CreateRoleView.cs 9.1 KB

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  1. using FairyGUI;
  2. using UI.CreateRole;
  3. using System;
  4. using System.Text.RegularExpressions;
  5. using ET;
  6. using System.Collections.Generic;
  7. using UnityEngine;
  8. using UnityEngine.UI;
  9. namespace GFGGame
  10. {
  11. public class CreateRoleView : BaseWindow
  12. {
  13. public enum State
  14. {
  15. IN,
  16. IDLE,
  17. OPEN,
  18. OUT
  19. }
  20. private UI_CreateRoleUI _ui;
  21. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  22. private GameObject _createRoleNameGameObject;
  23. private InputField _createInputField; // 用于存储预制体中的 InputField 组件
  24. public override void Dispose()
  25. {
  26. // Clear Effect
  27. foreach (var v in _effectUIDic)
  28. {
  29. EffectUIPool.Recycle(v.Value);
  30. }
  31. _effectUIDic.Clear();
  32. if (_ui != null)
  33. {
  34. _ui.Dispose();
  35. _ui = null;
  36. }
  37. // 销毁 _createRoleNameGameObject(如果存在)
  38. if (_createRoleNameGameObject != null)
  39. {
  40. GameObject.Destroy(_createRoleNameGameObject);
  41. _createRoleNameGameObject = null;
  42. _createInputField = null; // 同时清空引用
  43. }
  44. base.Dispose();
  45. }
  46. protected override void OnInit()
  47. {
  48. base.OnInit();
  49. packageName = UI_CreateRoleUI.PACKAGE_NAME;
  50. _ui = UI_CreateRoleUI.Create();
  51. this.viewCom = _ui.target;
  52. // this.viewCom.Center();
  53. this.isfullScreen = true;
  54. this.clickBlankToClose = false;
  55. this.modal = false;
  56. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("bg_yaoqinghan");
  57. _effectUIDic.Add("FX_player",
  58. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_playerClickTipEffectHolder,
  59. "ui_CreateRoleUI/Before_Open", "FX_player", 100, () =>
  60. {
  61. _effectUIDic.Add("FX_TZ_DJ",
  62. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_btnDice.m_holder,
  63. "ui_CreateRoleUI/After_Open",
  64. "FX_TZ_DJ", 100, () => { _ui.m_envelopeModel.m_btnSure.onClick.Add(OnClickBtnSure); }));
  65. }));
  66. _effectUIDic.Add("FX_ALL_BG",
  67. EffectUIPool.CreateEffectUI(_ui.m_BgEffectHolder, "ui_CreateRoleUI/After_Open", "FX_ALL_BG"));
  68. _effectUIDic.Add("FX_Flower",
  69. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_flowerEffectHolder,
  70. "ui_CreateRoleUI/Before_Open", "FX_Flower"));
  71. _effectUIDic.Add("FX_LiuSu",
  72. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_LiuSuEffectHolder,
  73. "ui_CreateRoleUI/Before_Open", "FX_LiuSu"));
  74. _effectUIDic.Add("FX_taril",
  75. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_trailEffectHolder, "ui_CreateRoleUI/Before_Open",
  76. "FX_taril"));
  77. _effectUIDic.Add("FX_XINF",
  78. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_XINFEffectHolder,
  79. "ui_CreateRoleUI/Before_Open", "FX_XINF"));
  80. _effectUIDic.Add("FX_Text",
  81. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_TextEffectHolder, "ui_CreateRoleUI/After_Open",
  82. "FX_Text"));
  83. _effectUIDic.Add("FX_ShanZi",
  84. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_ShanZiEffectHolder, "ui_CreateRoleUI/After_Open",
  85. "FX_ShanZi"));
  86. _effectUIDic.Add("FX_Niao",
  87. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_NiaoEffectHolder, "ui_CreateRoleUI/After_Open",
  88. "FX_Niao"));
  89. }
  90. private void CreateUnityInputField(Action action = null)
  91. {
  92. PrefabManager.Instance.InstantiateAsync(
  93. ResPathUtil.GetPrefabPath("CreateRoleName"),
  94. (gameObject) =>
  95. {
  96. _createRoleNameGameObject = gameObject;
  97. _createInputField = _createRoleNameGameObject.GetInputFieldByName("CreateInputField");
  98. if (_createInputField == null)
