PKMatchingView.cs 6.1 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.UI;
  6. using UnityEngine.SceneManagement;
  7. public class PKMatchingView : MonoBehaviour
  8. {
  9. [SerializeField] Sprite[] matchHeadBGList;
  10. float waitingTime = 0;
  11. SocketPlayer socketPlayer;
  12. //邀请者需要输入的信息
  13. public PKFriendInfoPack pkFriendInfoPack = null;
  14. [NonSerialized] public bool isFriendPKInviter;
  15. //被邀请者需要输入的信息
  16. [NonSerialized] public int targetJoinRoomID;
  17. [NonSerialized] public bool isFriendPKInvitee;
  18. public static PKMatchingView Create() {
  19. GameObject o = GameObject.Instantiate(GameObject.Find("WindowViews").transform.Find("PKMatchingView").gameObject);
  20. o.SetActive(true);
  21. return o.GetComponent<PKMatchingView>();
  22. }
  23. void Start()
  24. {
  25. Sprite avatar = RoleMgr.GetAvatar(LoginMgr.myUserInfo.avatarID);
  26. string nickname = LoginMgr.myUserInfo.nickname;
  27. RenderPlayerInfo(1, avatar, nickname, true);
  28. RenderPlayerInfo(2, null, "", false);
  29. if (isFriendPKInviter || isFriendPKInvitee) {
  30. RenderTip("正在等待好友加入游戏···");
  31. } else {
  32. RenderTip("正在搜索实力相当的对手···");
  33. }
  34. socketPlayer = new GameObject("SocketPlayer").AddComponent<SocketPlayer>();
  35. socketPlayer.onLoad_ = () => {
  36. socketPlayer.UploadPlayerInfo();
  37. if (isFriendPKInviter) {
  38. socketPlayer.CreateFriendPKRoom();
  39. } else if (isFriendPKInvitee) {
  40. socketPlayer.JoinFriendPKRoom(targetJoinRoomID);
  41. } else {
  42. socketPlayer.RandomMatchRoom();
  43. }
  44. };
  45. socketPlayer.onCreateFriendPKRoom = (roomID) => {
  46. UserPlayer.ins.call("friendComp.invitePK",
  47. pkFriendInfoPack.id, pkFriendInfoPack.avatarID, pkFriendInfoPack.nickname,
  48. roomID, GlobalData.matchRoomType
  49. );
  50. };
  51. socketPlayer.onMatchSuccess = () => {
  52. int otherIndex = (GlobalData.playerIndexInRoom + 1) % 2;
  53. MatchPlayerInfo info = GlobalData.matchPlayerInfos[otherIndex];
  54. (Sprite avatar, string nickname) = RoleMgr.GetRoleInfo(info.avatarID);
  55. nickname = info.nickname;
  56. RenderPlayerInfo(2, avatar, nickname, true);
  57. RenderTip("匹配成功,即将开始游戏!");
  58. HideBtnBack();
  59. PauseWaitingTime();
  60. socketPlayer.AgreeStartGame();
  61. };
  62. socketPlayer.onAgreeStartGame = () => {
  63. DontDestroyOnLoad(socketPlayer);
  64. toLoadGame = true;
  65. };
  66. socketPlayer.onDestroy_ += () => {
  67. if (this && this.gameObject) {
  68. Destroy(this.gameObject);
  69. Destroy(socketPlayer.gameObject);
  70. PopupMgr.ins.ShowBGTip("网络发生意外!");
  71. }
  72. };
  73. }
  74. //通过此方法,不需要经过匹配页面进行匹配,可以直接在游戏场景匹配,方便测试
  75. public static void MoniMatchForTestInGameScene(Action onAgreeStartGame) {
  76. SocketPlayer socketPlayer = new GameObject("SocketPlayer").AddComponent<SocketPlayer>();
  77. socketPlayer.onLoad_ = () => {
  78. socketPlayer.UploadPlayerInfo();
  79. socketPlayer.RandomMatchRoom();
  80. };
  81. socketPlayer.onMatchSuccess = () => {
  82. socketPlayer.AgreeStartGame();
  83. };
  84. socketPlayer.onAgreeStartGame = () => {
  85. DontDestroyOnLoad(socketPlayer);
  86. if (onAgreeStartGame != null) onAgreeStartGame();
  87. };
  88. }
  89. bool toLoadGame = false;
  90. float loadGameSceneCountdown = 1;
  91. void Update() {
  92. if (waitingTime >= 0) {
  93. waitingTime += Time.deltaTime;
  94. this.transform.Find("BoxRight/TimeBG").GetComponentInChildren<Text>().text = TimeUtil.GetTimeStr(waitingTime, false);
  95. }
  96. if (toLoadGame) {
  97. loadGameSceneCountdown -= Time.deltaTime;
  98. if (loadGameSceneCountdown <= 0) {
  99. toLoadGame = false;
  100. //loadscene
  101. if (GlobalData.matchRoomType == 0) {
  102. GameMgr.gameType = 9;
  103. SceneManager.LoadScene("Game", LoadSceneMode.Single);
  104. }
  105. //challenge-game
  106. int[] roomTypes = {1, 2, 3};
  107. int[] gameTypes = {10, 11, 12};
  108. int curIndex = Array.IndexOf(roomTypes, GlobalData.matchRoomType);
  109. if (curIndex >= 0) {
  110. GameMgr.gameType = gameTypes[curIndex];
  111. SceneManager.LoadScene("GameChallenge", LoadSceneMode.Single);
  112. }
  113. }
  114. }
  115. }
  116. void PauseWaitingTime() {
  117. waitingTime = -1;
  118. }
  119. void RenderPlayerInfo(int playerID, Sprite avatar, string nickname, bool active) {
  120. this.transform.Find($"BoxRight/Player{playerID}/NameBox")
  121. .GetComponentInChildren<Text>().text = active ? nickname : "等待加入";
  122. Transform avatarT = this.transform.Find($"BoxRight/Player{playerID}/MatchHeadBG/Avatar");
  123. avatarT.gameObject.SetActive(active);
  124. avatarT.Find("Sprite").GetComponent<Image>().sprite = avatar;
  125. }
  126. void ChangeMatchHeadBG(int typeIndex) {
  127. Image img = this.transform.Find("BoxRight/Player2/MatchHeadBG").GetComponent<Image>();
  128. img.sprite = matchHeadBGList[typeIndex];
  129. img.GetComponent<Button>().enabled = typeIndex == 1;
  130. }
  131. void RenderTip(string content) {
  132. this.transform.Find("BoxRight/Tip").GetComponentInChildren<Text>().text = content;
  133. }
  134. void HideBtnBack() {
  135. this.transform.Find("Back").gameObject.SetActive(false);
  136. }
  137. public void Back() {
  138. AudioMgr.ins.PlayBtn();
  139. Destroy(this.gameObject);
  140. Destroy(socketPlayer.gameObject);
  141. }
  142. }
  143. public class PKFriendInfoPack {
  144. public int id;
  145. public int avatarID;
  146. public string nickname = "";
  147. public PKFriendInfoPack() {}
  148. public PKFriendInfoPack(int id, int avatarID, string nickname) {
  149. this.id = id;
  150. this.avatarID = avatarID;
  151. this.nickname = nickname;
  152. }
  153. }