HomeView_ChallengeOption.cs 13 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. using UnityEngine.Localization.Settings;
  13. [Serializable]
  14. public class LevelInfo
  15. {
  16. public string Name;
  17. public Sprite Icon;
  18. //自动语言转换id
  19. public string textId;
  20. //添加哪个语言脚本
  21. public int languageType = 0;
  22. public int startGameType = -1;
  23. public LevelInfo(string name, string textId, Sprite icon, int languageType, int gameType)
  24. {
  25. Name = name;
  26. this.textId = textId;
  27. Icon = icon;
  28. this.languageType = languageType;
  29. startGameType = gameType;
  30. }
  31. }
  32. public class HomeView_ChallengeOption : MonoBehaviour
  33. {
  34. public GameObject entryList;
  35. [SerializeField] ScrollView scrollView = default;
  36. [SerializeField] Button prevCellButton = default;
  37. [SerializeField] Button nextCellButton = default;
  38. [SerializeField] ScrollPanel productsPanel;
  39. [Tooltip("所有关卡的设置信息")]
  40. public List<LevelInfo> levelInfos;
  41. List<LevelInfo> _tempLevelInfos = new List<LevelInfo>();
  42. //弓箭游戏列表
  43. List<string> gameTextIds = new List<string> { "OlynpicArchery", "WolfHunt", "LevelWildAttack", "FruitExpert", "LevelDuckHunter", "HareHunt", "PheasuntHunt"};
  44. //切换枪械情况下切换这个游戏列表
  45. //OlynpicArcheryGun 是射击版的OlynpicArchery
  46. List<string> gameTextIds_gun = new List<string> { "OlynpicArcheryGun", "FruitExpert", "ShotSimulator" , "MovingTarget" , "LevelDuckHunter" };
  47. //#if UNITY_ANDROID
  48. // List<String> gameTextIds = new List<string> { "OlynpicArchery", "LevelWildAttack", "FruitExpert", "LevelDuckHunter" };
  49. //#else
  50. // List<String> gameTextIds = new List<string>{ "OlynpicArchery", "WolfHunt", "LevelWildAttack", "FruitExpert", "LevelDuckHunter", "HareHunt", "PheasuntHunt" };
  51. //#endif
  52. void Awake()
  53. {
  54. //根据条件激活野鸡关卡或野鸭关卡
  55. //if (CommonConfig.AppArea == 0)
  56. //{
  57. // entryList.transform.Find("Item1").gameObject.SetActive(GlobalDataTemp.pkMatchType != PKMatchType.None);
  58. // entryList.transform.Find("Item3").gameObject.SetActive(GlobalDataTemp.pkMatchType == PKMatchType.None);
  59. //}
  60. //else
  61. //{
  62. // entryList.transform.Find("Item1").gameObject.SetActive(true);
  63. // entryList.transform.Find("Item3").gameObject.SetActive(false);
  64. //}
  65. //entryList.transform.Find("Item4").gameObject.SetActive(GlobalDataTemp.pkMatchType == PKMatchType.None);
  66. //transform.Find("BtnFruitMaster").gameObject.SetActive(GlobalDataTemp.pkMatchType == PKMatchType.None);
  67. //增加了对两个按钮事件的响应
  68. prevCellButton.onClick.AddListener(() => {
  69. scrollView.SelectPrevCell();
  70. });
  71. nextCellButton.onClick.AddListener(() => {
  72. scrollView.SelectNextCell();
  73. });
  74. //对选中的当前对象的下标的显示
  75. scrollView.OnSelectionChanged(OnSelectionChanged);
  76. }
  77. void Start()
  78. {
  79. //按 gameTextIds 重新排序
  80. //for (int i = 0; i < gameTextIds.Count; i++)
  81. //{
  82. // for (int j = 0; j < levelInfos.Count; j++)
  83. // {
  84. // if (gameTextIds[i] == levelInfos[j].textId)
  85. // {
  86. // _tempLevelInfos.Add(levelInfos[j]);
  87. // break;
  88. // }
  89. // }
  90. //}
  91. //var _items = Enumerable.Range(0, 21)
  92. // .Select(i => {
  93. // int _index = Mathf.FloorToInt(i % _tempLevelInfos.Count);
  94. // LevelInfo levelInfo = _tempLevelInfos[_index];
  95. // //Debug.Log("初始化:"+i+",index:"+_index);
  96. // return new ItemData(levelInfo.Name, levelInfo.Icon, levelInfo.textId, levelInfo.languageType);
  97. // })
  98. // .ToArray();
  99. //scrollView.UpdateData(_items);
  100. //scrollView.SelectCell(0);
  101. }
  102. /// <summary>
  103. /// 原本的levelInfos在面板已经添加信息,动态向levels添加信息
  104. /// </summary>
  105. public void AddLevelInfo() {
  106. //尝试动态添加一个图片
