MainUIView.cs 12 KB

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  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 _effectObj0;
  27. private GoWrapper _wrapper0;
  28. private GameObject _effectObj1;
  29. private GoWrapper _wrapper1;
  30. private GameObject _effectObj2;
  31. private GoWrapper _wrapper2;
  32. private GameObject _effectObj3;
  33. private GoWrapper _wrapper3;
  34. private GameObject _effectObj4;
  35. private GoWrapper _wrapper4;
  36. private GameObject _effectObj0_1;
  37. private GoWrapper _wrapper0_1;
  38. private GameObject _effectObj1_1;
  39. private GoWrapper _wrapper1_1;
  40. private GameObject _effectObj2_1;
  41. private GoWrapper _wrapper2_1;
  42. private GameObject _effectObj3_1;
  43. private GoWrapper _wrapper3_1;
  44. private GameObject _effectObj4_1;
  45. private GoWrapper _wrapper4_1;
  46. private GameObject _effectObj5;
  47. private GoWrapper _wrapper5;
  48. public override void Dispose()
  49. {
  50. _valueBarController.Dispose();
  51. _valueBarController = null;
  52. SceneController.DestroyObjectFromView(_effectObj0);
  53. SceneController.DestroyObjectFromView(_effectObj1);
  54. SceneController.DestroyObjectFromView(_effectObj2);
  55. SceneController.DestroyObjectFromView(_effectObj3);
  56. SceneController.DestroyObjectFromView(_effectObj4);
  57. SceneController.DestroyObjectFromView(_effectObj0_1);
  58. SceneController.DestroyObjectFromView(_effectObj1_1);
  59. SceneController.DestroyObjectFromView(_effectObj2_1);
  60. SceneController.DestroyObjectFromView(_effectObj3_1);
  61. SceneController.DestroyObjectFromView(_effectObj4_1);
  62. base.Dispose();
  63. }
  64. protected override void Init()
  65. {
  66. base.Init();
  67. packageName = UI_MainUI.PACKAGE_NAME;
  68. _ui = UI_MainUI.Create();
  69. viewCom = _ui.target;
  70. isfullScreen = true;
  71. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneMain"));
  72. }
  73. protected override void OnInit()
  74. {
  75. base.OnInit();
  76. _valueBarController = new ValueBarController(_ui.m_valueBar);
  77. _btnGongGao = _ui.m_list.GetChild("btnGongGao").asButton;
  78. _btnHaoYou = _ui.m_list.GetChild("btnHaoYou").asButton;
  79. _btnYouJian = _ui.m_list.GetChild("btnYouJian").asButton;
  80. _btnRenWu = _ui.m_list.GetChild("btnRenWu").asButton;
  81. _btnPengYouQuan = _ui.m_list.GetChild("btnPengYouQuan").asButton;
  82. _btnStore = _ui.m_list.GetChild("btnStore").asButton;
  83. _btnTianGong = _ui.m_list.GetChild("btnTianGong").asButton;
  84. _btnTuJian = _ui.m_list.GetChild("btnTuJian").asButton;
  85. _btnJInShu = _ui.m_list.GetChild("btnJInShu").asButton;
  86. _btnGongGao.visible = false;
  87. _btnHaoYou.visible = false;
  88. _btnRenWu.visible = false;
  89. _btnPengYouQuan.visible = false;
  90. _btnJInShu.visible = false;
  91. _btnTianGong.visible = false;
  92. _ui.m_btnMain.target.onTouchBegin.Add(OnClickBtnMain);
  93. _ui.m_btnHuanZhuang.target.onTouchBegin.Add(OnClickBtnHuanZhuang);
  94. _ui.m_btnZhaiXing.target.onTouchBegin.Add(OnClickBtnZhaiXing);
  95. _ui.m_btnXiuFang.target.onTouchBegin.Add(OnClickBtnXiuFang);
  96. _ui.m_btnCiPai.target.onTouchBegin.Add(OnClickBtnCiPai);
  97. _ui.m_headBar.target.onClick.Add(OnClickHeadBar);
  98. _btnStore.onClick.Add(OnClickBtnStore);
  99. _btnTuJian.onClick.Add(OnClickBtnTuJian);
  100. _btnYouJian.onClick.Add(OnClickBtnYouJian);
