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. [Tooltip("所有关卡的设置信息")]
  31. public List<LevelInfo> levelInfos;
  32. List<LevelInfo> _tempLevelInfos = new List<LevelInfo>();
  33. //弓箭游戏列表
  34. List<string> gameTextIds = new List<string> { "OlynpicArchery", "WolfHunt", "LevelWildAttack", "FruitExpert", "LevelDuckHunter", "HareHunt", "PheasuntHunt" , "MovingTarget" };
  35. //切换枪械情况下切换这个游戏列表
  36. //OlynpicArcheryGun 是射击版的OlynpicArchery
  37. List<string> gameTextIds_gun = new List<string> { "OlynpicArcheryGun", "FruitExpert", "LevelDuckHunter", "MovingTarget" };
  38. //#if UNITY_ANDROID
  39. // List<String> gameTextIds = new List<string> { "OlynpicArchery", "LevelWildAttack", "FruitExpert", "LevelDuckHunter" };
  40. //#else
  41. // List<String> gameTextIds = new List<string>{ "OlynpicArchery", "WolfHunt", "LevelWildAttack", "FruitExpert", "LevelDuckHunter", "HareHunt", "PheasuntHunt" };
  42. //#endif
  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. //增加了对两个按钮事件的响应
  59. prevCellButton.onClick.AddListener(() => {
  60. scrollView.SelectPrevCell();
  61. });
  62. nextCellButton.onClick.AddListener(() => {
  63. scrollView.SelectNextCell();
  64. });
  65. //对选中的当前对象的下标的显示
  66. scrollView.OnSelectionChanged(OnSelectionChanged);
  67. }
  68. void Start()
  69. {
  70. //按 gameTextIds 重新排序
  71. //for (int i = 0; i < gameTextIds.Count; i++)
  72. //{
  73. // for (int j = 0; j < levelInfos.Count; j++)
  74. // {
  75. // if (gameTextIds[i] == levelInfos[j].textId)
  76. // {
  77. // _tempLevelInfos.Add(levelInfos[j]);
  78. // break;
  79. // }
  80. // }
  81. //}
  82. //var _items = Enumerable.Range(0, 21)
  83. // .Select(i => {
  84. // int _index = Mathf.FloorToInt(i % _tempLevelInfos.Count);
  85. // LevelInfo levelInfo = _tempLevelInfos[_index];
  86. // //Debug.Log("初始化:"+i+",index:"+_index);
  87. // return new ItemData(levelInfo.Name, levelInfo.Icon, levelInfo.textId, levelInfo.languageType);
  88. // })
  89. // .ToArray();
  90. //scrollView.UpdateData(_items);
  91. //scrollView.SelectCell(0);
  92. }
  93. //通过面板 HomeView_TopBarView.onChangeTypeEvent 调用
  94. //根据选择的模式来切换内容
  95. public void refreshList(DeviceMode deviceMode) {
  96. Debug.Log("refreshList:"+ deviceMode);
  97. List<string> _gameTextIds = new();
  98. if (deviceMode == DeviceMode.Archery)
  99. {
  100. _gameTextIds = gameTextIds;
  101. }
  102. else if (deviceMode == DeviceMode.Gun) {
  103. _gameTextIds = gameTextIds_gun;
  104. }
  105. if (_gameTextIds.Count == 0) return;
  106. _tempLevelInfos.Clear();
  107. //按 gameTextIds 重新排序
  108. for (int i = 0; i < _gameTextIds.Count; i++)
  109. {
  110. for (int j = 0; j < levelInfos.Count; j++)
  111. {
  112. if (_gameTextIds[i] == levelInfos[j].textId)
  113. {
  114. _tempLevelInfos.Add(levelInfos[j]);
  115. break;
  116. }
  117. }
  118. }
  119. var _items = Enumerable.Range(0, 21)
  120. .Select(i => {
  121. int _index = Mathf.FloorToInt(i % _tempLevelInfos.Count);
  122. LevelInfo levelInfo = _tempLevelInfos[_index];
  123. //Debug.Log("初始化:"+i+",index:"+_index);
  124. return new ItemData(levelInfo.Name, levelInfo.Icon, levelInfo.textId, levelInfo.languageType);
  125. })
  126. .ToArray();
  127. scrollView.UpdateData(_items);
  128. scrollView.SelectCell(0);
  129. }
  130. void OnDestroy()
  131. {
  132. }
  133. bool _InitProductsPanel = false;
  134. void InitProductsPanel()
  135. {
  136. int page = 1;
  137. //增加了对两个按钮事件的响应
  138. prevCellButton.onClick.AddListener(() => {
  139. productsPanel.MoveNextToCenter(-page);
  140. });
  141. nextCellButton.onClick.AddListener(() => {
  142. productsPanel.MoveNextToCenter(page);
  143. });
  144. var games = levelInfos.Select(i => new ItemData(i.Name, i.Icon, i.textId, i.languageType))
  145. .ToArray();
  146. if (!_InitProductsPanel)
  147. {
  148. _InitProductsPanel = true;
  149. productsPanel.onReceiveItemViewInfo.AddListener(onReceiveItemViewInfo);
  150. productsPanel.onItemChange.AddListener(delegate (RectTransform item, int index) {
