CreateRoleView.cs 11 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. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_playerClickTipEffectHolder,
  58. "ui_CreateRoleUI/Before_Open", "FX_player", 100, onComplete: (effect) =>
  59. {
  60. _effectUIDic.Add("FX_player", effect);
  61. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_btnDice.m_holder,
  62. "ui_CreateRoleUI/After_Open",
  63. "FX_TZ_DJ", 100, (effect2) =>
  64. {
  65. _ui.m_envelopeModel.m_btnSure.onClick.Add(OnClickBtnSure);
  66. _effectUIDic.Add("FX_TZ_DJ", effect2);
  67. });
  68. });
  69. EffectUIPool.CreateEffectUI(_ui.m_BgEffectHolder, "ui_CreateRoleUI/After_Open", "FX_ALL_BG",
  70. onComplete: (effect) =>
  71. {
  72. if (effect != null)
  73. {
  74. _effectUIDic.Add("FX_ALL_BG", effect);
  75. }
  76. });
  77. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_flowerEffectHolder,
  78. "ui_CreateRoleUI/Before_Open", "FX_Flower",
  79. onComplete: (effect) =>
  80. {
  81. if (effect != null)
  82. {
  83. _effectUIDic.Add("FX_Flower", effect);
  84. }
  85. });
  86. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_LiuSuEffectHolder,
  87. "ui_CreateRoleUI/Before_Open", "FX_LiuSu",
  88. onComplete: (effect) =>
  89. {
  90. if (effect != null)
  91. {
  92. _effectUIDic.Add("FX_LiuSu", effect);
  93. }
  94. });
  95. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_trailEffectHolder, "ui_CreateRoleUI/Before_Open",
  96. "FX_taril",
  97. onComplete: (effect) =>
  98. {
  99. if (effect != null)
  100. {
  101. _effectUIDic.Add("FX_taril", effect);
  102. }
  103. });
  104. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_XINFEffectHolder,
  105. "ui_CreateRoleUI/Before_Open", "FX_XINF",
  106. onComplete: (effect) =>
  107. {
  108. if (effect != null)
  109. {
  110. _effectUIDic.Add("FX_XINF", effect);
  111. }
  112. });
  113. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_TextEffectHolder, "ui_CreateRoleUI/After_Open",
  114. "FX_Text",
  115. onComplete: (effect) =>
  116. {
  117. if (effect != null)
  118. {
  119. _effectUIDic.Add("FX_Text", effect);
  120. }
  121. });
  122. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_ShanZiEffectHolder, "ui_CreateRoleUI/After_Open",
  123. "FX_ShanZi",
  124. onComplete: (effect) =>
  125. {
  126. if (effect != null)
  127. {
  128. _effectUIDic.Add("FX_ShanZi", effect);
  129. }
  130. });
  131. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_NiaoEffectHolder, "ui_CreateRoleUI/After_Open",
  132. "FX_Niao",
  133. onComplete: (effect) =>
  134. {
  135. if (effect != null)
  136. {
  137. _effectUIDic.Add("FX_Niao", effect);
  138. }
  139. });
  140. }
  141. private void CreateUnityInputField(Action action = null)
  142. {
  143. PrefabManager.Instance.InstantiateAsync(
  144. ResPathUtil.GetPrefabPath("CreateRoleName"),
  145. (gameObject) =>
  146. {
  147. _createRoleNameGameObject = gameObject;
  148. _createInputField = _createRoleNameGameObject.GetInputFieldByName("CreateInputField");
  149. if (_createInputField == null)
  150. {
  151. Debug.LogError("无法在预制体中找到名为 'CreateInputField' 的 InputField!");
  152. }
  153. else
  154. {
  155. if (_createRoleNameGameObject != null)
  156. {
  157. _createRoleNameGameObject.gameObject.SetActive(true);
  158. }
  159. }
  160. action?.Invoke();
  161. });
  162. }
  163. //private bool test = false;
