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