BoxLevel.cs 8.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. public class BoxLevel : MonoBehaviour
  6. {
  7. [SerializeField] Transform boxLevelArrowWeightSelects;
  8. [SerializeField] Transform boxLevelShootLevelSelects;
  9. [SerializeField] Transform boxLevelCrossHairSelects;
  10. [SerializeField] Transform boxLevelBowCameraFixed;
  11. [SerializeField] Transform boxLevelTrainMode;
  12. [SerializeField] Transform boxLevelBowAndArrow;
  13. readonly static float[] ArrowWeights = { 20f, 27f, 30.5f };
  14. readonly static int[] ShootLevels = { 0, 1, 2 };
  15. readonly string[] ShootLevelStrs = { "Easy", "Normal", "Hard" };
  16. readonly static int[] buttons = { 0, 1 };
  17. readonly string[] buttonStrs = { "Yes", "No" };
  18. [SerializeField] Slider calibrationSlider;
  19. [SerializeField] Text calibrationTimeText;
  20. [SerializeField] InputField calibrationInput;
  21. void OnEnable()
  22. {
  23. float arrowWeight = UserSettings.ins.actualArrowWeight;
  24. if (System.Array.IndexOf(ArrowWeights, arrowWeight) < 0) arrowWeight = ArrowWeights[0];
  25. RenderArrowWeight(arrowWeight);
  26. int shootLevel = UserSettings.ins.shootLevel;
  27. if (System.Array.IndexOf(ShootLevels, shootLevel) < 0) shootLevel = ShootLevels[0];
  28. RenderShootLevel(shootLevel);
  29. //准心
  30. bool openCrossHair = UserSettings.ins.openCrossHair;
  31. RenderButtos(openCrossHair ? 0 : 1, boxLevelCrossHairSelects);
  32. //固定背景
  33. bool bowCameraFixed = UserSettings.ins.bowCameraFixed;
  34. RenderButtos(bowCameraFixed ? 0 : 1, boxLevelBowCameraFixed);
  35. //训练模式
  36. bool trainMode = UserSettings.ins.trainMode;
  37. RenderButtos(trainMode ? 0 : 1, boxLevelTrainMode);
  38. //场景里面的弓箭手臂显示
  39. bool openBowAndArrow = UserSettings.ins.openBowAndArrow;
  40. RenderButtos(openBowAndArrow ? 0 : 1, boxLevelBowAndArrow);
  41. //视角归位视角设置
  42. calibrationSlider.maxValue = 20;
  43. calibrationSlider.minValue = 3;
  44. InForCalibrationConvert();
  45. }
  46. public void OnClick_SelectArrowWeight(Transform target)
  47. {
  48. float oldValue = UserSettings.ins.actualArrowWeight;
  49. int index = target.GetSiblingIndex();
  50. float newValue = ArrowWeights[index];
  51. RenderArrowWeight(newValue);
  52. if (oldValue != newValue)
  53. {
  54. AudioMgr.ins.PlayBtn();
  55. UserSettings.ins.actualArrowWeight = newValue;
  56. UserSettings.ins.Save();
  57. }
  58. }
  59. public void OnClick_SelectShootLevel(Transform target)
  60. {
  61. int oldValue = UserSettings.ins.shootLevel;
  62. int index = target.GetSiblingIndex();
  63. int newValue = ShootLevels[index];
  64. RenderShootLevel(newValue);
  65. if (oldValue != newValue)
  66. {
  67. AudioMgr.ins.PlayBtn();
  68. UserSettings.ins.shootLevel = newValue;
  69. UserSettings.ins.Save();
  70. }
  71. }
  72. public void OnClick_CrossHairs(Transform target)
  73. {
  74. int oldValue = UserSettings.ins.openCrossHair?0:1;
  75. int index = target.GetSiblingIndex();
  76. int newValue = buttons[index];
  77. RenderButtos(newValue, boxLevelCrossHairSelects);
  78. if (oldValue != newValue)
  79. {
  80. AudioMgr.ins.PlayBtn();
  81. UserSettings.ins.openCrossHair = newValue == 0?true:false;
  82. UserSettings.ins.Save();
  83. }
  84. }
  85. public void OnClick_BowCameraFixed(Transform target)
  86. {
  87. int oldValue = UserSettings.ins.bowCameraFixed ? 0 : 1;
  88. int index = target.GetSiblingIndex();
  89. int newValue = buttons[index];
  90. RenderButtos(newValue, boxLevelBowCameraFixed);
  91. if (oldValue != newValue)
  92. {
  93. AudioMgr.ins.PlayBtn();
  94. UserSettings.ins.bowCameraFixed = newValue == 0 ? true : false;
  95. UserSettings.ins.Save();
  96. }
  97. }
  98. public void OnClick_TrainMode(Transform target)
  99. {
