CreateRoleView.cs 6.8 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. namespace GFGGame
  9. {
  10. public class CreateRoleView : BaseWindow
  11. {
  12. public enum State
  13. {
  14. IN,
  15. IDLE,
  16. OPEN,
  17. OUT
  18. }
  19. private UI_CreateRoleUI _ui;
  20. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  21. public override void Dispose()
  22. {
  23. // Clear Effect
  24. foreach (var v in _effectUIDic)
  25. {
  26. EffectUIPool.Recycle(v.Value);
  27. }
  28. _effectUIDic.Clear();
  29. if (_ui != null)
  30. {
  31. _ui.Dispose();
  32. _ui = null;
  33. }
  34. base.Dispose();
  35. }
  36. protected override void OnInit()
  37. {
  38. base.OnInit();
  39. packageName = UI_CreateRoleUI.PACKAGE_NAME;
  40. _ui = UI_CreateRoleUI.Create();
  41. this.viewCom = _ui.target;
  42. // this.viewCom.Center();
  43. this.isfullScreen = true;
  44. this.clickBlankToClose = false;
  45. this.modal = false;
  46. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("bg_yaoqinghan");
  47. _effectUIDic.Add("FX_player",
  48. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_playerClickTipEffectHolder,
  49. "ui_CreateRoleUI/Before_Open", "FX_player", 100, () =>
  50. {
  51. _effectUIDic.Add("FX_TZ_DJ",
  52. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_btnDice.m_holder,
  53. "ui_CreateRoleUI/After_Open",
  54. "FX_TZ_DJ", 100, () =>
  55. {
  56. _ui.m_envelopeModel.m_btnSure.onClick.Add(OnClickBtnSure);
  57. _ui.m_envelopeModel.m_btnDice.target.onClick.Add(() =>
  58. {
  59. RandomRoleName().Coroutine();
  60. });
  61. }));
  62. }));
  63. _effectUIDic.Add("FX_ALL_BG",
  64. EffectUIPool.CreateEffectUI(_ui.m_BgEffectHolder, "ui_CreateRoleUI/After_Open", "FX_ALL_BG"));
  65. _effectUIDic.Add("FX_Flower",
  66. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_flowerEffectHolder,
  67. "ui_CreateRoleUI/Before_Open", "FX_Flower"));
  68. _effectUIDic.Add("FX_LiuSu",
  69. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_LiuSuEffectHolder,
  70. "ui_CreateRoleUI/Before_Open", "FX_LiuSu"));
  71. _effectUIDic.Add("FX_taril",
  72. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_trailEffectHolder, "ui_CreateRoleUI/Before_Open",
  73. "FX_taril"));
  74. _effectUIDic.Add("FX_XINF",
  75. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_XINFEffectHolder,
  76. "ui_CreateRoleUI/Before_Open", "FX_XINF"));
  77. _effectUIDic.Add("FX_Text",
  78. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_TextEffectHolder, "ui_CreateRoleUI/After_Open",
  79. "FX_Text"));
  80. _effectUIDic.Add("FX_ShanZi",
  81. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_ShanZiEffectHolder, "ui_CreateRoleUI/After_Open",
  82. "FX_ShanZi"));
  83. _effectUIDic.Add("FX_Niao",
  84. EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_NiaoEffectHolder, "ui_CreateRoleUI/After_Open",
  85. "FX_Niao"));
  86. }
  87. //private bool test = false;
  88. private Animator _btnDiceAnimator;
  89. private void ChangeAnimationState(State state)
  90. {
  91. switch (state)
  92. {
  93. case State.IN:
  94. _ui.m_t_In.Play(() => { ChangeAnimationState(State.IDLE); });
  95. break;
  96. case State.IDLE:
  97. _ui.m_envelopeModel.m_envelope.target.onClick.Add(OnClickBtnEnvelope);
  98. _ui.m_envelopeModel.m_t_Idle.Play(-1, 0, null);
  99. break;
  100. case State.OPEN:
  101. EffectUIPool.Recycle(_effectUIDic["FX_player"]);
  102. _effectUIDic.Remove("FX_player");
  103. _btnDiceAnimator = _effectUIDic["FX_TZ_DJ"].GetObj().GetComponentInChildren<Animator>();
  104. _ui.m_envelopeModel.m_envelope.target.touchable = false;
  105. _ui.m_envelopeModel.m_t_Idle.Stop();
  106. _ui.m_t_Open.Play();
  107. break;
  108. case State.OUT:
  109. _ui.m_t_AfterOpen.Play(() =>
  110. {
  111. this.Hide();
  112. StoryDialogDataManager.Instance.waiting = false;
  113. });
  114. break;
  115. }
  116. }
  117. protected override void OnShown()
  118. {
  119. base.OnShown();
  120. _ui.m_envelopeModel.m_inputName.text = "";
  121. LogServerHelper.SendNodeLog((int)LogNode.ShowCreateRole);
  122. ChangeAnimationState(State.IN);
  123. }
  124. protected override void OnHide()
  125. {
  126. base.OnHide();
  127. }
  128. private async void OnClickBtnSure()
  129. {
  130. string roleName = _ui.m_envelopeModel.m_inputName.text;
  131. if (string.IsNullOrEmpty(roleName))
  132. {
  133. PromptController.Instance.ShowFloatTextPrompt("角色名不能为空");
  134. return;
  135. }
  136. if (roleName.Length > GlobalConst.MaxNameLen)
  137. {
  138. PromptController.Instance.ShowFloatTextPrompt("角色名最多七个字");
  139. return;
  140. }
  141. if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$")) //角色起名仅允许汉字、数字、底划线
  142. {
  143. PromptController.Instance.ShowFloatTextPrompt("角色名仅允许汉字、数字、下划线");
  144. return;
  145. }
  146. bool result = await RoleInfoSProxy.ReqModifyRoleName(roleName);
  147. if (result)
  148. {
  149. StorageSProxy.ReqSetClientValue(ConstStorageId.CHANGE_NAME, 1).Coroutine();
  150. ChangeAnimationState(State.OUT);
  151. }
  152. }
  153. private async ETTask RandomRoleName()
  154. {
  155. _btnDiceAnimator?.SetTrigger("click");
  156. string name = await LoginController.ReqRandomRoleName();
  157. if (_ui != null && _ui.m_envelopeModel.m_inputName != null)
  158. {
  159. _ui.m_envelopeModel.m_inputName.text = name;
  160. }
  161. }
  162. private void OnClickBtnEnvelope()
  163. {
  164. ChangeAnimationState(State.OPEN);
  165. }
  166. }
  167. }