  151. //Debug.Log("----index:"+ index);
  152. });
  153. int gameIndex = 0;
  154. foreach (var game in games)
  155. {
  156. var gameObj = Instantiate(productsPanel.prefabs[0], productsPanel.GetComponent<ScrollRect>().content);
  157. //Game_Cell gameCell = gameObj.GetComponent<Game_Cell>();
  158. //gameCell.Initialize(gameIndex, (index)=> {
  159. // OnSelectionChanged(index);
  160. // for (int i = 0; i < productsPanel.itemList.Count; i++)
  161. // {
  162. // productsPanel.itemList[i].GetComponent<Game_Cell>().onSelected(index);
  163. // }
  164. //});
  165. //gameCell.UpdateContent(game);
  166. productsPanel.AddItem(gameObj.GetComponent<RectTransform>());
  167. gameIndex++;
  168. }
  169. productsPanel.UpdateItems();
  170. productsPanel.SelectItemByStartIndex();
  171. }
  172. }
  173. void onReceiveItemViewInfo(RectTransform item, Vector3 positionInView, Vector2 viewSize)
  174. {
  175. //float distanceRate = Mathf.Abs(positionInView.x * 2) / viewSize.x;
  176. //float scaleRate = 1f - 0.2f * distanceRate;
  177. //item.Find("Box").localScale = new Vector3(scaleRate, scaleRate, 1);
  178. }
  179. //游戏选择回调 scroll view control
  180. void OnSelectionChanged(int index, bool selected)
  181. {
  182. //Debug.Log(index + ":" + _tempLevelInfos[Mathf.FloorToInt(index % _tempLevelInfos.Count)].Name);
  183. LevelInfo _levelInfo = _tempLevelInfos[Mathf.FloorToInt(index % _tempLevelInfos.Count)];
  184. if (_levelInfo.startGameType != -1 && selected)
  185. {
  186. JudgmentMode(_levelInfo.startGameType);
  187. }
  188. //Debug.Log(str);
  189. }
  190. /*
  191. 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
  192. */
  193. void JudgmentMode(int _startGameType) {
  194. //_startGameType 这里gameType仅仅用于判断模式
  195. switch (_startGameType)
  196. {
  197. case 1: //奥运射箭
  198. case 3: //打野兔
  199. case 4: //打野鸡
  200. case 5: //打野狼
  201. GameMgr.judgmentGameType = _startGameType;
  202. AudioMgr.ins.PlayBtn();
  203. //进入模式选择页面
  204. ViewMgr.Instance.ShowView<ModeSelectView>();
  205. if (GlobalData.MyDeviceMode == DeviceMode.Gun)
  206. {
  207. ModeSelectView.ins.InitGunButtons();
  208. }
  209. else {
  210. //连接弓箭
  211. if (_startGameType == 1)
  212. {
  213. //当连接HOUYI Pro和其他红外设备时候,双弓射箭也需要屏蔽掉
  214. if (BluetoothAim.ins.isMainConnectToInfraredDevice())
  215. {
  216. ModeSelectView.ins.isShowButton = false;
  217. }
  218. else {
  219. ModeSelectView.ins.isShowButton = true;
  220. }
  221. }
  222. else
  223. {
  224. ModeSelectView.ins.isShowButton = false;
  225. }
  226. ModeSelectView.ins.InitButtons();
  227. }
  228. break;
  229. default:
  230. StartGame(_startGameType);
  231. break;
  232. }
  233. }
  234. //只有一个本地游戏的模式,没有其他模式
  235. void StartGame(int gameType)
  236. {
  237. //Debug.Log("gameType:"+ gameType+ ",GlobalDataTemp.pkMatchType:"+ GlobalDataTemp.pkMatchType);
  238. AudioMgr.ins.PlayBtn();
  239. GameMgr.gameType = gameType;
  240. GlobalData.singlePlayerGameType = gameType;
  241. if (gameType == 15)
  242. {
  243. SceneManager.LoadScene("FruitMaster", LoadSceneMode.Single);
  244. }
  245. else if (gameType == 14)
  246. {
  247. SceneManager.LoadScene("WildAttack", LoadSceneMode.Single);
  248. }
  249. else if (gameType == 13)
  250. {
  251. SceneManager.LoadScene("DuckHunter", LoadSceneMode.Single);
  252. }
  253. else if (gameType == 16) {
  254. //MovingTarget
  255. SceneManager.LoadScene("Hyperspace01", LoadSceneMode.Single);
  256. }
  257. }
  258. public void back()
  259. {
  260. AudioMgr.ins.PlayBtn();
  261. ViewMgr.Instance.DestroyView<ChallengeOptionView>();
  262. }
  263. public bool OnMenuBack()
  264. {
  265. ViewMgr.Instance.DestroyView<ChallengeOptionView>();
  266. return true;
  267. }
  268. string[] GetFormatArgs(string[] array)
  269. {
  270. string[] newArray = new string[array.Length - 1];
  271. for (int i = 1; i < array.Length; i++)
  272. {
  273. newArray[i - 1] = array[i];
  274. }
  275. return newArray;
  276. }
  277. }