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. dogBreed = EnviromentSetting.dogBreeds[breedDropdownField.index];
  64. priceLabel.text = dogBreed.cost.ToString();
  65. InitDogProperty.breed = dogBreed.breed;
  66. InitDogProperty.skin = dogBreed.skin[dogSkinIndex];
  67. var location = new Vector3(19.5f, 0, 15);
  68. var rotation = new Vector3(0f, -135f, 0f);
  69. var scale = new Vector3(2f, 2f, 2f);
  70. GameObject dog = Instantiate(Resources.Load<GameObject>("Dog/Breed/" + InitDogProperty.breed));
  71. dog.name = displayDogName;
  72. if (dog != null)
  73. {
  74. GameObject dogL2 = GameObject.Find(InitDogProperty.breed);
  75. Renderer renderer = dogL2.GetComponent<Renderer>();
  76. Material mat = Resources.Load<Material>("Dog/Skin/" + InitDogProperty.breed + "/" + InitDogProperty.skin);
  77. if (mat != null && renderer != null)
  78. {
  79. renderer.material = mat;
  80. }
  81. }
  82. dog.transform.localPosition = location;
  83. dog.transform.localRotation = Quaternion.Euler(rotation);
  84. dog.transform.localScale = scale;
  85. leftArrow.visible = true;
  86. rightArrow.visible = true;
  87. DogAnimationLoad();
  88. // 检测description是否被激活,如果隐藏,先显示
  89. if (descriptionLabel.resolvedStyle.display == DisplayStyle.None)
  90. {
  91. descriptionLabel.style.display = DisplayStyle.Flex;
  92. }
  93. // 设置description的内容
  94. descriptionLabel.text = dogBreed.description[EnviromentSetting.languageCode];
  95. }
  96. // 清理已经显示的狗
  97. private void DestoryExistingDog()
  98. {
  99. GameObject existingDog = GameObject.Find(displayDogName);
  100. if (existingDog != null)
  101. {
  102. Destroy(existingDog);
  103. }
  104. }
  105. void RightArrowClicked(ClickEvent e)
  106. {
  107. dogSkinIndex += 1;
  108. if (dogSkinIndex >= dogBreed.skin.Length)
  109. {
  110. dogSkinIndex = 0;
  111. }
  112. InitDogProperty.skin = dogBreed.skin[dogSkinIndex];
  113. ChangeDogSkin();
  114. Debug.Log("current dog skin index is: " + dogSkinIndex);
  115. Debug.Log("current dog skin name is: " + InitDogProperty.skin);
  116. }
  117. void LeftArrowClicked(ClickEvent e)
  118. {
  119. dogSkinIndex -= 1;
  120. if (dogSkinIndex < 0)
  121. {
  122. dogSkinIndex = dogBreed.skin.Length - 1;
  123. }
  124. InitDogProperty.skin = dogBreed.skin[dogSkinIndex];
  125. ChangeDogSkin();
  126. Debug.Log("current dog skin index is: " + dogSkinIndex);
  127. Debug.Log("current dog skin name is: " + InitDogProperty.skin);
  128. }
  129. // 更换狗的皮肤
  130. void ChangeDogSkin()
  131. {
  132. var dog = GameObject.Find(displayDogName);
  133. if (dog != null)
  134. {
  135. GameObject dogL2 = GameObject.Find(InitDogProperty.breed);
  136. Renderer renderer = dogL2.GetComponent<Renderer>();
  137. Material mat = Resources.Load<Material>("Dog/Skin/" + InitDogProperty.breed + "/" + InitDogProperty.skin);
  138. if (mat != null && renderer != null)
  139. {
  140. renderer.material = mat;
  141. }
  142. }
  143. }
  144. // 绑定点击按键
  145. void ConfirmClick()
  146. {
  147. InitDogProperty.dog_name = dogNameTextField.text;
  148. // bool dogNameAllowed = true;
  149. // foreach (var dog in UserProperty.dogs)
  150. // {
  151. // if (InitDogProperty.dog_name == dog.dog_name){
  152. // dogNameAllowed = false;
  153. // }
  154. // }
  155. if (GameTool.NewDogNameAllowed(InitDogProperty.dog_name))
  156. {
  157. if (UserProperty.coin < dogBreed.cost && UserProperty.dogs.Count > 1)
  158. {
  159. // 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
  160. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_fail_no_enough_coin", EnviromentSetting.languageCode });
  161. MessageBoxController.ShowMessage(msg);
  162. return;
  163. }
  164. else
  165. {
  166. ConfirmClickRequest();
  167. }
  168. }
  169. else
  170. {
  171. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_name_duplicated", EnviromentSetting.languageCode });
  172. msg.Replace("<<dog_name>>", InitDogProperty.dog_name);
  173. MessageBoxController.ShowMessage(msg);
  174. }
  175. }
  176. // ConfirmClick点击后第一步POST事件
  177. void ConfirmClickRequest()
  178. {
  179. string url = "/api/initial/dog/";
  180. Dictionary<string, string> formData = new Dictionary<string, string>();
  181. WWWForm wwwForm = new WWWForm();
  182. wwwForm.AddField("user_id", UserProperty.userId);
  183. wwwForm.AddField("dog_name", InitDogProperty.dog_name);
  184. wwwForm.AddField("sex", InitDogProperty.sex);
  185. wwwForm.AddField("breed", InitDogProperty.breed);
  186. wwwForm.AddField("skin", InitDogProperty.skin);
  187. StartCoroutine(WebController.PostRequest(url, wwwForm, callback: ConfirmClickCallback));
  188. }
  189. // ConfirmClick点击后POST数据返回后Callback
  190. void ConfirmClickCallback(string json)
  191. {
  192. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  193. if (data != null && data["status"].ToString() == "success")
