MenuController.cs 9.2 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. * 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; // 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. // 找到当前菜单下的项目
  32. var root = GetComponent<UIDocument>().rootVisualElement;
  33. var menuArea = root.Q<VisualElement>("menuArea");
  34. mainMenu = menuArea.Q<VisualElement>("mainMenu");
  35. var home = menuArea.Q<VisualElement>("home");
  36. subMenu.Add(home);
  37. var playground = menuArea.Q<VisualElement>("playground");
  38. subMenu.Add(playground);
  39. var shop = menuArea.Q<VisualElement>("shop");
  40. subMenu.Add(shop);
  41. var warehouse = menuArea.Q<VisualElement>("warehouse");
  42. subMenu.Add(warehouse);
  43. var cameraBtn = menuArea.Q<VisualElement>("camera");
  44. subMenu.Add(cameraBtn);
  45. var status = menuArea.Q<VisualElement>("status");
  46. subMenu.Add(status);
  47. mainMenu.RegisterCallback<ClickEvent>(e => MainMenuClick(e));
  48. // root加载完成后,所有element算出位置后再进行计算
  49. root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
  50. // 绑定按键点击事件
  51. playground.RegisterCallback<ClickEvent>(e => PlayGroundClick(e));
  52. shop.RegisterCallback<ClickEvent>(e => ShopClick(e));
  53. warehouse.RegisterCallback<ClickEvent>(e => WarehouseClick(e));
  54. status.RegisterCallback<ClickEvent>(e => StatusClick(e));
  55. cameraBtn.RegisterCallback<ClickEvent>(e => CameraClick(e));
  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. DogNameInit(); // 初始化狗的名字,这里当菜单重新激活后再次加载
  60. dogIcon.RegisterCallback<ClickEvent>(e => DogIconClick(e));
  61. }
  62. private void Start()
  63. {
  64. DogNameInit(); // 初始化狗的名字,首次加载
  65. }
  66. private void OnDisable()
  67. {
  68. subMenu.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. #region 右侧按键控制
  77. Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
  78. {
  79. float radians = angle * Mathf.Deg2Rad;
  80. float x = curPosition.x + distance * Mathf.Cos(radians);
  81. float y = curPosition.y - distance * Mathf.Sin(radians);
  82. Vector2 newPosition = new Vector2(x, y);
  83. return new Vector2(x, y);
  84. }
  85. // 初始化所有按键的位置
  86. void InitialSubMenu()
  87. {
  88. foreach (var subMenu in subMenu)
  89. {
  90. subMenu.style.left = mainMenu.resolvedStyle.left;
  91. subMenu.style.top = mainMenu.resolvedStyle.top;
  92. subMenu.visible = false;
  93. }
  94. }
  95. // 点击主按键后所有子按键展开并显示
  96. void MainMenuClick(ClickEvent evt)
  97. {
  98. if (isMenuShowed)
  99. {
  100. MenuReset();
  101. return;
  102. }
  103. // 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
  104. float curAngle = 75f;
  105. float angleDelta = 40f;
  106. float distance = 70f;
  107. //float showTimer = 3.0f;
  108. foreach (var subMenu in subMenu)
  109. {
  110. subMenu.visible = true;
  111. var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
  112. //subMenu.layout.position.Set(newPosition.x, newPosition.y);
  113. subMenu.style.left = newPosition.x;
  114. subMenu.style.top = newPosition.y;
  115. //if (subMenu.name == "home")
  116. //{
  117. // Debug.Log(subMenu.name + " " + newPosition.x + " " + newPosition.y);
  118. //}
  119. curAngle += angleDelta;
  120. }
  121. mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
  122. isMenuShowed = true;
  123. menuShowTime = DateTime.Now;
  124. }
  125. // 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。
