BoxLevel.cs 8.4 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. //固定背景隐藏
  33. boxLevelBowCameraFixed.parent.gameObject.SetActive(false);
  34. ////红外版本
  35. //if (CommonConfig.bInfraredApp)
  36. //{
  37. // //固定背景隐藏
  38. // boxLevelBowCameraFixed.parent.gameObject.SetActive(false);
  39. //}
  40. //else {
  41. // //固定背景
  42. // bool bowCameraFixed = UserSettings.ins.bowCameraFixed;
  43. // RenderButtos(bowCameraFixed ? 0 : 1, boxLevelBowCameraFixed);
  44. //}
  45. //训练模式
  46. bool trainMode = UserSettings.ins.trainMode;
  47. RenderButtos(trainMode ? 0 : 1, boxLevelTrainMode);
  48. //场景里面的弓箭手臂显示
  49. bool openBowAndArrow = UserSettings.ins.openBowAndArrow;
  50. RenderButtos(openBowAndArrow ? 0 : 1, boxLevelBowAndArrow);
  51. //视角归位视角设置
  52. calibrationSlider.maxValue = 20;
  53. calibrationSlider.minValue = 3;
  54. InForCalibrationConvert();
  55. }
  56. public void OnClick_SelectArrowWeight(Transform target)
  57. {
  58. float oldValue = UserSettings.ins.actualArrowWeight;
  59. int index = target.GetSiblingIndex();
  60. float newValue = ArrowWeights[index];
  61. RenderArrowWeight(newValue);
  62. if (oldValue != newValue)
  63. {
  64. AudioMgr.ins.PlayBtn();
  65. UserSettings.ins.actualArrowWeight = newValue;
  66. UserSettings.ins.Save();
  67. }
  68. }
  69. public void OnClick_SelectShootLevel(Transform target)
  70. {
  71. int oldValue = UserSettings.ins.shootLevel;
  72. int index = target.GetSiblingIndex();
  73. int newValue = ShootLevels[index];
  74. RenderShootLevel(newValue);
  75. if (oldValue != newValue)
  76. {
  77. AudioMgr.ins.PlayBtn();
  78. UserSettings.ins.shootLevel = newValue;
  79. UserSettings.ins.Save();
  80. }
  81. }
  82. public void OnClick_CrossHairs(Transform target)
  83. {
  84. int oldValue = UserSettings.ins.openCrossHair?0:1;
  85. int index = target.GetSiblingIndex();
  86. int newValue = buttons[index];
  87. RenderButtos(newValue, boxLevelCrossHairSelects);
  88. if (oldValue != newValue)
  89. {
  90. AudioMgr.ins.PlayBtn();
  91. UserSettings.ins.openCrossHair = newValue == 0?true:false;
  92. UserSettings.ins.Save();
  93. }
  94. }
  95. public void OnClick_BowCameraFixed(Transform target)
  96. {
  97. int oldValue = UserSettings.ins.bowCameraFixed ? 0 : 1;
  98. int index = target.GetSiblingIndex();
  99. int newValue = buttons[index];
  100. RenderButtos(newValue, boxLevelBowCameraFixed);
  101. if (oldValue != newValue)
  102. {
  103. AudioMgr.ins.PlayBtn();
  104. UserSettings.ins.bowCameraFixed = newValue == 0 ? true : false;
  105. UserSettings.ins.Save();
  106. }
  107. }
  108. public void OnClick_TrainMode(Transform target)
  109. {
  110. int oldValue = UserSettings.ins.trainMode ? 0 : 1;
  111. int index = target.GetSiblingIndex();
  112. int newValue = buttons[index];
  113. RenderButtos(newValue, boxLevelTrainMode);
  114. if (oldValue != newValue)
  115. {
  116. AudioMgr.ins.PlayBtn();
  117. UserSettings.ins.trainMode = newValue == 0 ? true : false;
  118. UserSettings.ins.Save();
  119. }
  120. }
  121. //弓箭手臂
  122. public void OnClick_BowAndArrow(Transform target)
  123. {
  124. int oldValue = UserSettings.ins.openBowAndArrow ? 0 : 1;
  125. int index = target.GetSiblingIndex();
