MenuController.cs 9.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306
  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 cameraBtn = menuArea.Q<VisualElement>("camera"); // AR摄像头
  45. subMenu.Add(cameraBtn);
  46. var status = menuArea.Q<VisualElement>("status"); // 宠物状态
  47. subMenu.Add(status);
  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. }
  73. private void Start()
  74. {
  75. // DogNameInit(); // 初始化狗的名字,首次加载
  76. }
  77. private void OnDisable()
  78. {
  79. subMenu.Clear(); // 因为启动时候调用OnEable数据会被重复加载
  80. }
  81. // Update is called once per frame
  82. void FixedUpdate()
  83. {
  84. CollapseMenuCheck(); // 定时收起菜单
  85. ScaleDogName(); // 放大缩小选中狗的名字
  86. }
  87. #region 右侧按键控制
  88. Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
  89. {
  90. float radians = angle * Mathf.Deg2Rad;
  91. float x = curPosition.x + distance * Mathf.Cos(radians);
  92. float y = curPosition.y - distance * Mathf.Sin(radians);
  93. Vector2 newPosition = new Vector2(x, y);
  94. return new Vector2(x, y);
  95. }
  96. // 初始化所有按键的位置
  97. void InitialSubMenu()
  98. {
  99. foreach (var subMenu in subMenu)
  100. {
  101. subMenu.style.left = mainMenu.resolvedStyle.left;
  102. subMenu.style.top = mainMenu.resolvedStyle.top;
  103. subMenu.visible = false;
  104. }
  105. }
  106. // 点击主按键后所有子按键展开并显示
  107. void MainMenuClick(ClickEvent evt)
  108. {
  109. if (isMenuShowed)
  110. {
  111. MenuReset();
  112. return;
  113. }
  114. // 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
  115. float curAngle = 75f;
  116. float angleDelta = 40f;
  117. float distance = 70f;
  118. //float showTimer = 3.0f;
  119. foreach (var subMenu in subMenu)
  120. {
  121. subMenu.visible = true;
  122. var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
  123. //subMenu.layout.position.Set(newPosition.x, newPosition.y);
  124. subMenu.style.left = newPosition.x;
  125. subMenu.style.top = newPosition.y;
  126. //if (subMenu.name == "home")
  127. //{
  128. // Debug.Log(subMenu.name + " " + newPosition.x + " " + newPosition.y);
  129. //}
  130. curAngle += angleDelta;
  131. }
  132. mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
  133. isMenuShowed = true;
  134. menuShowTime = DateTime.Now;
  135. }
  136. // 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。
  137. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  138. {
  139. InitialSubMenu();
  140. }
  141. void MenuReset()
  142. {
  143. //yield return new WaitForSeconds(3.0f);
  144. mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
  145. isMenuShowed = false;
  146. InitialSubMenu();
  147. }
  148. void PlayGroundClick(ClickEvent evt)
  149. {
  150. SceneManager.LoadScene("Playground", LoadSceneMode.Single);
  151. }
  152. void ShopClick(ClickEvent evt)
  153. {
  154. vamUI.SetActive(false);
  155. shoppingUI.SetActive(true);
  156. }
  157. void WarehouseClick(ClickEvent evt)
  158. {
  159. vamUI.SetActive(false);
  160. warehouseUI.SetActive(true);
  161. }
  162. void StatusClick(ClickEvent evt)
  163. {
  164. vamUI.SetActive(false);
  165. statusUI.SetActive(true);
  166. }
  167. void HomeClick(ClickEvent evt)
  168. {
  169. vamUI.SetActive(false);
  170. userInfoUI.SetActive(true);
  171. }
  172. void CameraClick(ClickEvent evt)
  173. {
  174. }
  175. // 菜单打开后收回菜单
  176. void CollapseMenuCheck()
  177. {
  178. if (isMenuShowed)
  179. {
  180. // 计算两个时间点之间的差值
  181. TimeSpan difference = DateTime.Now - menuShowTime;
  182. // 检查差值是否超过3秒
  183. if (difference.TotalSeconds > 3)
  184. {
  185. MenuReset();
  186. }
  187. }
  188. }
  189. #endregion
  190. void DogIconClick(ClickEvent e)
  191. {
  192. Debug.Log("DogIconClick");
  193. if (dogList.visible == false)
  194. {
  195. dogList.visible = true;
  196. }
  197. else
  198. {
  199. dogList.visible = false;
  200. }
  201. }
  202. #region 左侧菜单控制
  203. // 点击狗的名字时候处理
  204. void DogNameClick(ClickEvent e, int index)
  205. {
  206. GameData.focusDog = index;
  207. if (GameData.homeCamFocusDog == index)
  208. {
  209. // 重复点击狗的名字,恢复广角,所有狗的名字显示一样大小
  210. HomeController.dogCam.Priority = 1;
  211. HomeController.playerCam.Priority = 10;
  212. GameData.homeCamFocusDog = 100; // 100表示不聚焦
  213. //dogNames[index].transform.scale = new Vector2(1f, 1f);
  214. }
  215. else
  216. {
  217. GameData.homeCamFocusDog = index;
  218. //dogNames[index].transform.scale = new Vector2(1.2f, 1.2f);
  219. HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
  220. HomeController.dogCam.Priority = 10;
  221. HomeController.playerCam.Priority = 1;
  222. HomeController.lastCameraChange = DateTime.Now;
  223. }
  224. if (dogList.visible == true) { dogList.visible = false; }
  225. }
  226. // 初始化狗的名字
  227. void DogNameInit()
  228. {
  229. dogNames.Clear(); // 清空Label列表
  230. foreach (Label child in dogList.Children()) // 寻找Label元素加入列表
  231. {
  232. dogNames.Add(child);
  233. }
  234. // 注入狗的名字,最多注入3只狗
  235. for (int i = 0; i < Math.Min(UserProperty.dogs.Count, 3); i++)
  236. {
  237. int index = i;
  238. dogNames[i].style.display = DisplayStyle.Flex;
  239. dogNames[i].text = UserProperty.dogs[i].dog_name;
  240. dogNames[i].RegisterCallback<ClickEvent>(e => DogNameClick(e, index));
  241. }
  242. }
  243. // 调整狗的名字大小
  244. void ScaleDogName()
  245. {
  246. for (int i = 0; i < UserProperty.dogs.Count; i++)
  247. {
  248. if (i == GameData.homeCamFocusDog)
  249. {
  250. dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
  251. }
  252. else
  253. {
  254. dogNames[i].transform.scale = new Vector2(1f, 1f);
  255. }
  256. }
  257. }
  258. #endregion
  259. }
  260. public static class MenuData
  261. {
  262. public static bool isMenuShowed = false;
  263. public static DateTime menuShowTime;
  264. }