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