  126. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  127. {
  128. InitialSubMenu();
  129. }
  130. void MenuReset()
  131. {
  132. //yield return new WaitForSeconds(3.0f);
  133. mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
  134. isMenuShowed = false;
  135. InitialSubMenu();
  136. }
  137. void PlayGroundClick(ClickEvent evt)
  138. {
  139. SceneManager.LoadScene("Playground", LoadSceneMode.Single);
  140. }
  141. void ShopClick(ClickEvent evt)
  142. {
  143. vamUI.SetActive(false);
  144. shoppingUI.SetActive(true);
  145. }
  146. void WarehouseClick(ClickEvent evt)
  147. {
  148. vamUI.SetActive(false);
  149. warehouseUI.SetActive(true);
  150. }
  151. void StatusClick(ClickEvent evt)
  152. {
  153. vamUI.SetActive(false);
  154. statusUI.SetActive(true);
  155. }
  156. void CameraClick(ClickEvent evt)
  157. {
  158. }
  159. // 菜单打开后收回菜单
  160. void CollapseMenuCheck()
  161. {
  162. if (isMenuShowed)
  163. {
  164. // 计算两个时间点之间的差值
  165. TimeSpan difference = DateTime.Now - menuShowTime;
  166. // 检查差值是否超过3秒
  167. if (difference.TotalSeconds > 3)
  168. {
  169. MenuReset();
  170. }
  171. }
  172. }
  173. #endregion
  174. void DogIconClick(ClickEvent e)
  175. {
  176. Debug.Log("DogIconClick");
  177. if (dogList.visible == false)
  178. {
  179. dogList.visible = true;
  180. }
  181. else
  182. {
  183. dogList.visible = false;
  184. }
  185. }
  186. #region 左侧菜单控制
  187. // 点击狗的名字时候处理
  188. void DogNameClick(ClickEvent e, int index)
  189. {
  190. GameData.focusDog = index;
  191. if (GameData.homeCamFocusDog == index)
  192. {
  193. // 重复点击狗的名字,恢复广角,所有狗的名字显示一样大小
  194. HomeController.dogCam.Priority = 1;
  195. HomeController.playerCam.Priority = 10;
  196. GameData.homeCamFocusDog = 100; // 100表示不聚焦
  197. //dogNames[index].transform.scale = new Vector2(1f, 1f);
  198. }
  199. else
  200. {
  201. GameData.homeCamFocusDog = index;
  202. //dogNames[index].transform.scale = new Vector2(1.2f, 1.2f);
  203. HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
  204. HomeController.dogCam.Priority = 10;
  205. HomeController.playerCam.Priority = 1;
  206. HomeController.lastCameraChange = DateTime.Now;
  207. }
  208. if (dogList.visible == true) { dogList.visible = false; }
  209. }
  210. // 初始化狗的名字
  211. void DogNameInit()
  212. {
  213. dogNames.Clear(); // 清空Label列表
  214. foreach (Label child in dogList.Children()) // 寻找Label元素加入列表
  215. {
  216. dogNames.Add(child);
  217. }
  218. // 注入狗的名字,最多注入3只狗
  219. for (int i = 0; i < Math.Min(UserProperty.dogs.Count, 3); i++)
  220. {
  221. int index = i;
  222. dogNames[i].style.display = DisplayStyle.Flex;
  223. dogNames[i].text = UserProperty.dogs[i].dog_name;
  224. dogNames[i].RegisterCallback<ClickEvent>(e => DogNameClick(e, index));
  225. }
  226. }
  227. // 调整狗的名字大小
  228. void ScaleDogName()
  229. {
  230. for (int i = 0; i < UserProperty.dogs.Count; i++)
  231. {
  232. if (i == GameData.homeCamFocusDog)
  233. {
  234. dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
  235. }
  236. else
  237. {
  238. dogNames[i].transform.scale = new Vector2(1f, 1f);
  239. }
  240. }
  241. }
  242. #endregion
  243. }
  244. public static class MenuData
  245. {
  246. public static bool isMenuShowed = false;
  247. public static DateTime menuShowTime;
  248. }