  194. {
  195. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_success", EnviromentSetting.languageCode });
  196. msg = msg.Replace("<<dog_name>>", InitDogProperty.dog_name);
  197. MessageBoxController.ShowMessage(msg, FreshUserData);
  198. }
  199. else if (data != null && data["status"].ToString() == "fail")
  200. {
  201. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_fail_no_enough_coin", EnviromentSetting.languageCode });
  202. MessageBoxController.ShowMessage(msg);
  203. }
  204. else
  205. {
  206. Debug.Log(data["message"]);
  207. }
  208. }
  209. // 刷新用户狗的数据
  210. void FreshUserData()
  211. {
  212. Debug.Log("fresh user data in inil Dog UI. request");
  213. // 提交POST
  214. string url = "/api/user/info/";
  215. WWWForm form = new();
  216. form.AddField("user_id", UserProperty.userId);
  217. StartCoroutine(WebController.PostRequest(url, form, callback: FreshUserDataCallback));
  218. }
  219. void FreshUserDataCallback(string json)
  220. {
  221. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  222. if (data != null && data["status"].ToString() == "success")
  223. {
  224. // 刷新用户所有数据
  225. var user_info = data["user_info"].ToString();
  226. UserProperty.RefreshUserInfo(user_info);
  227. // 保存狗的数据
  228. string dogsJson = data["dogs"].ToString();
  229. UserProperty.RefreshDogInfo(dogsJson);
  230. // 保存道具数据
  231. UserProperty.RefreshUserItems(data["props"].ToString());
  232. // SceneManager.LoadScene("Home");
  233. MaskTransitions.TransitionManager.Instance.LoadLevel("Home");
  234. }
  235. else
  236. {
  237. Debug.Log(data["message"]);
  238. }
  239. }
  240. // 绑定取消按键
  241. void CancelClick()
  242. {
  243. DestoryExistingDog();
  244. var regCanvas = GameObject.Find("Init Dog Canvas");
  245. regCanvas.SetActive(false);
  246. var canvasPlaceholder = GameObject.Find("Canvas Placeholder");
  247. var createOrAdoptCanvas = canvasPlaceholder.transform.Find("Create Or Adopt Canvas").gameObject;
  248. createOrAdoptCanvas.SetActive(true);
  249. }
  250. // 初始化语言和显示设定
  251. void InitSetting()
  252. {
  253. // 设置 shopping UI界面里面label和按键的语言显示
  254. string textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "confirm", EnviromentSetting.languageCode });
  255. confirmBtn.text = textValue;
  256. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "cancel", EnviromentSetting.languageCode });
  257. cancelBtn.text = textValue;
  258. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "name", EnviromentSetting.languageCode });
  259. dogNameTextField.label = textValue;
  260. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "breed", EnviromentSetting.languageCode });
  261. breedDropdownField.label = textValue;
  262. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "sex", EnviromentSetting.languageCode });
  263. sexDropdownField.label = textValue;
  264. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "female", EnviromentSetting.languageCode });
  265. femaleText = textValue;
  266. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "male", EnviromentSetting.languageCode });
  267. maleText = textValue;
  268. // 判断用户名下有几条狗,如果超过1条就可以显示取消
  269. if (UserProperty.dogs.Count >= 1)
  270. {
  271. cancelBtn.style.display = DisplayStyle.Flex;
  272. priceArea.style.display = DisplayStyle.Flex;
  273. }
  274. else
  275. {
  276. //cancel.visible = false;
  277. cancelBtn.style.display = DisplayStyle.None;
  278. priceArea.style.display = DisplayStyle.None;
  279. }
  280. foreach (var item in EnviromentSetting.dogBreeds)
  281. {
  282. breedDropdownField.choices.Add(item.name[EnviromentSetting.languageCode]);
  283. }
  284. sexDropdownField.choices.Clear();
  285. sexDropdownField.choices.Add(femaleText);
  286. sexDropdownField.choices.Add(maleText);
  287. //breed.index = 0;
  288. //sex.index = 0;
  289. }
  290. // 检测狗名字,品种,性别都有内容
  291. void fieldsContentCheck()
  292. {
  293. if (!string.IsNullOrWhiteSpace(dogNameTextField.text) && !string.IsNullOrWhiteSpace(breedDropdownField.text) && !string.IsNullOrWhiteSpace(sexDropdownField.text))
  294. {
  295. confirmBtn.SetEnabled(true);
  296. }
  297. else { confirmBtn.SetEnabled(false); }
  298. }
  299. // 根据品种加载狗的动画
  300. void DogAnimationLoad()
  301. {
  302. // 等待一帧,确保所有 Start() 方法都执行完成
  303. //yield return null;
  304. GameObject dog = GameObject.Find(displayDogName);
  305. // 加载指定的Animator controller
  306. Animator animator = dog.GetComponent<Animator>();
  307. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/CreateDogAnimController");
  308. //AnimatorController animatorController = new AnimatorController();
  309. if (InitDogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/CreateDogAnimController"); }
  310. animator.runtimeAnimatorController = animatorController;
  311. }
  312. }