  164. private Animator _btnDiceAnimator;
  165. private void ChangeAnimationState(State state)
  166. {
  167. switch (state)
  168. {
  169. case State.IN:
  170. _ui.m_t_In.Play(() => { ChangeAnimationState(State.IDLE); });
  171. break;
  172. case State.IDLE:
  173. _ui.m_envelopeModel.m_envelope.target.onClick.Add(OnClickBtnEnvelope);
  174. _ui.m_envelopeModel.m_t_Idle.Play(-1, 0, null);
  175. break;
  176. case State.OPEN:
  177. EffectUIPool.Recycle(_effectUIDic["FX_player"]);
  178. _effectUIDic.Remove("FX_player");
  179. _btnDiceAnimator = _effectUIDic["FX_TZ_DJ"].GetObj().GetComponentInChildren<Animator>();
  180. _ui.m_envelopeModel.m_envelope.target.touchable = false;
  181. _ui.m_envelopeModel.m_t_Idle.Stop();
  182. _ui.m_t_Open.Play(() =>
  183. {
  184. CreateUnityInputField(() =>
  185. {
  186. _ui.m_envelopeModel.m_btnDice.target.onClick.Add(() =>
  187. {
  188. RandomRoleName().Coroutine();
  189. });
  190. });
  191. });
  192. break;
  193. case State.OUT:
  194. _ui.m_t_AfterOpen.Play(() =>
  195. {
  196. this.Hide();
  197. StoryDialogDataManager.Instance.waiting = false;
  198. });
  199. break;
  200. }
  201. }
  202. protected override void OnShown()
  203. {
  204. base.OnShown();
  205. if (_createRoleNameGameObject != null)
  206. {
  207. _createRoleNameGameObject.gameObject.SetActive(false);
  208. }
  209. if (_createInputField != null)
  210. {
  211. _createInputField.text = "";
  212. }
  213. LogServerHelper.SendNodeLog((int)LogNode.ShowCreateRole);
  214. ChangeAnimationState(State.IN);
  215. }
  216. protected override void OnHide()
  217. {
  218. base.OnHide();
  219. // 销毁 _createRoleNameGameObject(如果存在)
  220. if (_createRoleNameGameObject != null)
  221. {
  222. GameObject.Destroy(_createRoleNameGameObject);
  223. _createRoleNameGameObject = null;
  224. _createInputField = null; // 同时清空引用
  225. }
  226. }
  227. private async void OnClickBtnSure()
  228. {
  229. if (_createInputField == null)
  230. return;
  231. string roleName = _createInputField.text;
  232. if (string.IsNullOrEmpty(roleName))
  233. {
  234. PromptController.Instance.ShowFloatTextPrompt("角色名不能为空");
  235. return;
  236. }
  237. if (roleName.Length > GlobalConst.MaxNameLen)
  238. {
  239. PromptController.Instance.ShowFloatTextPrompt("角色名最多七个字");
  240. return;
  241. }
  242. if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$")) //角色起名仅允许汉字、数字、底划线
  243. {
  244. PromptController.Instance.ShowFloatTextPrompt("角色名仅允许汉字、数字、下划线");
  245. return;
  246. }
  247. bool result = await RoleInfoSProxy.ReqModifyRoleName(roleName);
  248. if (result)
  249. {
  250. StorageSProxy.ReqSetClientValue(ConstStorageId.CHANGE_NAME, 1).Coroutine();
  251. ChangeAnimationState(State.OUT);
  252. if (_createRoleNameGameObject != null)
  253. {
  254. _createRoleNameGameObject.gameObject.SetActive(false);
  255. }
  256. }
  257. }
  258. private async ETTask RandomRoleName()
  259. {
  260. _btnDiceAnimator?.SetTrigger("click");
  261. string name = await LoginController.ReqRandomRoleName();
  262. if (_createInputField != null)
  263. {
  264. _createInputField.text = name;
  265. }
  266. else
  267. {
  268. Log.Error($"RandomRoleName _createInputField is null. ");
  269. }
  270. }
  271. private void OnClickBtnEnvelope()
  272. {
  273. ChangeAnimationState(State.OPEN);
  274. }
  275. }
  276. }