HomeView_ChallengeOption.cs 11 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using FancyScrollView.FocusOn;
  6. using UnityEngine;
  7. using UnityEngine.SceneManagement;
  8. using UnityEngine.UI;
  9. using EasingCore;
  10. using JC;
  11. using FancyScrollView;
  12. [Serializable]
  13. public class LevelInfo
  14. {
  15. public string Name;
  16. public Sprite Icon;
  17. //自动语言转换id
  18. public string textId;
  19. //添加哪个语言脚本
  20. public int languageType = 0;
  21. public int startGameType = -1;
  22. }
  23. public class HomeView_ChallengeOption : MonoBehaviour
  24. {
  25. public GameObject entryList;
  26. [SerializeField] ScrollView scrollView = default;
  27. [SerializeField] Button prevCellButton = default;
  28. [SerializeField] Button nextCellButton = default;
  29. [SerializeField] ScrollPanel productsPanel;
  30. [Tooltip("所有关卡的设置信息")]
  31. public List<LevelInfo> levelInfos;
  32. List<LevelInfo> _tempLevelInfos = new List<LevelInfo>();
  33. //弓箭游戏列表
  34. List<string> gameTextIds = new List<string> { "OlynpicArchery", "WolfHunt", "LevelWildAttack", "FruitExpert", "LevelDuckHunter", "HareHunt", "PheasuntHunt"};
  35. //切换枪械情况下切换这个游戏列表
  36. //OlynpicArcheryGun 是射击版的OlynpicArchery
  37. List<string> gameTextIds_gun = new List<string> { "OlynpicArcheryGun", "FruitExpert", "LevelDuckHunter", "MovingTarget" };
  38. //#if UNITY_ANDROID
  39. // List<String> gameTextIds = new List<string> { "OlynpicArchery", "LevelWildAttack", "FruitExpert", "LevelDuckHunter" };
  40. //#else
  41. // List<String> gameTextIds = new List<string>{ "OlynpicArchery", "WolfHunt", "LevelWildAttack", "FruitExpert", "LevelDuckHunter", "HareHunt", "PheasuntHunt" };
  42. //#endif
  43. public static HomeView_ChallengeOption homeView_;
  44. public int gameIndex;
  45. void Awake()
  46. {
  47. //根据条件激活野鸡关卡或野鸭关卡
  48. //if (CommonConfig.AppArea == 0)
  49. //{
  50. // entryList.transform.Find("Item1").gameObject.SetActive(GlobalDataTemp.pkMatchType != PKMatchType.None);
  51. // entryList.transform.Find("Item3").gameObject.SetActive(GlobalDataTemp.pkMatchType == PKMatchType.None);
  52. //}
  53. //else
  54. //{
  55. // entryList.transform.Find("Item1").gameObject.SetActive(true);
  56. // entryList.transform.Find("Item3").gameObject.SetActive(false);
  57. //}
  58. //entryList.transform.Find("Item4").gameObject.SetActive(GlobalDataTemp.pkMatchType == PKMatchType.None);
  59. //transform.Find("BtnFruitMaster").gameObject.SetActive(GlobalDataTemp.pkMatchType == PKMatchType.None);
  60. return;
  61. //增加了对两个按钮事件的响应
  62. prevCellButton.onClick.AddListener(() => {
  63. scrollView.SelectPrevCell();
  64. });
  65. nextCellButton.onClick.AddListener(() => {
  66. scrollView.SelectNextCell();
  67. });
  68. //对选中的当前对象的下标的显示
  69. scrollView.OnSelectionChanged(OnSelectionChanged);
  70. }
  71. void Start()
  72. {
  73. homeView_ = this;
  74. //按 gameTextIds 重新排序
  75. //for (int i = 0; i < gameTextIds.Count; i++)
  76. //{
  77. // for (int j = 0; j < levelInfos.Count; j++)
  78. // {
  79. // if (gameTextIds[i] == levelInfos[j].textId)
  80. // {
  81. // _tempLevelInfos.Add(levelInfos[j]);
  82. // break;
  83. // }
  84. // }
  85. //}
  86. //var _items = Enumerable.Range(0, 21)
