【建造】UI解锁相关

iOS_release
zhangaotian 2024-07-15 20:00:39 +08:00
parent 6fbd21787c
commit 68cfa181e5
3 changed files with 404 additions and 34 deletions

View File

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@ -1,21 +1,25 @@
using System;
using System.Collections.Generic;
using Framework.Constants;
using Framework.Manager;
using Gameplay.Game;
using Gameplay.Manager;
using Sirenix.OdinInspector;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class BuildBoot : MonoBehaviour
{
[LabelText("当前条件")] public int curCondition;
[LabelText("当前条件")] public int CurCondition;
/// <summary>
/// 节点类
/// </summary>
public class Node
{
public string Name;
public GameObject NodeObj;
public GameObject BubbleObj;
@ -24,7 +28,7 @@ public class BuildBoot : MonoBehaviour
public Node(GameObject root)
{
NodeObj = root;
Name = root.name;
Options = new List<Option>();
foreach (Transform child in root.transform)
{
@ -55,12 +59,78 @@ public class BuildBoot : MonoBehaviour
}
}
private class BuildBar
{
private GameObject _bar;
public List<BuildItem> buildItem;
private TMP_Text _condition;
private const string ContentPath = "Bar_Tip/Scroll View/Viewport/Content";
private const string TipPath = "Bar_Tip";
private const string ConditionText = "{0}/{1}";
public BuildBar(GameObject root)
{
_bar = root;
_condition = root.transform.Find(TipPath).GetComponent<TMP_Text>();
buildItem = new List<BuildItem>();
var content = root.transform.Find(ContentPath);
foreach (Transform child in content)
{
DebugUtil.LogError("Bar添加物品{0}", child.gameObject.name);
var item = new BuildItem(child.gameObject);
buildItem.Add(item);
}
}
public void Open(List<Sprite> sprites, Action callBack, int reachCondition, int condition)
{
_bar.SetActive(true);
_condition.text = string.Format(ConditionText, reachCondition, condition);
for (var i = 0; i < sprites.Count; i++)
{
if (i < sprites.Count)
{
buildItem[i].SetInfo(sprites[i], callBack);
}
}
}
public void Close()
{
_bar.SetActive(false);
}
}
private class BuildItem
{
private Button _btn;
private Image _imgIcon;
private GameObject _lock;
private GameObject _imgPick;
public BuildItem(GameObject root)
{
_btn = root.transform.Find("Img_Item").GetComponent<Button>();
_imgIcon = root.transform.Find("Img_Item").GetComponent<Image>();
_lock = root.transform.Find("Img_Lock").gameObject;
_imgPick = root.transform.Find("Bg_Pick").gameObject;
}
public void SetInfo(Sprite sprite, Action callBack)
{
_btn.onClick.RemoveAllListeners();
_btn.onClick.AddListener(() => { callBack?.Invoke(); });
_imgIcon.sprite = sprite;
}
}
private BuildBar _buildBar;
private Button _btnClose;
private GameObject _buildBar;
private Button _btnBarClose;
private Button _btnBarYes;
private GameObject _curBubble;
private List<Node> _nodes;
private void Awake()
@ -70,6 +140,11 @@ public class BuildBoot : MonoBehaviour
InitBuildData();
}
private void Start()
{
UpdateUI();
}
private void OnDisable()
{
UnregisterClickEvent();
@ -87,8 +162,6 @@ public class BuildBoot : MonoBehaviour
_nodes.Add(node);
}
}
#endregion
@ -103,7 +176,8 @@ public class BuildBoot : MonoBehaviour
private void InitBuildBar()
{
_buildBar = transform.Find("UIRoot/UIMainBuild/UI_LiuHaiBottom/Build_Bar").gameObject;
var bar = transform.Find("UIRoot/UIMainBuild/UI_LiuHaiBottom/Build_Bar").gameObject;
_buildBar = new BuildBar(bar);
_btnBarClose = transform.Find("UIRoot/UIMainBuild/UI_LiuHaiBottom/Build_Bar/Btn_Close")
.GetComponent<Button>();
_btnBarYes = transform.Find("UIRoot/UIMainBuild/UI_LiuHaiBottom/Build_Bar/Btn_Yes").GetComponent<Button>();
@ -112,6 +186,29 @@ public class BuildBoot : MonoBehaviour
_btnBarYes.onClick.AddListener(YesBar);
}
private void UpdateUI()
{
foreach (var node in _nodes)
{
if (BuildManager.Instance.NodeInfos.TryGetValue(node.Name, out var nodeInfo))
{
if (CurCondition >= nodeInfo.Condition)
{
DebugUtil.LogError("节点:{0}解锁了", node.Name);
}
else
{
foreach (var option in node.Options)
{
option.NormalObj.SetActive(false);
}
}
node.BubbleObj.SetActive(CurCondition < nodeInfo.Condition);
}
}
}
private void CloseUI()
{
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel));
@ -119,16 +216,17 @@ public class BuildBoot : MonoBehaviour
private void CloseBar()
{
_buildBar.SetActive(false);
_buildBar.Close();
_curBubble.SetActive(true);
}
#endregion
private void YesBar()
{
DebugUtil.LogError("保存更改");
_buildBar.Close();
}
#endregion
private void OnBuilItemClick(GameObject obj)
{
@ -137,7 +235,17 @@ public class BuildBoot : MonoBehaviour
private void OnBuildBubbleClick(GameObject obj)
{
DebugUtil.LogError("Btn");
_curBubble = obj;
obj.SetActive(false);
var node = obj.transform.parent;
var sprites = BuildManager.Instance.GetNodeIcons(node.name);
var condition = BuildManager.Instance.GetCondition(node.name);
_buildBar.Open(sprites, BuildIconClick, CurCondition, condition);
}
private void BuildIconClick()
{
DebugUtil.LogError("点击了图标");
}
private void RegisterClickEvent()

