ChangeNameView.cs 4.6 KB

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  1. using UI.RoleInfo;
  2. using System.Text.RegularExpressions;
  3. using ET;
  4. using UnityEngine;
  5. using FairyGUI;
  6. namespace GFGGame
  7. {
  8. public class ChangeNameView : BaseWindow
  9. {
  10. private UI_ChangeNameUI _ui;
  11. private EffectUI _effectUI1;
  12. private EffectUI _effectUI2;
  13. private bool _isNewPlayer;
  14. public override void Dispose()
  15. {
  16. EffectUIPool.Recycle(_effectUI1);
  17. _effectUI1 = null;
  18. EffectUIPool.Recycle(_effectUI2);
  19. _effectUI2 = null;
  20. if (_ui != null)
  21. {
  22. _ui.Dispose();
  23. _ui = null;
  24. }
  25. base.Dispose();
  26. }
  27. protected override void OnInit()
  28. {
  29. base.OnInit();
  30. packageName = UI_ChangeNameUI.PACKAGE_NAME;
  31. _ui = UI_ChangeNameUI.Create();
  32. this.viewCom = _ui.target;
  33. this.viewCom.Center();
  34. this.modal = true;
  35. viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
  36. _ui.m_btnSure.onClick.Add(OnClickBtnSureAsync);
  37. _ui.m_btnRandom.onClick.Add(RandomRoleName);
  38. _ui.m_btnClose.onClick.Add(Hide);
  39. AddEffect();
  40. }
  41. protected override void OnShown()
  42. {
  43. base.OnShown();
  44. this._ui.m_inputName.text = "";
  45. _isNewPlayer = GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) == 1;
  46. _ui.m_txtNeed.visible = !_isNewPlayer;
  47. _ui.m_loaIcon.visible = !_isNewPlayer;
  48. long haveNum = ItemDataManager.GetItemNum(GlobalCfgArray.globalCfg.changeNameCostArr[0]);
  49. long needNum = GlobalCfgArray.globalCfg.changeNameCostArr[1];
  50. if (!_isNewPlayer)
  51. {
  52. if (haveNum < needNum)
  53. {
  54. _ui.m_txtNeed.text = string.Format("改名卡:[color=#E26A21]{0}[color]/{1}", haveNum, needNum);
  55. }
  56. else
  57. {
  58. _ui.m_txtNeed.text = string.Format("改名卡:{0}/{1}", haveNum, needNum);
  59. }
  60. ItemCfg cfg = ItemCfgArray.Instance.GetCfg(GlobalCfgArray.globalCfg.changeNameCostArr[0]);
  61. _ui.m_loaIcon.url = ResPathUtil.GetCommonGameResPath(cfg.res);
  62. }
  63. }
  64. protected override void OnHide()
  65. {
  66. base.OnHide();
  67. }
  68. private void AddEffect()
  69. {
  70. //邊框左上角特效
  71. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holderLeftTop, "ui_Activity", "Com_window_L_up");
  72. //邊框右下角特效
  73. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holderRightDowm, "ui_Activity", "Com_window_R_Down");
  74. }
  75. private void OnClickBtnSureAsync()
  76. {
  77. string roleName = _ui.m_inputName.text;
  78. if (string.IsNullOrEmpty(roleName))
  79. {
  80. PromptController.Instance.ShowFloatTextPrompt("角色名不能为空");
  81. return;
  82. }
  83. if (roleName.Length > GFGGame.GlobalConst.MaxNameLen)
  84. {
  85. PromptController.Instance.ShowFloatTextPrompt("角色名最多七个字");
  86. return;
  87. }
  88. if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$"))//角色起名仅允许汉字、数字、底划线
  89. {
  90. PromptController.Instance.ShowFloatTextPrompt("角色名仅允许汉字、数字、下划线");
  91. return;
  92. }
  93. string costName = ItemUtil.GetItemName(GlobalCfgArray.globalCfg.changeNameCostArr[0]);
  94. int count = GlobalCfgArray.globalCfg.changeNameCostArr[1];
  95. if (_isNewPlayer)
  96. {
  97. ChangeName(roleName);
  98. }
  99. else
  100. {
  101. AlertUI.Show(string.Format("是否花费{0}个{1}改名1次?", count, costName))
  102. .SetLeftButton(true).SetRightButton(true, "确定", (object data) =>
  103. {
  104. ChangeName(roleName);
  105. });
  106. }
  107. }
  108. private async void ChangeName(string roleName)
  109. {
  110. bool result = await RoleInfoSProxy.ReqModifyRoleName(roleName);
  111. if (result)
  112. {
  113. this.Hide();
  114. }
  115. }
  116. private async void RandomRoleName()
  117. {
  118. (int result, string name) = await LoginHelper.ReqRandomRoleName();
  119. if (result == ErrorCode.ERR_Success)
  120. {
  121. _ui.m_inputName.text = name;
  122. }
  123. else
  124. {
  125. ErrorCodeController.Handler(result);
  126. }
  127. }
  128. }
  129. }