InitDogUIController.cs 11 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 leftArrow, rightArrow;
  18. private DropdownField breedDropdownField, sexDropdownField;
  19. private Button confirmBtn, cancelBtn;
  20. private DogBreed dogBreed; // 狗品种的具体设定数据
  21. private string femaleText, maleText;
  22. private int dogSkinIndex = 0; // 显示狗的皮肤颜色
  23. private DogProperty dogProperty = new(); // 用于暂存生成狗的属性配置
  24. private string displayDogName = "createdDog";
  25. // Start is called once before the first execution of Update after the MonoBehaviour is created
  26. void Start()
  27. {
  28. // 检测狗的数量如果达到最大数量就停止创建
  29. if (UserProperty.dogs.Count >= EnviromentSetting.maxDogQty)
  30. {
  31. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "cannot_add_dog", EnviromentSetting.languageCode });
  32. MessageBoxController.ShowMessage(msg, () => SceneManager.LoadScene("Home"));
  33. }
  34. var root = GetComponent<UIDocument>().rootVisualElement;
  35. dogNameTextField = root.Q<TextField>("name");
  36. breedDropdownField = root.Q<DropdownField>("breed");
  37. sexDropdownField = root.Q<DropdownField>("sex");
  38. confirmBtn = root.Q<VisualElement>("confirmArea").Q<Button>("confirm");
  39. cancelBtn = root.Q<VisualElement>("confirmArea").Q<Button>("cancel");
  40. leftArrow = root.Q<Label>("leftArrow");
  41. rightArrow = root.Q<Label>("rightArrow");
  42. InitSetting();
  43. cancelBtn.clicked += CancelClick;
  44. breedDropdownField.RegisterValueChangedCallback(OnBreedChanged);
  45. confirmBtn.clicked += ConfirmClick;
  46. leftArrow.RegisterCallback<ClickEvent>(e => LeftArrowClicked(e));
  47. rightArrow.RegisterCallback<ClickEvent>(e => RightArrowClicked(e));
  48. }
  49. // Update is called once per frame
  50. void Update()
  51. {
  52. fieldsContentCheck();
  53. }
  54. // 绑定breed下拉框更新,读取相对应的狗的数据
  55. void OnBreedChanged(ChangeEvent<string> evt)
  56. {
  57. // 清理已经显示的狗
  58. GameObject existDog = GameObject.Find(displayDogName);
  59. if (existDog != null)
  60. {
  61. Destroy(existDog);
  62. }
  63. dogBreed = EnviromentSetting.dogBreeds[breedDropdownField.index];
  64. dogProperty.breed = dogBreed.breed;
  65. dogProperty.skin = dogBreed.skin[dogSkinIndex];
  66. var location = new Vector3(19.5f, 0, 15);
  67. var rotation = new Vector3(0f, -135f, 0f);
  68. var scale = new Vector3(2f, 2f, 2f);
  69. GameObject dog = Instantiate(Resources.Load<GameObject>("Dog/Breed/" + dogProperty.breed));
  70. dog.name = displayDogName;
  71. if (dog != null)
  72. {
  73. GameObject dogL2 = GameObject.Find(dogProperty.breed);
  74. Renderer renderer = dogL2.GetComponent<Renderer>();
  75. Material mat = Resources.Load<Material>("Dog/Skin/" + dogProperty.breed + "/" + dogProperty.skin);
  76. if (mat != null && renderer != null)
  77. {
  78. renderer.material = mat;
  79. }
  80. }
  81. dog.transform.localPosition = location;
  82. dog.transform.localRotation = Quaternion.Euler(rotation);
  83. dog.transform.localScale = scale;
  84. leftArrow.visible = true;
  85. rightArrow.visible = true;
  86. DogAnimationLoad();
  87. }
  88. void RightArrowClicked(ClickEvent e)
  89. {
  90. dogSkinIndex += 1;
  91. if (dogSkinIndex >= dogBreed.skin.Length)
  92. {
  93. dogSkinIndex = 0;
  94. }
  95. dogProperty.skin = dogBreed.skin[dogSkinIndex];
  96. ChangeDogSkin();
  97. Debug.Log("current dog skin index is: " + dogSkinIndex);
  98. Debug.Log("current dog skin name is: " + dogProperty.skin);
  99. }
  100. void LeftArrowClicked(ClickEvent e)
  101. {
  102. dogSkinIndex -= 1;
  103. if (dogSkinIndex < 0)
  104. {
  105. dogSkinIndex = dogBreed.skin.Length - 1;
  106. }
  107. dogProperty.skin = dogBreed.skin[dogSkinIndex];
  108. ChangeDogSkin();
  109. Debug.Log("current dog skin index is: " + dogSkinIndex);
  110. Debug.Log("current dog skin name is: " + dogProperty.skin);
  111. }
  112. // 更换狗的皮肤
  113. void ChangeDogSkin()
  114. {
  115. var dog = GameObject.Find(displayDogName);
  116. if (dog != null)
  117. {
  118. GameObject dogL2 = GameObject.Find(dogProperty.breed);
  119. Renderer renderer = dogL2.GetComponent<Renderer>();
  120. Material mat = Resources.Load<Material>("Dog/Skin/" + dogProperty.breed + "/" + dogProperty.skin);
  121. if (mat != null && renderer != null)
  122. {
  123. renderer.material = mat;
  124. }
  125. }
  126. }
  127. // 绑定点击按键
  128. void ConfirmClick()
  129. {
  130. dogProperty.dog_name = dogNameTextField.text;
  131. bool dogNameAllowed = true;
  132. foreach (var dog in UserProperty.dogs)
  133. {
  134. if (dogProperty.dog_name == dog.dog_name){
  135. dogNameAllowed = false;
  136. }
  137. }
  138. if (dogNameAllowed)
  139. {
  140. ConfirmClickPost();
  141. }
  142. else
  143. {
  144. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_name_duplicated", EnviromentSetting.languageCode });
  145. msg.Replace("<<dog_name>>", dogProperty.dog_name);
  146. MessageBoxController.ShowMessage(msg);