  126. int newValue = buttons[index];
  127. RenderButtos(newValue, boxLevelBowAndArrow);
  128. if (oldValue != newValue)
  129. {
  130. AudioMgr.ins.PlayBtn();
  131. UserSettings.ins.openBowAndArrow = newValue == 0 ? true : false;
  132. UserSettings.ins.Save();
  133. //如果打开图标并且存在 hideInfraredBowAndArrow key时候,设置为0
  134. if (UserSettings.ins.openBowAndArrow
  135. && PlayerPrefs.HasKey("hideInfraredBowAndArrow")
  136. && PlayerPrefs.GetInt("hideInfraredBowAndArrow") == 2 //armbow 设置 hideInfraredBowAndArrow = 2 状态下 操作面板才会 解开 红外的openBowAndArrow
  137. )
  138. {
  139. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 0);
  140. }
  141. }
  142. }
  143. void RenderArrowWeight(float value)
  144. {
  145. for (int i = 0; i < ArrowWeights.Length; i++)
  146. {
  147. var itemValue = ArrowWeights[i];
  148. var item = boxLevelArrowWeightSelects.GetChild(i);
  149. var text = item.GetComponentInChildren<Text>();
  150. if (itemValue == value)
  151. {
  152. item.GetComponent<Image>().color = Color.black;
  153. text.color = Color.white;
  154. }
  155. else
  156. {
  157. item.GetComponent<Image>().color = new Color(1, 1, 1, 0);
  158. text.color = Color.black;
  159. }
  160. text.text = itemValue + "Grams";
  161. }
  162. }
  163. void RenderShootLevel(int value)
  164. {
  165. for (int i = 0; i < ShootLevels.Length; i++)
  166. {
  167. var itemValue = ShootLevels[i];
  168. var item = boxLevelShootLevelSelects.GetChild(i);
  169. var text = item.GetComponentInChildren<Text>();
  170. if (itemValue == value)
  171. {
  172. item.GetComponent<Image>().color = Color.black;
  173. text.color = Color.white;
  174. }
  175. else
  176. {
  177. item.GetComponent<Image>().color = new Color(1, 1, 1, 0);
  178. text.color = Color.black;
  179. }
  180. text.text = ShootLevelStrs[i];
  181. }
  182. }
  183. void RenderButtos(int value,Transform target)
  184. {
  185. for (int i = 0; i < buttons.Length; i++)
  186. {
  187. var itemValue = buttons[i];
  188. var item = target.GetChild(i);
  189. var text = item.GetComponentInChildren<Text>();
  190. if (itemValue == value)
  191. {
  192. item.GetComponent<Image>().color = Color.black;
  193. text.color = Color.white;
  194. }
  195. else
  196. {
  197. item.GetComponent<Image>().color = new Color(1, 1, 1, 0);
  198. text.color = Color.black;
  199. }
  200. text.text = buttonStrs[i];
  201. }
  202. }
  203. void InForCalibrationConvert() {
  204. UnityEngine.Events.UnityAction<string> onEndEdit_inputSize = (string str) => {
  205. calibrationInput.SetTextWithoutNotify("");
  206. float v = (float)System.Math.Round(double.Parse(str), 2);
  207. if (v < 3 || v > 20)
  208. {
  209. PopupMgr.ins.ShowTip(TextAutoLanguage2.GetTextByCNKey("输入值不在常规范围内"));
  210. return;
  211. }
  212. SetCalibrationTime(v);
  213. //save
  214. UserSettings.ins.calibrationTime = v;
  215. UserSettings.ins.Save();
  216. };
  217. calibrationInput.onEndEdit.AddListener(onEndEdit_inputSize);
  218. SetCalibrationTime(UserSettings.ins.calibrationTime);
  219. }
  220. void SetCalibrationTime(float v)
  221. {
  222. string vStr = v.ToString("#0");
  223. calibrationTimeText.text = vStr + "s";
  224. }
  225. }