MainUIView.cs 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353
  1. using FairyGUI;
  2. using UI.Main;
  3. using UI.CommonGame;
  4. using UnityEngine;
  5. using System.Collections.Generic;
  6. using ET;
  7. namespace GFGGame
  8. {
  9. public class MainUIView : BaseView
  10. {
  11. private UI_MainUI _ui;
  12. private GameObject _scenePrefab;
  13. private GameObject _sceneObject;
  14. private ValueBarController _valueBarController;
  15. private float effectTime = 0.7f;
  16. private bool isOpen = false;
  17. private GButton _btnGongGao;
  18. private GButton _btnHaoYou;
  19. private GButton _btnYouJian;
  20. private GButton _btnRenWu;
  21. private GButton _btnPengYouQuan;
  22. private GButton _btnJInShu;
  23. private GButton _btnTianGong;
  24. private GButton _btnStore;
  25. private GButton _btnTuJian;
  26. private GameObject _effectObj4;
  27. private GoWrapper _wrapper4;
  28. private GameObject _effectObj4_1;
  29. private GoWrapper _wrapper4_1;
  30. private GameObject _effectObj5;
  31. private GoWrapper _wrapper5;
  32. private List<GameObject> _effects = new List<GameObject>();
  33. private List<GoWrapper> _wrappers = new List<GoWrapper>();
  34. private List<GameObject> _effects1 = new List<GameObject>();
  35. private List<GoWrapper> _wrappers1 = new List<GoWrapper>();
  36. private UI_ButtonModle1[] _btns;
  37. public override void Dispose()
  38. {
  39. _valueBarController.Dispose();
  40. _valueBarController = null;
  41. for (int i = 0; i < _btns.Length; i++)
  42. {
  43. SceneController.DestroyObjectFromView(_effects[i]);
  44. SceneController.DestroyObjectFromView(_effects[i]);
  45. }
  46. base.Dispose();
  47. }
  48. protected override void Init()
  49. {
  50. base.Init();
  51. packageName = UI_MainUI.PACKAGE_NAME;
  52. _ui = UI_MainUI.Create();
  53. viewCom = _ui.target;
  54. isfullScreen = true;
  55. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneMain"));
  56. }
  57. protected override void OnInit()
  58. {
  59. base.OnInit();
  60. _valueBarController = new ValueBarController(_ui.m_valueBar);
  61. _btnGongGao = _ui.m_list.GetChild("btnGongGao").asButton;
  62. _btnHaoYou = _ui.m_list.GetChild("btnHaoYou").asButton;
  63. _btnYouJian = _ui.m_list.GetChild("btnYouJian").asButton;
  64. _btnRenWu = _ui.m_list.GetChild("btnRenWu").asButton;
  65. _btnPengYouQuan = _ui.m_list.GetChild("btnPengYouQuan").asButton;
  66. _btnStore = _ui.m_list.GetChild("btnStore").asButton;
  67. _btnTianGong = _ui.m_list.GetChild("btnTianGong").asButton;
  68. _btnTuJian = _ui.m_list.GetChild("btnTuJian").asButton;
  69. _btnJInShu = _ui.m_list.GetChild("btnJInShu").asButton;
  70. // _btnGongGao.visible = false;
  71. // _btnHaoYou.visible = false;
  72. // _btnRenWu.visible = false;
  73. _btnPengYouQuan.visible = false;
  74. _btnJInShu.visible = false;
  75. _btnTianGong.visible = false;
  76. _btns = new UI_ButtonModle1[] { _ui.m_btnHuanZhuang, _ui.m_btnZhaiXing, _ui.m_btnDailyLogin, _ui.m_btnXiuFang, _ui.m_btnCiPai, _ui.m_btnStudio, _ui.m_btnField };
  77. _ui.m_btnMain.target.onTouchBegin.Add(OnClickBtnMain);
  78. _ui.m_btnHuanZhuang.target.onTouchBegin.Add(OnClickBtnHuanZhuang);
  79. _ui.m_btnZhaiXing.target.onTouchBegin.Add(OnClickBtnZhaiXing);
  80. _ui.m_btnDailyLogin.target.onTouchBegin.Add(OnClickBtnDailyLogin);
  81. _ui.m_btnXiuFang.target.onTouchBegin.Add(OnClickBtnXiuFang);
  82. _ui.m_btnCiPai.target.onTouchBegin.Add(OnClickBtnCiPai);
  83. _ui.m_btnStudio.target.onTouchBegin.Add(OnClickBtnStudio);
  84. _ui.m_btnField.target.onTouchBegin.Add(OnClickBtnField);
  85. _ui.m_headBar.target.onClick.Add(OnClickHeadBar);
  86. _btnStore.onClick.Add(OnClickBtnStore);
  87. _btnTuJian.onClick.Add(OnClickBtnTuJian);
  88. _btnYouJian.onClick.Add(OnClickBtnYouJian);
  89. _btnHaoYou.onClick.Add(OnClickBtnHaoYou);
  90. _btnGongGao.onClick.Add(OnClickBtnGongGao);
  91. _btnRenWu.onClick.Add(OnClickBtnRenWu);
  92. AddEffect();
  93. EventAgent.AddEventListener(ConstMessage.NUMERIC_CHANGE, OnNumericChange);