  147. }
  148. }
  149. // ConfirmClick点击后第一步POST事件
  150. void ConfirmClickPost()
  151. {
  152. string url = "/api/initial/dog/";
  153. Dictionary<string, string> formData = new Dictionary<string, string>();
  154. WWWForm wwwForm = new WWWForm();
  155. wwwForm.AddField("user_id", UserProperty.userId);
  156. wwwForm.AddField("dog_name", dogProperty.dog_name);
  157. wwwForm.AddField("sex", dogProperty.sex);
  158. wwwForm.AddField("breed", dogProperty.breed);
  159. wwwForm.AddField("skin", dogProperty.skin);
  160. StartCoroutine(WebController.PostRequest(url, wwwForm, callback: ConfirmClickCallback));
  161. }
  162. // ConfirmClick点击后POST数据返回后Callback
  163. void ConfirmClickCallback(string json)
  164. {
  165. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  166. if (data != null && data["status"].ToString() == "success")
  167. {
  168. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "dog_create_success", EnviromentSetting.languageCode });
  169. msg=msg.Replace("<<dog_name>>", dogProperty.dog_name);
  170. MessageBoxController.ShowMessage(msg, FreshUserData);
  171. }
  172. }
  173. // 刷新用户狗的数据
  174. void FreshUserData()
  175. {
  176. Debug.Log("fresh user data in inil Dog UI. request");
  177. // 提交POST
  178. string url = "/api/user/info/";
  179. WWWForm form = new();
  180. form.AddField("user_id", UserProperty.userId);
  181. StartCoroutine(WebController.PostRequest(url, form, callback: FreshUserDataCallback));
  182. }
  183. void FreshUserDataCallback(string json)
  184. {
  185. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  186. if (data != null && data["status"].ToString() == "success")
  187. {
  188. UserProperty.dogs.Clear();
  189. // 保存狗的数据
  190. DogProperty[] dogProperties = JsonConvert.DeserializeObject<DogProperty[]>(data["dogs"].ToString());
  191. foreach (var dog in dogProperties)
  192. {
  193. UserProperty.dogs.Add(dog);
  194. }
  195. SceneManager.LoadScene("Home");
  196. }
  197. else
  198. {
  199. Debug.Log(data["message"]);
  200. }
  201. }
  202. // 绑定取消按键
  203. void CancelClick()
  204. {
  205. var RegCanvas = GameObject.Find("Init Dog Canvas");
  206. RegCanvas.SetActive(false);
  207. }
  208. // 初始化语言和显示设定
  209. void InitSetting()
  210. {
  211. // 设置 shopping UI界面里面label和按键的语言显示
  212. string textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "confirm", EnviromentSetting.languageCode });
  213. confirmBtn.text = textValue;
  214. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "button", "cancel", EnviromentSetting.languageCode });
  215. cancelBtn.text = textValue;
  216. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "name", EnviromentSetting.languageCode });
  217. dogNameTextField.label = textValue;
  218. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "breed", EnviromentSetting.languageCode });
  219. breedDropdownField.label = textValue;
  220. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "sex", EnviromentSetting.languageCode });
  221. sexDropdownField.label = textValue;
  222. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "female", EnviromentSetting.languageCode });
  223. femaleText = textValue;
  224. textValue = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "InitDogUI", "label", "male", EnviromentSetting.languageCode });
  225. maleText = textValue;
  226. // 判断用户名下有几条狗,如果超过1条就可以显示取消
  227. if (UserProperty.dogs.Count >= 1)
  228. {
  229. cancelBtn.style.display = DisplayStyle.Flex;
  230. }
  231. else
  232. {
  233. //cancel.visible = false;
  234. cancelBtn.style.display = DisplayStyle.None;
  235. }
  236. foreach(var item in EnviromentSetting.dogBreeds)
  237. {
  238. breedDropdownField.choices.Add(item.name[EnviromentSetting.languageCode]);
  239. }
  240. sexDropdownField.choices.Clear();
  241. sexDropdownField.choices.Add(femaleText);
  242. sexDropdownField.choices.Add(maleText);
  243. //breed.index = 0;
  244. //sex.index = 0;
  245. }
  246. // 检测狗名字,品种,性别都有内容
  247. void fieldsContentCheck()
  248. {
  249. if (!string.IsNullOrWhiteSpace(dogNameTextField.text) && !string.IsNullOrWhiteSpace(breedDropdownField.text) && !string.IsNullOrWhiteSpace(sexDropdownField.text))
  250. {
  251. confirmBtn.SetEnabled(true);
  252. }
  253. else { confirmBtn.SetEnabled(false); }
  254. }
  255. // 根据品种加载狗的动画
  256. void DogAnimationLoad()
  257. {
  258. // 等待一帧,确保所有 Start() 方法都执行完成
  259. //yield return null;
  260. GameObject dog = GameObject.Find(displayDogName);
  261. // 加载指定的Animator controller
  262. Animator animator = dog.GetComponent<Animator>();
  263. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/CreateDogAnimController");
  264. //AnimatorController animatorController = new AnimatorController();
  265. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/CreateDogAnimController"); }
  266. animator.runtimeAnimatorController = animatorController;
  267. }
  268. }