MenuController.cs 8.2 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. */
  10. public class MenuController : MonoBehaviour
  11. {
  12. // Start is called once before the first execution of Update after the MonoBehaviour is created
  13. private VisualElement mainMenu, dogIcon, dogList;
  14. private List<VisualElement> subMenus = new();
  15. //private bool isSubMenuShow = false;
  16. 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
  17. private GameObject vamUI; // vamUI = Voice and Manu UI;
  18. private GameObject shoppingUI, statusUI, warehouseUI; // 对应点击菜单后展开的几个子菜单
  19. private List<Label> dogNames = new();
  20. private static bool isMenuShowed = false; // 子菜单是否展开
  21. private static DateTime menuShowTime; // 菜单展开时间
  22. void OnEnable()
  23. {
  24. uiPlaceholder = GameObject.Find("UI Placeholder");
  25. vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  26. shoppingUI = uiPlaceholder.transform.Find("ShoppingUI").gameObject;
  27. statusUI = uiPlaceholder.transform.Find("Status").gameObject;
  28. warehouseUI = uiPlaceholder.transform.Find("Warehouse").gameObject;
  29. var root = GetComponent<UIDocument>().rootVisualElement;
  30. var menuArea = root.Q<VisualElement>("menuArea");
  31. mainMenu = menuArea.Q<VisualElement>("mainMenu");
  32. var home = menuArea.Q<VisualElement>("home");
  33. subMenus.Add(home);
  34. var playground = menuArea.Q<VisualElement>("playground");
  35. subMenus.Add(playground);
  36. var shop = menuArea.Q<VisualElement>("shop");
  37. subMenus.Add(shop);
  38. var warehouse = menuArea.Q<VisualElement>("warehouse");
  39. subMenus.Add(warehouse);
  40. var cameraBtn = menuArea.Q<VisualElement>("camera");
  41. subMenus.Add(cameraBtn);
  42. var status = menuArea.Q<VisualElement>("status");
  43. subMenus.Add(status);
  44. mainMenu.RegisterCallback<ClickEvent>(e => MainMenuClick(e));
  45. // root加载完成后,所有element算出位置后再进行计算
  46. root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
  47. // 绑定按键点击事件
  48. playground.RegisterCallback<ClickEvent>(e => PlayGroundClick(e));
  49. shop.RegisterCallback<ClickEvent>(e => ShopClick(e));
  50. warehouse.RegisterCallback<ClickEvent>(e => WarehouseClick(e));
  51. status.RegisterCallback<ClickEvent>(e => StatusClick(e));
  52. cameraBtn.RegisterCallback<ClickEvent>(e => CameraClick(e));
  53. }
  54. private void Start()
  55. {
  56. var root = GetComponent<UIDocument>().rootVisualElement;
  57. dogIcon = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogIcon");
  58. dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
  59. foreach (Label child in dogList.Children())
  60. {
  61. dogNames.Add(child);
  62. }
  63. DogNameInit(); // 初始化狗的名字
  64. dogIcon.RegisterCallback<ClickEvent>(e => DogIconClick(e));
  65. }
  66. private void OnDisable()
  67. {
  68. subMenus.Clear(); // 因为启动时候调用OnEable数据会被重复加载
  69. }
  70. // Update is called once per frame
  71. void FixedUpdate()
  72. {
  73. CollapseMenuCheck(); // 定时收起菜单
  74. ScaleDogName(); // 放大缩小选中狗的名字
  75. }
  76. Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
  77. {
  78. float radians = angle * Mathf.Deg2Rad;
  79. float x = curPosition.x + distance * Mathf.Cos(radians);
  80. float y = curPosition.y - distance * Mathf.Sin(radians);
  81. Vector2 newPosition = new Vector2(x, y);
  82. return new Vector2(x, y);
  83. }
  84. // 初始化所有按键的位置
  85. void InitialSubMenu()
  86. {
  87. foreach (var subMenu in subMenus)
  88. {
  89. subMenu.style.left = mainMenu.resolvedStyle.left;
  90. subMenu.style.top = mainMenu.resolvedStyle.top;
  91. subMenu.visible = false;
  92. }
  93. }
  94. // 点击主按键后所有子按键展开并显示
  95. void MainMenuClick(ClickEvent evt)