  94. }
  95. protected override void OnShown()
  96. {
  97. base.OnShown();
  98. _ui.m_btnChange.selected = true;
  99. _ui.m_headBar.m_txtName.text = RoleDataManager.roleName;
  100. if (_sceneObject == null)
  101. {
  102. _sceneObject = GameObject.Instantiate(_scenePrefab);
  103. }
  104. SceneController.UpdateMainScene(_sceneObject);
  105. UpdateRoleLvl();
  106. _valueBarController.OnShown();
  107. CheckFunOpen();
  108. // UpdateToCheckGuide();
  109. Timers.inst.AddUpdate(Update);
  110. }
  111. protected override void OnHide()
  112. {
  113. base.OnHide();
  114. if (_sceneObject != null)
  115. {
  116. GameObject.Destroy(_sceneObject);
  117. _sceneObject = null;
  118. }
  119. _valueBarController.OnHide();
  120. Timers.inst.Remove(Update);
  121. }
  122. private void AddEffect()
  123. {
  124. string resPath0 = ResPathUtil.GetViewEffectPath("ui_zjm", "ui_xf_tx");
  125. string resPath3 = ResPathUtil.GetViewEffectPath("ui_zjm", "ui_zjm_dj");
  126. for (int i = 0; i < _btns.Length; i++)
  127. {
  128. GameObject gameObject0;
  129. GoWrapper wrapper0;
  130. GameObject gameObject1;
  131. GoWrapper wrapper1;
  132. SceneController.AddObjectToView(null, null, _btns[i].m_holder, resPath0, out gameObject0, out wrapper0);
  133. SceneController.AddObjectToView(null, null, _btns[i].m_holder1, resPath3, out gameObject1, out wrapper1);
  134. _effects.Add(gameObject0);
  135. _wrappers.Add(wrapper0);
  136. _effects1.Add(gameObject1);
  137. _wrappers1.Add(wrapper1);
  138. }
  139. string resPath1 = ResPathUtil.GetViewEffectPath("ui_zjm", "ui_zzl_tx");
  140. SceneController.AddObjectToView(_effectObj4, _wrapper4, _ui.m_btnMain.m_holder, resPath1, out _effectObj4, out _wrapper4);
  141. SceneController.AddObjectToView(_effectObj4_1, _wrapper4_1, _ui.m_btnMain.m_holder1, resPath3, out _effectObj4_1, out _wrapper4_1);
  142. string resPath2 = ResPathUtil.GetViewEffectPath("ui_zjm", "ui_zjm_tx");
  143. SceneController.AddObjectToView(_effectObj5, _wrapper5, _ui.m_headBar.m_holder, resPath2, out _effectObj5, out _wrapper5);
  144. }
  145. private void OnClickBtnMain()
  146. {
  147. if (isOpen) return;
  148. isOpen = true;
  149. _ui.m_btnMain.m_holder1.visible = true;
  150. Timers.inst.Add(effectTime, 1, (param) =>
  151. {
  152. _ui.m_btnMain.m_holder1.visible = false;
  153. // this.Hide();
  154. ViewManager.Show(ViewName.STORY_CHAPTER_LIST_VIEW, null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  155. isOpen = false; ;
  156. });
  157. }
  158. private void OnClickBtnHuanZhuang()
  159. {
  160. if (isOpen) return;
  161. isOpen = true;
  162. _ui.m_btnHuanZhuang.m_holder1.visible = true;
  163. Timers.inst.Add(effectTime, 1, (param) =>
  164. {
  165. _ui.m_btnHuanZhuang.m_holder1.visible = false;
  166. this.Hide();
  167. ViewManager.Show(ViewName.DRESS_UP_VIEW);
  168. isOpen = false;
  169. });
  170. }
  171. private void OnClickBtnZhaiXing()
  172. {
  173. if (isOpen) return;
  174. isOpen = true;
  175. _ui.m_btnZhaiXing.m_holder1.visible = true;
  176. Timers.inst.Add(effectTime, 1, (param) =>
  177. {
  178. _ui.m_btnZhaiXing.m_holder1.visible = false;
  179. ViewManager.Show(ViewName.LUCKY_BOX_VIEW, null, null, false, true);
  180. isOpen = false;
  181. });
  182. }
  183. private void OnClickBtnXiuFang()
  184. {
  185. if (isOpen) return;
  186. isOpen = true;
  187. _ui.m_btnXiuFang.m_holder1.visible = true;
  188. Timers.inst.Add(effectTime, 1, (param) =>
  189. {
  190. _ui.m_btnXiuFang.m_holder1.visible = false;
  191. ViewManager.Show(ViewName.XIU_FANG_VIEW, null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  192. isOpen = false;
  193. });
  194. }
  195. private void OnClickBtnDailyLogin()
  196. {
  197. if (isOpen) return;
  198. isOpen = true;
  199. _ui.m_btnDailyLogin.m_holder1.visible = true;
  200. Timers.inst.Add(effectTime, 1, (param) =>
  201. {
  202. _ui.m_btnDailyLogin.m_holder1.visible = false;
