CreateRoleView.cs 9.0 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. break;
  121. case State.IDLE:
  122. _ui.m_envelopeModel.m_envelope.target.onClick.Add(OnClickBtnEnvelope);
  123. _ui.m_envelopeModel.m_t_Idle.Play(-1, 0, null);
  124. break;
  125. case State.OPEN:
  126. EffectUIPool.Recycle(_effectUIDic["FX_player"]);
  127. _effectUIDic.Remove("FX_player");
  128. _btnDiceAnimator = _effectUIDic["FX_TZ_DJ"].GetObj().GetComponentInChildren<Animator>();
  129. _ui.m_envelopeModel.m_envelope.target.touchable = false;
  130. _ui.m_envelopeModel.m_t_Idle.Stop();
  131. _ui.m_t_Open.Play(() =>
  132. {
  133. CreateUnityInputField(() =>
  134. {
  135. _ui.m_envelopeModel.m_btnDice.target.onClick.Add(() =>
  136. {
  137. RandomRoleName().Coroutine();
  138. });
  139. });
  140. });
  141. break;
  142. case State.OUT:
  143. _ui.m_t_AfterOpen.Play(() =>
  144. {
  145. this.Hide();
  146. StoryDialogDataManager.Instance.waiting = false;
  147. });
  148. break;
  149. }
  150. }
  151. protected override void OnShown()
  152. {
  153. base.OnShown();
  154. if (_createRoleNameGameObject != null)
  155. {
  156. _createRoleNameGameObject.gameObject.SetActive(false);
  157. }
  158. if (_createInputField != null)
  159. {
  160. _createInputField.text = "";
  161. }
  162. LogServerHelper.SendNodeLog((int)LogNode.ShowCreateRole);
  163. ChangeAnimationState(State.IN);
  164. }
  165. protected override void OnHide()
  166. {
  167. base.OnHide();
  168. // 销毁 _createRoleNameGameObject(如果存在)
  169. if (_createRoleNameGameObject != null)
  170. {
  171. GameObject.Destroy(_createRoleNameGameObject);
  172. _createRoleNameGameObject = null;
  173. _createInputField = null; // 同时清空引用
  174. }
  175. }
  176. private async void OnClickBtnSure()
  177. {
  178. string roleName = _createInputField.text;
  179. if (string.IsNullOrEmpty(roleName))
  180. {
  181. PromptController.Instance.ShowFloatTextPrompt("角色名不能为空");
  182. return;
  183. }
  184. if (roleName.Length > GlobalConst.MaxNameLen)
  185. {
  186. PromptController.Instance.ShowFloatTextPrompt("角色名最多七个字");
  187. return;
  188. }
  189. if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$")) //角色起名仅允许汉字、数字、底划线
  190. {
  191. PromptController.Instance.ShowFloatTextPrompt("角色名仅允许汉字、数字、下划线");
  192. return;
  193. }
  194. bool result = await RoleInfoSProxy.ReqModifyRoleName(roleName);
  195. if (result)
  196. {
  197. StorageSProxy.ReqSetClientValue(ConstStorageId.CHANGE_NAME, 1).Coroutine();
  198. ChangeAnimationState(State.OUT);
  199. if (_createRoleNameGameObject != null)
  200. {
  201. _createRoleNameGameObject.gameObject.SetActive(false);
  202. }
  203. }
  204. }
  205. private async ETTask RandomRoleName()
  206. {
  207. _btnDiceAnimator?.SetTrigger("click");
  208. string name = await LoginController.ReqRandomRoleName();
  209. if (_createInputField != null)
  210. {
  211. _createInputField.text = name;
  212. }
  213. else
  214. {
  215. Log.Error($"RandomRoleName _createInputField is null. ");
  216. }
  217. }
  218. private void OnClickBtnEnvelope()
  219. {
  220. ChangeAnimationState(State.OPEN);
  221. }
  222. }
  223. }