  96. {
  97. if (isMenuShowed)
  98. {
  99. MenuReset();
  100. return;
  101. }
  102. // 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
  103. float curAngle = 75f;
  104. float angleDelta = 40f;
  105. float distance = 70f;
  106. //float showTimer = 3.0f;
  107. foreach (var subMenu in subMenus)
  108. {
  109. subMenu.visible = true;
  110. var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
  111. //subMenu.layout.position.Set(newPosition.x, newPosition.y);
  112. subMenu.style.left = newPosition.x;
  113. subMenu.style.top = newPosition.y;
  114. //if (subMenu.name == "home")
  115. //{
  116. // Debug.Log(subMenu.name + " " + newPosition.x + " " + newPosition.y);
  117. //}
  118. curAngle += angleDelta;
  119. }
  120. mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
  121. isMenuShowed = true;
  122. menuShowTime = DateTime.Now;
  123. }
  124. // 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。
  125. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  126. {
  127. InitialSubMenu();
  128. }
  129. void MenuReset()
  130. {
  131. //yield return new WaitForSeconds(3.0f);
  132. mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
  133. isMenuShowed = false;
  134. InitialSubMenu();
  135. }
  136. void PlayGroundClick(ClickEvent evt)
  137. {
  138. SceneManager.LoadScene("Playground", LoadSceneMode.Single);
  139. }
  140. void ShopClick(ClickEvent evt)
  141. {
  142. vamUI.SetActive(false);
  143. shoppingUI.SetActive(true);
  144. }
  145. void WarehouseClick(ClickEvent evt)
  146. {
  147. vamUI.SetActive(false);
  148. warehouseUI.SetActive(true);
  149. }
  150. void StatusClick(ClickEvent evt)
  151. {
  152. vamUI.SetActive(false);
  153. statusUI.SetActive(true);
  154. }
  155. void CameraClick(ClickEvent evt)
  156. {
  157. }
  158. // 菜单打开后收回菜单
  159. void CollapseMenuCheck()
  160. {
  161. if (isMenuShowed)
  162. {
  163. // 计算两个时间点之间的差值
  164. TimeSpan difference = DateTime.Now - menuShowTime;
  165. // 检查差值是否超过3秒
  166. if (difference.TotalSeconds > 3)
  167. {
  168. MenuReset();
  169. }
  170. }
  171. }
  172. void DogIconClick(ClickEvent e)
  173. {
  174. if (dogList.visible == false)
  175. {
  176. dogList.visible = true;
  177. }
  178. else
  179. {
  180. dogList.visible = false;
  181. }
  182. }
  183. // 点击狗的名字时候处理
  184. void DogNameClick(ClickEvent e, int index)
  185. {
  186. GameData.focusDog = index;
  187. GameData.homeCamFocusDog = index;
  188. dogNames[index].transform.scale = new Vector2(1.5f, 1.5f);
  189. HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
  190. HomeController.dogCam.Priority = 10;
  191. HomeController.playerCam.Priority = 1;
  192. HomeController.lastCameraChange = DateTime.Now;
  193. if (dogList.visible == true) { dogList.visible = false; }
  194. }
  195. // 初始化狗的名字
  196. void DogNameInit()
  197. {
  198. int i = 0;
  199. for (i = 0; i < UserProperty.dogs.Count; i++)
  200. {
  201. int index = i;
  202. dogNames[i].style.display = DisplayStyle.Flex;
  203. dogNames[i].text = UserProperty.dogs[i].name;
  204. dogNames[i].RegisterCallback<ClickEvent>(e => DogNameClick(e, index));
  205. }
  206. }
  207. // 调整狗的名字大小
  208. void ScaleDogName()
  209. {
  210. for (int i = 0; i < UserProperty.dogs.Count; i++)
  211. {
  212. if (i == GameData.focusDog)
  213. {
  214. dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
  215. }
  216. else
  217. {
  218. dogNames[i].transform.scale = new Vector2(1f, 1f);
  219. }
  220. }
  221. }
  222. }
  223. public static class MenuData
  224. {
  225. public static bool isMenuShowed = false;
  226. public static DateTime menuShowTime;
  227. }