  87. // .Select(i => {
  88. // int _index = Mathf.FloorToInt(i % _tempLevelInfos.Count);
  89. // LevelInfo levelInfo = _tempLevelInfos[_index];
  90. // //Debug.Log("初始化:"+i+",index:"+_index);
  91. // return new ItemData(levelInfo.Name, levelInfo.Icon, levelInfo.textId, levelInfo.languageType);
  92. // })
  93. // .ToArray();
  94. //scrollView.UpdateData(_items);
  95. //scrollView.SelectCell(0);
  96. }
  97. //通过面板 HomeView_TopBarView.onChangeTypeEvent 调用
  98. //根据选择的模式来切换内容
  99. public void refreshList(DeviceMode deviceMode) {
  100. Debug.Log("refreshList:"+ deviceMode);
  101. List<string> _gameTextIds = new();
  102. if (deviceMode == DeviceMode.Archery)
  103. {
  104. _gameTextIds = gameTextIds;
  105. }
  106. else if (deviceMode == DeviceMode.Gun) {
  107. _gameTextIds = gameTextIds_gun;
  108. }
  109. if (_gameTextIds.Count == 0) return;
  110. _tempLevelInfos.Clear();
  111. //按 gameTextIds 重新排序
  112. for (int i = 0; i < _gameTextIds.Count; i++)
  113. {
  114. for (int j = 0; j < levelInfos.Count; j++)
  115. {
  116. if (_gameTextIds[i] == levelInfos[j].textId)
  117. {
  118. _tempLevelInfos.Add(levelInfos[j]);
  119. break;
  120. }
  121. }
  122. }
  123. Debug.Log("图标生成的数量是:"+ _gameTextIds.Count * 3);
  124. var _items = Enumerable.Range(0, _gameTextIds.Count*3)
  125. .Select(i => {
  126. int _index = Mathf.FloorToInt(i % _tempLevelInfos.Count);
  127. LevelInfo levelInfo = _tempLevelInfos[_index];
  128. //Debug.Log("初始化:"+i+",index:"+_index);
  129. return new ItemData(levelInfo.Name, levelInfo.Icon, levelInfo.textId, levelInfo.languageType);
  130. })
  131. .ToArray();
  132. scrollView.UpdateData(_items);
  133. scrollView.SelectCell(0);
  134. }
  135. void OnDestroy()
  136. {
  137. }
  138. bool _InitProductsPanel = false;
  139. void InitProductsPanel()
  140. {
  141. int page = 1;
  142. //增加了对两个按钮事件的响应
  143. prevCellButton.onClick.AddListener(() => {
  144. productsPanel.MoveNextToCenter(-page);
  145. });
  146. nextCellButton.onClick.AddListener(() => {
  147. productsPanel.MoveNextToCenter(page);
  148. });
  149. var games = levelInfos.Select(i => new ItemData(i.Name, i.Icon, i.textId, i.languageType))
  150. .ToArray();
  151. if (!_InitProductsPanel)
  152. {
  153. _InitProductsPanel = true;
  154. productsPanel.onReceiveItemViewInfo.AddListener(onReceiveItemViewInfo);
  155. productsPanel.onItemChange.AddListener(delegate (RectTransform item, int index) {
  156. //Debug.Log("----index:"+ index);
  157. });
  158. int gameIndex = 0;
  159. foreach (var game in games)
  160. {
  161. var gameObj = Instantiate(productsPanel.prefabs[0], productsPanel.GetComponent<ScrollRect>().content);
  162. //Game_Cell gameCell = gameObj.GetComponent<Game_Cell>();
  163. //gameCell.Initialize(gameIndex, (index)=> {
  164. // OnSelectionChanged(index);
  165. // for (int i = 0; i < productsPanel.itemList.Count; i++)
  166. // {
  167. // productsPanel.itemList[i].GetComponent<Game_Cell>().onSelected(index);
  168. // }
  169. //});
  170. //gameCell.UpdateContent(game);
  171. productsPanel.AddItem(gameObj.GetComponent<RectTransform>());
  172. gameIndex++;
  173. }
  174. productsPanel.UpdateItems();
  175. productsPanel.SelectItemByStartIndex();
  176. }
