SetActive(false);
  142. shoppingUI.SetActive(true);
  143. }
  144. void WarehouseClick(ClickEvent evt)
  145. {
  146. vamUI.SetActive(false);
  147. warehouseUI.SetActive(true);
  148. }
  149. void StatusClick(ClickEvent evt)
  150. {
  151. vamUI.SetActive(false);
  152. statusUI.SetActive(true);
  153. }
  154. void CameraClick(ClickEvent evt)
  155. {
  156. }
  157. // 菜单打开后收回菜单
  158. void CollapseMenuCheck()
  159. {
  160. if (isMenuShowed)
  161. {
  162. // 计算两个时间点之间的差值
  163. TimeSpan difference = DateTime.Now - menuShowTime;
  164. // 检查差值是否超过3秒
  165. if (difference.TotalSeconds > 3)
  166. {
  167. MenuReset();
  168. }
  169. }
  170. }
  171. #endregion
  172. void DogIconClick(ClickEvent e)
  173. {
  174. Debug.Log("DogIconClick");
  175. if (dogList.visible == false)
  176. {
  177. dogList.visible = true;
  178. }
  179. else
  180. {
  181. dogList.visible = false;
  182. }
  183. }
  184. #region 左侧菜单控制
  185. // 点击狗的名字时候处理
  186. void DogNameClick(ClickEvent e, int index)
  187. {
  188. GameData.focusDog = index;
  189. if (GameData.homeCamFocusDog == index)
  190. {
  191. // 重复点击狗的名字,恢复广角,所有狗的名字显示一样大小
  192. HomeController.dogCam.Priority = 1;
  193. HomeController.playerCam.Priority = 10;
  194. GameData.homeCamFocusDog = 100; // 100表示不聚焦
  195. //dogNames[index].transform.scale = new Vector2(1f, 1f);
  196. }
  197. else
  198. {
  199. GameData.homeCamFocusDog = index;
  200. //dogNames[index].transform.scale = new Vector2(1.2f, 1.2f);
  201. HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
  202. HomeController.dogCam.Priority = 10;
  203. HomeController.playerCam.Priority = 1;
  204. HomeController.lastCameraChange = DateTime.Now;
  205. }
  206. if (dogList.visible == true) { dogList.visible = false; }
  207. }
  208. // 初始化狗的名字
  209. void DogNameInit()
  210. {
  211. dogNames.Clear(); // 清空Label列表
  212. foreach (Label child in dogList.Children()) // 寻找Label元素加入列表
  213. {
  214. dogNames.Add(child);
  215. }
  216. // 注入狗的名字,最多注入3只狗
  217. for (int i = 0; i < Math.Min(UserProperty.dogs.Count, 3); i++)
  218. {
  219. int index = i;
  220. dogNames[i].style.display = DisplayStyle.Flex;
  221. dogNames[i].text = UserProperty.dogs[i].dog_name;
  222. dogNames[i].RegisterCallback<ClickEvent>(e => DogNameClick(e, index));
  223. }
  224. }
  225. // 调整狗的名字大小
  226. void ScaleDogName()
  227. {
  228. for (int i = 0; i < UserProperty.dogs.Count; i++)
  229. {
  230. if (i == GameData.homeCamFocusDog)
  231. {
  232. dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
  233. }
  234. else
  235. {
  236. dogNames[i].transform.scale = new Vector2(1f, 1f);
  237. }
  238. }
  239. }
  240. #endregion
  241. }
  242. public static class MenuData
  243. {
  244. public static bool isMenuShowed = false;
  245. public static DateTime menuShowTime;
  246. }