  101. EventAgent.AddEventListener(ConstMessage.NUMERIC_CHANGE, OnNumericChange);
  102. }
  103. protected override void OnShown()
  104. {
  105. base.OnShown();
  106. _ui.m_btnChange.selected = true;
  107. _ui.m_headBar.m_txtName.text = RoleDataManager.roleName;
  108. if (_sceneObject == null)
  109. {
  110. _sceneObject = GameObject.Instantiate(_scenePrefab);
  111. }
  112. SceneController.UpdateMainScene(_sceneObject);
  113. UpdateRoleLvl();
  114. _valueBarController.OnShown();
  115. AddEffect();
  116. // UpdateToCheckGuide();
  117. Timers.inst.AddUpdate(Update);
  118. }
  119. protected override void OnHide()
  120. {
  121. base.OnHide();
  122. if (_sceneObject != null)
  123. {
  124. GameObject.Destroy(_sceneObject);
  125. _sceneObject = null;
  126. }
  127. _valueBarController.OnHide();
  128. Timers.inst.Remove(Update);
  129. }
  130. private void AddEffect()
  131. {
  132. string resPath0 = ResPathUtil.GetViewEffectPath("ui_zjm", "ui_xf_tx");
  133. SceneController.AddObjectToView(_effectObj0, _wrapper0, _ui.m_btnXiuFang.m_holder, resPath0, out _effectObj0, out _wrapper0);
  134. SceneController.AddObjectToView(_effectObj1, _wrapper1, _ui.m_btnHuanZhuang.m_holder, resPath0, out _effectObj1, out _wrapper1);
  135. SceneController.AddObjectToView(_effectObj2, _wrapper2, _ui.m_btnZhaiXing.m_holder, resPath0, out _effectObj2, out _wrapper2);
  136. SceneController.AddObjectToView(_effectObj3, _wrapper3, _ui.m_btnCiPai.m_holder, resPath0, out _effectObj3, out _wrapper3);
  137. string resPath1 = ResPathUtil.GetViewEffectPath("ui_zjm", "ui_zzl_tx");
  138. SceneController.AddObjectToView(_effectObj4, _wrapper4, _ui.m_btnMain.m_holder, resPath1, out _effectObj4, out _wrapper4);
  139. string resPath3 = ResPathUtil.GetViewEffectPath("ui_zjm", "ui_zjm_dj");
  140. SceneController.AddObjectToView(_effectObj0_1, _wrapper0_1, _ui.m_btnXiuFang.m_holder1, resPath3, out _effectObj0_1, out _wrapper0_1);
  141. SceneController.AddObjectToView(_effectObj1_1, _wrapper1_1, _ui.m_btnHuanZhuang.m_holder1, resPath3, out _effectObj1_1, out _wrapper1_1);
  142. SceneController.AddObjectToView(_effectObj2_1, _wrapper2_1, _ui.m_btnZhaiXing.m_holder1, resPath3, out _effectObj2_1, out _wrapper2_1);
  143. SceneController.AddObjectToView(_effectObj3_1, _wrapper3_1, _ui.m_btnCiPai.m_holder1, resPath3, out _effectObj3_1, out _wrapper3_1);
  144. SceneController.AddObjectToView(_effectObj4_1, _wrapper4_1, _ui.m_btnMain.m_holder1, resPath3, out _effectObj4_1, out _wrapper4_1);
  145. string resPath2 = ResPathUtil.GetViewEffectPath("ui_zjm", "ui_zjm_tx");
  146. SceneController.AddObjectToView(_effectObj5, _wrapper5, _ui.m_headBar.m_holder, resPath2, out _effectObj5, out _wrapper5);
  147. }
  148. private void OnClickBtnMain()
  149. {
  150. if (isOpen) return;
  151. isOpen = true;
  152. _ui.m_btnMain.m_holder1.visible = true;
  153. Timers.inst.Add(effectTime, 1, (param) =>
  154. {
  155. _ui.m_btnMain.m_holder1.visible = false;
  156. // this.Hide();
  157. ViewManager.Show(ViewName.STORY_CHAPTER_LIST_VIEW, null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  158. isOpen = false; ;
  159. });
  160. }
  161. private void OnClickBtnHuanZhuang()
  162. {
  163. if (isOpen) return;
  164. isOpen = true;
  165. _ui.m_btnHuanZhuang.m_holder1.visible = true;
  166. Timers.inst.Add(effectTime, 1, (param) =>
  167. {
  168. _ui.m_btnHuanZhuang.m_holder1.visible = false;
