CreateRoleView.cs 5.8 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. _ui.m_envelopeModel.m_btnSure.onClick.Add(OnClickBtnSure);
  48. _ui.m_envelopeModel.m_btnDice.onClick.Add(() =>
  49. {
  50. RandomRoleName().Coroutine();
  51. });
  52. }
  53. //private bool test = false;
  54. private void ChangeAnimationState(State state)
  55. {
  56. switch (state)
  57. {
  58. case State.IN:
  59. _effectUIDic.Add("FX_ALL_BG", EffectUIPool.CreateEffectUI(_ui.m_BgEffectHolder, "ui_CreateRoleUI/After_Open", "FX_ALL_BG"));
  60. _effectUIDic.Add("FX_Flower", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_flowerEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_Flower"));
  61. _effectUIDic.Add("FX_LiuSu", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_LiuSuEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_LiuSu"));
  62. _effectUIDic.Add("FX_taril", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_trailEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_taril"));
  63. _ui.m_t_In.Play(() =>
  64. {
  65. ChangeAnimationState(State.IDLE);
  66. });
  67. break;
  68. case State.IDLE:
  69. _effectUIDic.Add("FX_XINF", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_XINFEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_XINF"));
  70. _effectUIDic.Add("FX_player", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_envelope.m_playerClickTipEffectHolder, "ui_CreateRoleUI/Before_Open", "FX_player"));
  71. _ui.m_envelopeModel.m_envelope.target.onClick.Add(OnClickBtnEnvelope);
  72. _ui.m_envelopeModel.m_t_Idle.Play(-1, 0, null);
  73. break;
  74. case State.OPEN:
  75. EffectUIPool.Recycle(_effectUIDic["FX_player"]);
  76. _effectUIDic.Remove("FX_player");
  77. _effectUIDic.Add("FX_Text", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_TextEffectHolder, "ui_CreateRoleUI/After_Open", "FX_Text"));
  78. _effectUIDic.Add("FX_ShanZi", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_ShanZiEffectHolder, "ui_CreateRoleUI/After_Open", "FX_ShanZi"));
  79. _effectUIDic.Add("FX_Niao", EffectUIPool.CreateEffectUI(_ui.m_envelopeModel.m_NiaoEffectHolder, "ui_CreateRoleUI/After_Open", "FX_Niao"));
  80. _ui.m_envelopeModel.m_envelope.target.touchable = false;
  81. _ui.m_envelopeModel.m_t_Idle.Stop();
  82. _ui.m_t_Open.Play();
  83. break;
  84. case State.OUT:
  85. _ui.m_t_AfterOpen.Play(()=>
  86. {
  87. this.Hide();
  88. });
  89. break;
  90. }
  91. }
  92. protected override void OnShown()
  93. {
  94. base.OnShown();
  95. RandomRoleName().Coroutine();
  96. LogServerHelper.SendNodeLog((int)LogNode.ShowCreateRole);
  97. ChangeAnimationState(State.IN);
  98. }
  99. protected override void OnHide()
  100. {
  101. base.OnHide();
  102. }
  103. private async void OnClickBtnSure()
  104. {
  105. string roleName = _ui.m_envelopeModel.m_inputName.text;
  106. if (string.IsNullOrEmpty(roleName))
  107. {
  108. PromptController.Instance.ShowFloatTextPrompt("角色名不能为空");
  109. return;
  110. }
  111. if (roleName.Length > GFGGame.GlobalConst.MaxNameLen)
  112. {
  113. PromptController.Instance.ShowFloatTextPrompt("角色名最多七个字");
  114. return;
  115. }
  116. if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$"))//角色起名仅允许汉字、数字、底划线
  117. {
  118. PromptController.Instance.ShowFloatTextPrompt("角色名仅允许汉字、数字、下划线");
  119. return;
  120. }
  121. bool result = await RoleInfoSProxy.ReqModifyRoleName(roleName);
  122. if (result)
  123. {
  124. StorageSProxy.ReqSetClientValue(ConstStorageId.CHANGE_NAME, 1).Coroutine();
  125. ChangeAnimationState(State.OUT);
  126. }
  127. }
  128. private async ETTask RandomRoleName()
  129. {
  130. string name = await LoginController.ReqRandomRoleName();
  131. if (_ui != null && _ui.m_envelopeModel.m_inputName != null)
  132. {
  133. _ui.m_envelopeModel.m_inputName.text = name;
  134. }
  135. }
  136. private void OnClickBtnEnvelope()
  137. {
  138. ChangeAnimationState(State.OPEN);
  139. }
  140. }
  141. }