  99. {
  100. Debug.LogError("无法在预制体中找到名为 'CreateInputField' 的 InputField!");
  101. }
  102. else
  103. {
  104. if (_createRoleNameGameObject != null)
  105. {
  106. _createRoleNameGameObject.gameObject.SetActive(true);
  107. }
  108. }
  109. action?.Invoke();
  110. });
  111. }
  112. //private bool test = false;
  113. private Animator _btnDiceAnimator;
  114. private void ChangeAnimationState(State state)
  115. {
  116. switch (state)
  117. {
  118. case State.IN:
  119. _ui.m_t_In.Play(() => { ChangeAnimationState(State.IDLE); });
  120. Log.Error($"1");
  121. break;
  122. case State.IDLE:
  123. _ui.m_envelopeModel.m_envelope.target.onClick.Add(OnClickBtnEnvelope);
  124. _ui.m_envelopeModel.m_t_Idle.Play(-1, 0, null);
  125. Log.Error($"2");
  126. break;
  127. case State.OPEN:
  128. EffectUIPool.Recycle(_effectUIDic["FX_player"]);
  129. _effectUIDic.Remove("FX_player");
  130. _btnDiceAnimator = _effectUIDic["FX_TZ_DJ"].GetObj().GetComponentInChildren<Animator>();
  131. _ui.m_envelopeModel.m_envelope.target.touchable = false;
  132. _ui.m_envelopeModel.m_t_Idle.Stop();
  133. _ui.m_t_Open.Play(() =>
  134. {
  135. CreateUnityInputField(() =>
  136. {
  137. _ui.m_envelopeModel.m_btnDice.target.onClick.Add(() =>
  138. {
  139. RandomRoleName().Coroutine();
  140. });
  141. });
  142. });
  143. break;
  144. case State.OUT:
  145. _ui.m_t_AfterOpen.Play(() =>
  146. {
  147. this.Hide();
  148. StoryDialogDataManager.Instance.waiting = false;
  149. });
  150. Log.Error($"4");
  151. break;
  152. }
  153. }
  154. protected override void OnShown()
  155. {
  156. base.OnShown();
  157. if (_createRoleNameGameObject != null)
  158. {
  159. _createRoleNameGameObject.gameObject.SetActive(false);
  160. }
  161. if (_createInputField != null)
  162. {
  163. _createInputField.text = "";
  164. }
  165. LogServerHelper.SendNodeLog((int)LogNode.ShowCreateRole);
  166. ChangeAnimationState(State.IN);
  167. }
  168. protected override void OnHide()
  169. {
  170. base.OnHide();
  171. // 销毁 _createRoleNameGameObject(如果存在)
  172. if (_createRoleNameGameObject != null)
  173. {
  174. GameObject.Destroy(_createRoleNameGameObject);
  175. _createRoleNameGameObject = null;
  176. _createInputField = null; // 同时清空引用
  177. }
  178. }
  179. private async void OnClickBtnSure()
  180. {
  181. string roleName = _createInputField.text;
  182. if (string.IsNullOrEmpty(roleName))
  183. {
  184. PromptController.Instance.ShowFloatTextPrompt("角色名不能为空");
  185. return;
  186. }
  187. if (roleName.Length > GlobalConst.MaxNameLen)
  188. {
  189. PromptController.Instance.ShowFloatTextPrompt("角色名最多七个字");
  190. return;
  191. }
  192. if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$")) //角色起名仅允许汉字、数字、底划线
  193. {
  194. PromptController.Instance.ShowFloatTextPrompt("角色名仅允许汉字、数字、下划线");
  195. return;
  196. }
  197. bool result = await RoleInfoSProxy.ReqModifyRoleName(roleName);
  198. if (result)
  199. {
  200. StorageSProxy.ReqSetClientValue(ConstStorageId.CHANGE_NAME, 1).Coroutine();
  201. ChangeAnimationState(State.OUT);
  202. if (_createRoleNameGameObject != null)
  203. {
  204. _createRoleNameGameObject.gameObject.SetActive(false);
  205. }
  206. }
  207. }
  208. private async ETTask RandomRoleName()
  209. {
  210. _btnDiceAnimator?.SetTrigger("click");
  211. string name = await LoginController.ReqRandomRoleName();
  212. if (_createInputField != null)
  213. {
  214. _createInputField.text = name;
  215. }
  216. else
  217. {
  218. Log.Error($"RandomRoleName _createInputField is null. ");
  219. }
  220. }
  221. private void OnClickBtnEnvelope()
  222. {
  223. ChangeAnimationState(State.OPEN);
  224. }
  225. }
  226. }