View File

@ -1,8 +1,11 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using cfg.Build;
using Cysharp.Threading.Tasks;
using Sirenix.OdinInspector;
using UnityEditor;
namespace Framework.Manager
{
@ -68,6 +71,8 @@ namespace Framework.Manager
//按挂点解锁条件
public int Condition;
public string IconPath;
}
public class OptionInfo
@ -83,7 +88,6 @@ namespace Framework.Manager
private const string NodeName = "Node{0}";
private const string OptionName = "Option{0}";
private static BuildManager _instance;
public static BuildManager Instance
@ -103,8 +107,9 @@ namespace Framework.Manager
public int CurCondition;
public Dictionary<string, NodeInfo> NodeInfos;
private bool _isInit;
private bool _isInGame;
public void Init(BuildData buildData, int condition = 0)
public void Init(BuildData buildData, bool inGame = true)
{
if (_isInit) return;
NodeInfos = new Dictionary<string, NodeInfo>();
@ -114,7 +119,8 @@ namespace Framework.Manager
var nodeInfo = new NodeInfo
{
Name = node.name,
Options = new Dictionary<string, OptionInfo>()
Options = new Dictionary<string, OptionInfo>(),
IconPath = node.IconPath
};
foreach (var option in node.options)
{
@ -169,8 +175,41 @@ namespace Framework.Manager
break;
}
}
DebugUtil.LogError("BuildManager Init");
}
public List<Sprite> GetNodeIcons(string nodeName)
{
var spriteList = new List<Sprite>();
if (NodeInfos.TryGetValue(nodeName, out var nodeInfo))
{
var path = nodeInfo.IconPath;
var fileEntries = Directory.GetFiles(path, "*.png");
foreach (var filePath in fileEntries)
{
var assetPath = filePath.Replace(Application.dataPath, "").Replace('\\', '/');
var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
if (sprite != null)
{
spriteList.Add(sprite);
}
}
}
return spriteList;
}
public int GetCondition(string nodeName)
{
var condition = 0;
if (NodeInfos.TryGetValue(nodeName, out var nodeInfo))
{
condition = nodeInfo.Condition;
}
return condition;
}
public void Release()
{