  203. ViewManager.Show<DailyLoginView>(null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  204. isOpen = false;
  205. });
  206. }
  207. private void OnClickBtnCiPai()
  208. {
  209. if (isOpen) return;
  210. isOpen = true;
  211. _ui.m_btnCiPai.m_holder1.visible = true;
  212. Timers.inst.Add(effectTime, 1, (param) =>
  213. {
  214. _ui.m_btnCiPai.m_holder1.visible = false;
  215. ViewManager.Show(ViewName.CARD_DETAIL_VIEW, null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  216. isOpen = false;
  217. });
  218. }
  219. private void OnClickBtnStudio()
  220. {
  221. ViewManager.Show<StudioView>(null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  222. }
  223. private void OnClickBtnField()
  224. {
  225. ViewManager.Show<FieldView>(null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  226. }
  227. private void OnClickBtnStore()
  228. {
  229. ViewManager.Show(ViewName.RECHARGE_STORE_VIEW);
  230. }
  231. private void OnClickBtnTuJian()
  232. {
  233. ViewManager.Show(ViewName.FIELD_GUIDE_VIEW, null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  234. }
  235. private void OnClickBtnYouJian()
  236. {
  237. ViewManager.Show<MailView>();
  238. }
  239. private void OnClickBtnHaoYou()
  240. {
  241. ViewManager.Show<FriendView>(null, new object[] { ViewName.MAINUI_VIEW, this.viewData }, true);
  242. }
  243. private void OnClickBtnGongGao()
  244. {
  245. // /null, new object[] { ViewName.MAINUI_VIEW, this.viewData }
  246. ViewManager.Show<NoticeView>();
  247. }
  248. private void OnClickBtnRenWu()
  249. {
  250. ViewManager.Show<DailyTaskView>();
  251. }
  252. private void OnClickHeadBar()
  253. {
  254. ViewManager.Show(ViewName.ROLE_INFO_VIEW);
  255. }
  256. private void CheckFunOpen()
  257. {
  258. _ui.m_btnXiuFang.target.visible = FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(XiuFangView).Name, false);
  259. _ui.m_btnMain.target.visible = FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(StoryChapterListView).Name, false);
  260. _ui.m_btnStudio.target.visible = FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(StudioView).Name, false);
  261. _ui.m_btnHuanZhuang.target.visible = FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(DressUpView).Name, false);
  262. _ui.m_btnZhaiXing.target.visible = FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(LuckyBoxView).Name, false);
  263. _ui.m_btnCiPai.target.visible = FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(CardDetailView).Name, false);
  264. }
  265. private void Update(object param)
  266. {
  267. if (Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.Home))
  268. {
  269. Alert.Show("我会想你的")
  270. .SetLeftButton(true, "继续游戏")
  271. .SetRightButton(true, "退出游戏", (object data) =>
  272. {
  273. Application.Quit();
  274. });
  275. }
  276. }
  277. private void OnNumericChange(EventContext context)
  278. {
  279. if ((int)context.data == NumericType.Lvl)
  280. {
  281. UpdateRoleLvl();
  282. }
  283. }
  284. private void UpdateRoleLvl()
  285. {
  286. _ui.m_headBar.m_txtLvl.text = "" + GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl);
  287. }
  288. protected override void UpdateToCheckGuide(object param)
  289. {
  290. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  291. GuideController.TryGuide(_ui.m_btnZhaiXing.target, ConstGuideId.LUCKY_BOX, 2, "“摘星”里可以通过星辰的力量获得服饰", -1, false);
  292. GuideController.TryCompleteGuide(ConstGuideId.FREEDOM_DRESS, 6);
  293. GuideController.TryGuide(_ui.m_btnHuanZhuang.target, ConstGuideId.FREEDOM_DRESS, 2, "在这里,可以自由搭配服饰和分享哦~", -1, false);
  294. GuideController.TryGuide(_ui.m_btnXiuFang.target, ConstGuideId.CLOTHING_SYNTHETIC, 5, "绣坊里增添了新功能", -1, true);
  295. GuideController.TryCompleteGuide(ConstGuideId.CLOTHING_SYNTHETIC, 11);
  296. GuideController.TryGuide(_ui.m_btnCiPai.target, ConstGuideId.UP_CARD_STAR, 2, "已经收集了足够的材料,可以给词牌升星了", -1, false);
  297. GuideController.TryGuide(_ui.m_btnHuanZhuang.target, ConstGuideId.PHOTOGRAPH, 2, "点这里看看吧", -1, false);
  298. }
  299. }
  300. }