CreateRoleView.cs 6.3 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. _ui.m_envelopeModel.m_btnSure.onClick.Add(OnClickBtnSure);
  48. _ui.m_envelopeModel.m_btnDice.target.onClick.Add(() =>
  49. {
  50. RandomRoleName().Coroutine();
  51. });
  52. }
  53. //private bool test = false;
  54. private Animator _btnDiceAnimator;
  55. private void ChangeAnimationState(State state)
  56. {
  57. switch (state)
  58. {
  59. case State.IN:
  60. _effectUIDic.Add("FX_ALL_BG", EffectUIPool.CreateEffectUI(_ui.m_BgEffectHolder, "ui_CreateRoleUI/After_Open", "FX_ALL_BG"));
  61. _effectUIDic.Add("FX_Flower", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_flowerEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_Flower"));
  62. _effectUIDic.Add("FX_LiuSu", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_LiuSuEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_LiuSu"));
  63. _effectUIDic.Add("FX_taril", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_trailEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_taril"));
  64. _ui.m_t_In.Play(() =>
  65. {
  66. ChangeAnimationState(State.IDLE);
  67. });
  68. break;
  69. case State.IDLE:
  70. _effectUIDic.Add("FX_XINF", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_XINFEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_XINF"));
  71. _effectUIDic.Add("FX_player", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_playerClickTipEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_player"));
  72. _ui.m_envelopeModel.m_envelope.target.onClick.Add(OnClickBtnEnvelope);
  73. _ui.m_envelopeModel.m_t_Idle.Play(-1, 0, null);
  74. break;
  75. case State.OPEN:
  76. EffectUIPool.Recycle(_effectUIDic["FX_player"]);
  77. _effectUIDic.Remove("FX_player");
  78. _effectUIDic.Add("FX_TZ_DJ", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_btnDice.m_holder, "ui_CreateRoleUI/After_Open", "FX_TZ_DJ"));
  79. _btnDiceAnimator = _effectUIDic["FX_TZ_DJ"].GetObj().GetComponentInChildren<Animator>();
  80. _effectUIDic.Add("FX_Text", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_TextEffectHolder, "ui_CreateRoleUI/After_Open", "FX_Text"));
  81. _effectUIDic.Add("FX_ShanZi", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_ShanZiEffectHolder, "ui_CreateRoleUI/After_Open", "FX_ShanZi"));
  82. _effectUIDic.Add("FX_Niao", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_NiaoEffectHolder, "ui_CreateRoleUI/After_Open", "FX_Niao"));
  83. _ui.m_envelopeModel.m_envelope.target.touchable = false;
  84. _ui.m_envelopeModel.m_t_Idle.Stop();
  85. _ui.m_t_Open.Play();
  86. break;
  87. case State.OUT:
  88. _ui.m_t_AfterOpen.Play(()=>
  89. {
  90. this.Hide();
  91. StoryDialogDataManager.Instance.waiting = false;
  92. });
  93. break;
  94. }
  95. }
  96. protected override void OnShown()
  97. {
  98. base.OnShown();
  99. _ui.m_envelopeModel.m_inputName.text = "";
  100. LogServerHelper.SendNodeLog((int)LogNode.ShowCreateRole);
  101. ChangeAnimationState(State.IN);
  102. }
  103. protected override void OnHide()
  104. {
  105. base.OnHide();
  106. }
  107. private async void OnClickBtnSure()
  108. {
  109. string roleName = _ui.m_envelopeModel.m_inputName.text;
  110. if (string.IsNullOrEmpty(roleName))
  111. {
  112. PromptController.Instance.ShowFloatTextPrompt("角色名不能为空");
  113. return;
  114. }
  115. if (roleName.Length > GFGGame.GlobalConst.MaxNameLen)
  116. {
  117. PromptController.Instance.ShowFloatTextPrompt("角色名最多七个字");
  118. return;
  119. }
  120. if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$"))//角色起名仅允许汉字、数字、底划线
  121. {
  122. PromptController.Instance.ShowFloatTextPrompt("角色名仅允许汉字、数字、下划线");
  123. return;
  124. }
  125. bool result = await RoleInfoSProxy.ReqModifyRoleName(roleName);
  126. if (result)
  127. {
  128. StorageSProxy.ReqSetClientValue(ConstStorageId.CHANGE_NAME, 1).Coroutine();
  129. ChangeAnimationState(State.OUT);
  130. }
  131. }
  132. private async ETTask RandomRoleName()
  133. {
  134. _btnDiceAnimator?.SetTrigger("click");
  135. string name = await LoginController.ReqRandomRoleName();
  136. if (_ui != null && _ui.m_envelopeModel.m_inputName != null)
  137. {
  138. _ui.m_envelopeModel.m_inputName.text = name;
  139. }
  140. }
  141. private void OnClickBtnEnvelope()
  142. {
  143. ChangeAnimationState(State.OPEN);
  144. }
  145. }
  146. }