  169. this.Hide();
  170. ViewManager.Show(ViewName.DRESS_UP_VIEW);
  171. isOpen = false;
  172. });
  173. }
  174. private void OnClickBtnZhaiXing()
  175. {
  176. if (isOpen) return;
  177. isOpen = true;
  178. _ui.m_btnZhaiXing.m_holder1.visible = true;
  179. Timers.inst.Add(effectTime, 1, (param) =>
  180. {
  181. _ui.m_btnZhaiXing.m_holder1.visible = false;
  182. ViewManager.Show(ViewName.LUCKY_BOX_VIEW, null, null, false, true);
  183. isOpen = false;
  184. });
  185. }
  186. private void OnClickBtnXiuFang()
  187. {
  188. if (isOpen) return;
  189. isOpen = true;
  190. _ui.m_btnXiuFang.m_holder1.visible = true;
  191. Timers.inst.Add(effectTime, 1, (param) =>
  192. {
  193. _ui.m_btnXiuFang.m_holder1.visible = false;
  194. ViewManager.Show(ViewName.XIU_FANG_VIEW, null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  195. isOpen = false;
  196. });
  197. }
  198. private void OnClickBtnCiPai()
  199. {
  200. if (isOpen) return;
  201. isOpen = true;
  202. _ui.m_btnCiPai.m_holder1.visible = true;
  203. Timers.inst.Add(effectTime, 1, (param) =>
  204. {
  205. _ui.m_btnCiPai.m_holder1.visible = false;
  206. ViewManager.Show(ViewName.CARD_DETAIL_VIEW, null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  207. isOpen = false;
  208. });
  209. // List<string> list = new List<string>();
  210. // list.Add("GFGGame.ClothingShopView");
  211. // list.Add("GFGGame.LuckyBoxView");
  212. // ViewManager.Show<FunctionOpenView>(list);
  213. }
  214. private void OnClickBtnStore()
  215. {
  216. ViewManager.Show(ViewName.RECHARGE_STORE_VIEW);
  217. }
  218. private void OnClickBtnTuJian()
  219. {
  220. ViewManager.Show(ViewName.FIELD_GUIDE_VIEW, null, new object[] { ViewName.MAINUI_VIEW, this.viewData });
  221. }
  222. private void OnClickBtnYouJian()
  223. {
  224. ViewManager.Show<MailView>();
  225. }
  226. private void OnClickHeadBar()
  227. {
  228. ViewManager.Show(ViewName.ROLE_INFO_VIEW);
  229. }
  230. private void UpdateRoleLvl()
  231. {
  232. _ui.m_headBar.m_txtLvl.text = "" + GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl);
  233. }
  234. private void Update(object param)
  235. {
  236. if (Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.Home))
  237. {
  238. Alert.Show("我会想你的")
  239. .SetLeftButton(true, "继续游戏")
  240. .SetRightButton(true, "退出游戏", (object data) =>
  241. {
  242. Application.Quit();
  243. });
  244. }
  245. }
  246. private void OnNumericChange(EventContext context)
  247. {
  248. if ((int)context.data == NumericType.Lvl)
  249. {
  250. UpdateRoleLvl();
  251. }
  252. }
  253. protected override void UpdateToCheckGuide(object param)
  254. {
  255. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  256. 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", false, 0, false);
  257. GuideController.TryCompleteGuide(ConstGuideId.FREEDOM_DRESS, 6);
  258. 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~", false, 0, false);
  259. GuideController.TryGuide(_ui.m_btnXiuFang.target, ConstGuideId.CLOTHING_SYNTHETIC, 5, "绣坊里增添了新功能", false, 0, false);
  260. GuideController.TryCompleteGuide(ConstGuideId.CLOTHING_SYNTHETIC, 11);
  261. 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");
  262. GuideController.TryGuide(_ui.m_btnHuanZhuang.target, ConstGuideId.PHOTOGRAPH, 2, "点这里看看吧", false, 0, false);
  263. }
  264. }
  265. }