  177. }
  178. void onReceiveItemViewInfo(RectTransform item, Vector3 positionInView, Vector2 viewSize)
  179. {
  180. //float distanceRate = Mathf.Abs(positionInView.x * 2) / viewSize.x;
  181. //float scaleRate = 1f - 0.2f * distanceRate;
  182. //item.Find("Box").localScale = new Vector3(scaleRate, scaleRate, 1);
  183. }
  184. //游戏选择回调 scroll view control
  185. public void OnSelectionChanged(int index, bool selected)
  186. {
  187. //Debug.Log(index + ":" + _tempLevelInfos[Mathf.FloorToInt(index % _tempLevelInfos.Count)].Name);
  188. LevelInfo _levelInfo = _tempLevelInfos[Mathf.FloorToInt(index % _tempLevelInfos.Count)];
  189. gameIndex = index;
  190. if (_levelInfo.startGameType != -1 && selected)
  191. {
  192. JudgmentMode(_levelInfo.startGameType);
  193. }
  194. //Debug.Log(str);
  195. }
  196. /*
  197. 只有奥运射箭,打野鸡,打野兔,打野狼这四个最初的游戏,才有这三个模式选择;还有三个新的游戏,只有一个本地游戏的模式,那就不用选择,直接进入游戏
  198. */
  199. void JudgmentMode(int _startGameType) {
  200. //_startGameType 这里gameType仅仅用于判断模式
  201. switch (_startGameType)
  202. {
  203. case 1: //奥运射箭
  204. case 3: //打野兔
  205. case 4: //打野鸡
  206. case 5: //打野狼
  207. GameMgr.judgmentGameType = _startGameType;
  208. AudioMgr.ins.PlayBtn();
  209. //进入模式选择页面
  210. ViewMgr.Instance.ShowView<ModeSelectView>();
  211. if (GlobalData.MyDeviceMode == DeviceMode.Gun)
  212. {
  213. ModeSelectView.ins.InitGunButtons();
  214. }
  215. else {
  216. //连接弓箭
  217. if (_startGameType == 1)
  218. {
  219. //当连接HOUYI Pro和其他红外设备时候,双弓射箭也需要屏蔽掉
  220. if (BluetoothAim.ins.isMainConnectToInfraredDevice())
  221. {
  222. ModeSelectView.ins.isShowButton = false;
  223. }
  224. else {
  225. ModeSelectView.ins.isShowButton = true;
  226. }
  227. }
  228. else
  229. {
  230. ModeSelectView.ins.isShowButton = false;
  231. }
  232. ModeSelectView.ins.InitButtons();
  233. }
  234. break;
  235. default:
  236. StartGame(_startGameType);
  237. break;
  238. }
  239. }
  240. //只有一个本地游戏的模式,没有其他模式
  241. public void StartGame(int gameType)
  242. {
  243. //Debug.Log("gameType:"+ gameType+ ",GlobalDataTemp.pkMatchType:"+ GlobalDataTemp.pkMatchType);
  244. AudioMgr.ins.PlayBtn();
  245. GameMgr.gameType = gameType;
  246. GlobalData.singlePlayerGameType = gameType;
  247. if (gameType == 15)
  248. {
  249. SceneManager.LoadScene("FruitMaster", LoadSceneMode.Single);
  250. }
  251. else if (gameType == 14)
  252. {
  253. SceneManager.LoadScene("WildAttack", LoadSceneMode.Single);
  254. }
  255. else if (gameType == 13)
  256. {
  257. SceneManager.LoadScene("DuckHunter", LoadSceneMode.Single);
  258. }
  259. else if (gameType == 16) {
  260. //MovingTarget
  261. SceneManager.LoadScene("Hyperspace01", LoadSceneMode.Single);
  262. }
  263. }
  264. public void back()
  265. {
  266. AudioMgr.ins.PlayBtn();
  267. ViewMgr.Instance.DestroyView<ChallengeOptionView>();
  268. }
  269. public bool OnMenuBack()
  270. {
  271. ViewMgr.Instance.DestroyView<ChallengeOptionView>();
  272. return true;
  273. }
  274. string[] GetFormatArgs(string[] array)
  275. {
  276. string[] newArray = new string[array.Length - 1];
  277. for (int i = 1; i < array.Length; i++)
  278. {
  279. newArray[i - 1] = array[i];
  280. }
  281. return newArray;
  282. }
  283. }