  107. Sprite ShootingTrainingIcon = Resources.Load<Sprite>("Textures/GameIcon/ShotSimulator_level"); // Resources/Textures/GameIcon/movingTarget_level.png
  108. //添加首页射击训练内容
  109. levelInfos.Add(new LevelInfo("射击实验室", "ShotSimulator", ShootingTrainingIcon, 2, 17));
  110. //gameTextIds.Add("ShotSimulator");
  111. //gameTextIds_gun.Add("ShotSimulator");
  112. }
  113. //通过面板 HomeView_TopBarView.onChangeTypeEvent 调用
  114. //根据选择的模式来切换内容
  115. public void refreshList(DeviceMode deviceMode) {
  116. Debug.Log("refreshList:"+ deviceMode);
  117. List<string> _gameTextIds = new();
  118. if (deviceMode == DeviceMode.Archery)
  119. {
  120. _gameTextIds = gameTextIds;
  121. }
  122. else if (deviceMode == DeviceMode.Gun) {
  123. _gameTextIds = gameTextIds_gun;
  124. }
  125. if (_gameTextIds.Count == 0) return;
  126. _tempLevelInfos.Clear();
  127. //按 gameTextIds 重新排序
  128. for (int i = 0; i < _gameTextIds.Count; i++)
  129. {
  130. for (int j = 0; j < levelInfos.Count; j++)
  131. {
  132. if (_gameTextIds[i] == levelInfos[j].textId)
  133. {
  134. _tempLevelInfos.Add(levelInfos[j]);
  135. break;
  136. }
  137. }
  138. }
  139. Debug.Log("图标生成的数量是:"+ _gameTextIds.Count * 3);
  140. var _items = Enumerable.Range(0, _gameTextIds.Count*3)
  141. .Select(i => {
  142. int _index = Mathf.FloorToInt(i % _tempLevelInfos.Count);
  143. LevelInfo levelInfo = _tempLevelInfos[_index];
  144. //Debug.Log("初始化:"+i+",index:"+_index);
  145. return new ItemData(levelInfo.Name, levelInfo.Icon, levelInfo.textId, levelInfo.languageType);
  146. })
  147. .ToArray();
  148. scrollView.UpdateData(_items);
  149. scrollView.SelectCell(0);
  150. }
  151. void OnDestroy()
  152. {
  153. }
  154. bool _InitProductsPanel = false;
  155. void InitProductsPanel()
  156. {
  157. int page = 1;
  158. //增加了对两个按钮事件的响应
  159. prevCellButton.onClick.AddListener(() => {
  160. productsPanel.MoveNextToCenter(-page);
  161. });
  162. nextCellButton.onClick.AddListener(() => {
  163. productsPanel.MoveNextToCenter(page);
  164. });
  165. var games = levelInfos.Select(i => new ItemData(i.Name, i.Icon, i.textId, i.languageType))
  166. .ToArray();
  167. if (!_InitProductsPanel)
  168. {
  169. _InitProductsPanel = true;
  170. productsPanel.onReceiveItemViewInfo.AddListener(onReceiveItemViewInfo);
  171. productsPanel.onItemChange.AddListener(delegate (RectTransform item, int index) {
  172. //Debug.Log("----index:"+ index);
  173. });
  174. int gameIndex = 0;
  175. foreach (var game in games)
  176. {
  177. var gameObj = Instantiate(productsPanel.prefabs[0], productsPanel.GetComponent<ScrollRect>().content);
  178. //Game_Cell gameCell = gameObj.GetComponent<Game_Cell>();
  179. //gameCell.Initialize(gameIndex, (index)=> {
  180. // OnSelectionChanged(index);
  181. // for (int i = 0; i < productsPanel.itemList.Count; i++)
  182. // {
  183. // productsPanel.itemList[i].GetComponent<Game_Cell>().onSelected(index);
  184. // }
  185. //});
  186. //gameCell.UpdateContent(game);
  187. productsPanel.AddItem(gameObj.GetComponent<RectTransform>());
  188. gameIndex++;
  189. }
  190. productsPanel.UpdateItems();
  191. productsPanel.SelectItemByStartIndex();
  192. }
  193. }
  194. void onReceiveItemViewInfo(RectTransform item, Vector3 positionInView, Vector2 viewSize)
  195. {
  196. //float distanceRate = Mathf.Abs(positionInView.x * 2) / viewSize.x;
  197. //float scaleRate = 1f - 0.2f * distanceRate;
  198. //item.Find("Box").localScale = new Vector3(scaleRate, scaleRate, 1);
  199. }
  200. //游戏选择回调 scroll view control
  201. void OnSelectionChanged(int index, bool selected)
  202. {
  203. //Debug.Log(index + ":" + _tempLevelInfos[Mathf.FloorToInt(index % _tempLevelInfos.Count)].Name);
  204. LevelInfo _levelInfo = _tempLevelInfos[Mathf.FloorToInt(index % _tempLevelInfos.Count)];
  205. if (_levelInfo.startGameType != -1 && selected)