  100. int oldValue = UserSettings.ins.trainMode ? 0 : 1;
  101. int index = target.GetSiblingIndex();
  102. int newValue = buttons[index];
  103. RenderButtos(newValue, boxLevelTrainMode);
  104. if (oldValue != newValue)
  105. {
  106. AudioMgr.ins.PlayBtn();
  107. UserSettings.ins.trainMode = newValue == 0 ? true : false;
  108. UserSettings.ins.Save();
  109. }
  110. }
  111. //弓箭手臂
  112. public void OnClick_BowAndArrow(Transform target)
  113. {
  114. int oldValue = UserSettings.ins.openBowAndArrow ? 0 : 1;
  115. int index = target.GetSiblingIndex();
  116. int newValue = buttons[index];
  117. RenderButtos(newValue, boxLevelBowAndArrow);
  118. if (oldValue != newValue)
  119. {
  120. AudioMgr.ins.PlayBtn();
  121. UserSettings.ins.openBowAndArrow = newValue == 0 ? true : false;
  122. UserSettings.ins.Save();
  123. //如果打开图标并且存在 hideInfraredBowAndArrow key时候,设置为0
  124. if (UserSettings.ins.openBowAndArrow
  125. && PlayerPrefs.HasKey("hideInfraredBowAndArrow")
  126. && PlayerPrefs.GetInt("hideInfraredBowAndArrow") == 2 //armbow 设置 hideInfraredBowAndArrow = 2 状态下 操作面板才会 解开 红外的openBowAndArrow
  127. )
  128. {
  129. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 0);
  130. }
  131. }
  132. }
  133. void RenderArrowWeight(float value)
  134. {
  135. for (int i = 0; i < ArrowWeights.Length; i++)
  136. {
  137. var itemValue = ArrowWeights[i];
  138. var item = boxLevelArrowWeightSelects.GetChild(i);
  139. var text = item.GetComponentInChildren<Text>();
  140. if (itemValue == value)
  141. {
  142. item.GetComponent<Image>().color = Color.black;
  143. text.color = Color.white;
  144. }
  145. else
  146. {
  147. item.GetComponent<Image>().color = new Color(1, 1, 1, 0);
  148. text.color = Color.black;
  149. }
  150. text.text = itemValue + "Grams";
  151. }
  152. }
  153. void RenderShootLevel(int value)
  154. {
  155. for (int i = 0; i < ShootLevels.Length; i++)
  156. {
  157. var itemValue = ShootLevels[i];
  158. var item = boxLevelShootLevelSelects.GetChild(i);
  159. var text = item.GetComponentInChildren<Text>();
  160. if (itemValue == value)
  161. {
  162. item.GetComponent<Image>().color = Color.black;
  163. text.color = Color.white;
  164. }
  165. else
  166. {
  167. item.GetComponent<Image>().color = new Color(1, 1, 1, 0);
  168. text.color = Color.black;
  169. }
  170. text.text = ShootLevelStrs[i];
  171. }
  172. }
  173. void RenderButtos(int value,Transform target)
  174. {
  175. for (int i = 0; i < buttons.Length; i++)
  176. {
  177. var itemValue = buttons[i];
  178. var item = target.GetChild(i);
  179. var text = item.GetComponentInChildren<Text>();
  180. if (itemValue == value)
  181. {
  182. item.GetComponent<Image>().color = Color.black;
  183. text.color = Color.white;
  184. }
  185. else
  186. {
  187. item.GetComponent<Image>().color = new Color(1, 1, 1, 0);
  188. text.color = Color.black;
  189. }
  190. text.text = buttonStrs[i];
  191. }
  192. }
  193. void InForCalibrationConvert() {
  194. UnityEngine.Events.UnityAction<string> onEndEdit_inputSize = (string str) => {
  195. calibrationInput.SetTextWithoutNotify("");
  196. float v = (float)System.Math.Round(double.Parse(str), 2);
  197. if (v < 3 || v > 20)
  198. {
  199. PopupMgr.ins.ShowTip(TextAutoLanguage2.GetTextByCNKey("输入值不在常规范围内"));
  200. return;
  201. }
  202. SetCalibrationTime(v);
  203. //save
  204. UserSettings.ins.calibrationTime = v;
  205. UserSettings.ins.Save();
  206. };
  207. calibrationInput.onEndEdit.AddListener(onEndEdit_inputSize);
  208. SetCalibrationTime(UserSettings.ins.calibrationTime);
  209. }
  210. void SetCalibrationTime(float v)
  211. {
  212. string vStr = v.ToString("#0");
  213. calibrationTimeText.text = vStr + "s";
  214. }
  215. }