  206. {
  207. JudgmentMode(_levelInfo.startGameType);
  208. }
  209. //Debug.Log(str);
  210. }
  211. /*
  212. 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
  213. */
  214. void JudgmentMode(int _startGameType) {
  215. //_startGameType 这里gameType仅仅用于判断模式
  216. switch (_startGameType)
  217. {
  218. case 1: //奥运射箭
  219. case 3: //打野兔
  220. case 4: //打野鸡
  221. case 5: //打野狼
  222. //case 14://塔防射击,增加一个选择双人模式
  223. GameMgr.judgmentGameType = _startGameType;
  224. AudioMgr.ins.PlayBtn();
  225. //进入模式选择页面
  226. ViewMgr.Instance.ShowView<ModeSelectView>();
  227. //连接弓箭并且是9轴的情况下
  228. if (_startGameType == 1 && AimHandler.ins.bRuning9Axis())
  229. {
  230. ModeSelectView.ins.isShowButton = true;
  231. ModeSelectView.ins.isShowLocalPKBtn = true;
  232. ModeSelectView.ins.isShowNetworkPKBtn = true;
  233. }
  234. else if (_startGameType == 14) {
  235. ModeSelectView.ins.isShowButton = true;
  236. ModeSelectView.ins.isShowLocalPKBtn = false;
  237. ModeSelectView.ins.isShowNetworkPKBtn = false;
  238. }
  239. else
  240. {
  241. ModeSelectView.ins.isShowButton = false;
  242. ModeSelectView.ins.isShowLocalPKBtn = true;
  243. ModeSelectView.ins.isShowNetworkPKBtn = true;
  244. }
  245. //if (GlobalData.MyDeviceMode == DeviceMode.Gun)
  246. //{
  247. // ModeSelectView.ins.InitGunButtons();
  248. //}
  249. //else {
  250. // //连接弓箭
  251. // if (_startGameType == 1)
  252. // {
  253. // //当连接HOUYI Pro和其他红外设备时候,双弓射箭也需要屏蔽掉
  254. // if (BluetoothAim.ins.isMainConnectToInfraredDevice())
  255. // {
  256. // ModeSelectView.ins.isShowButton = false;
  257. // }
  258. // else {
  259. // ModeSelectView.ins.isShowButton = true;
  260. // }
  261. // }
  262. // else
  263. // {
  264. // ModeSelectView.ins.isShowButton = false;
  265. // }
  266. // ModeSelectView.ins.InitButtons();
  267. //}
  268. break;
  269. default:
  270. StartGame(_startGameType);
  271. break;
  272. }
  273. }
  274. //只有一个本地游戏的模式,没有其他模式
  275. void StartGame(int gameType)
  276. {
  277. //Debug.Log("gameType:"+ gameType+ ",GlobalDataTemp.pkMatchType:"+ GlobalDataTemp.pkMatchType);
  278. AudioMgr.ins.PlayBtn();
  279. GameMgr.gameType = gameType;
  280. GlobalData.singlePlayerGameType = gameType;
  281. if (gameType == 15)
  282. {
  283. SceneManager.LoadScene("FruitMaster", LoadSceneMode.Single);
  284. }
  285. else if (gameType == 14)
  286. {
  287. SceneManager.LoadScene("WildAttack", LoadSceneMode.Single);
  288. }
  289. else if (gameType == 13)
  290. {
  291. SceneManager.LoadScene("DuckHunter", LoadSceneMode.Single);
  292. }
  293. else if (gameType == 16) {
  294. //MovingTarget
  295. SceneManager.LoadScene("Hyperspace01", LoadSceneMode.Single);
  296. }
  297. else if (gameType == 17)
  298. {
  299. //进入模拟射击之前调用其语言
  300. string language = "zh-Hans";
  301. if (TextAutoLanguage2.GetLanguage() == LanguageEnum.English) {
  302. language = "en";
  303. }
  304. else if (TextAutoLanguage2.GetLanguage() == LanguageEnum.Japan)
  305. {
  306. language = "ja";
  307. }
  308. LocalizationSettings.SelectedLocale = LocalizationSettings.AvailableLocales.GetLocale(new UnityEngine.Localization.
  309. LocaleIdentifier(language));
  310. //ShotSimulatorScene
  311. SceneManager.LoadScene("ShotSimulatorScene", LoadSceneMode.Single);
  312. }
  313. }
  314. public void back()
  315. {
  316. AudioMgr.ins.PlayBtn();
  317. ViewMgr.Instance.DestroyView<ChallengeOptionView>();
  318. }
  319. public bool OnMenuBack()
  320. {
  321. ViewMgr.Instance.DestroyView<ChallengeOptionView>();
  322. return true;
  323. }
  324. string[] GetFormatArgs(string[] array)
  325. {
  326. string[] newArray = new string[array.Length - 1];
  327. for (int i = 1; i < array.Length; i++)
  328. {
  329. newArray[i - 1] = array[i];
  330. }
  331. return newArray;
  332. }
  333. }