【建造】物体从UI转为场景物体、添加点击事件
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"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node2/Icon"
|
||||
},
|
||||
{
|
||||
"name": "Node3",
|
||||
"options": [
|
||||
"Option1",
|
||||
"Option2",
|
||||
"Option3"
|
||||
],
|
||||
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node3/Icon"
|
||||
},
|
||||
{
|
||||
"name": "Node4",
|
||||
"options": [
|
||||
"Option1",
|
||||
"Option2",
|
||||
"Option3"
|
||||
],
|
||||
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node4/Icon"
|
||||
},
|
||||
{
|
||||
"name": "Node5",
|
||||
"options": [
|
||||
"Option1",
|
||||
"Option2",
|
||||
"Option3"
|
||||
],
|
||||
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node5/Icon"
|
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}
|
||||
]
|
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|
|
|
@ -36,12 +36,15 @@ public class GameBuildWindow : OdinEditorWindow
|
|||
}
|
||||
}
|
||||
|
||||
private const string NodeRootPath = "UI/UIRoot/UIMainBuild/Build/Root";
|
||||
private const string NodeRootPath = "Root";
|
||||
|
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//private const string NodeRootPath = "UI/UIRoot/UIMainBuild/Build/Root";
|
||||
private const string NodeTemplatePath = "Assets/Art/GameBuild/Prefab/Node.prefab";
|
||||
private const string OptionTemplatePath = "Option";
|
||||
private const string NodeName = "Node{0}";
|
||||
private const string OptionName = "Option{0}";
|
||||
private const string BtnBubble = "Btn";
|
||||
private const int BuildItemLayer = 10;
|
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|
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/// <summary>
|
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/// 当前窗口
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|
@ -90,7 +93,8 @@ public class GameBuildWindow : OdinEditorWindow
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}
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editorNode.BuildNode = node;
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editorNode.optionPath = node.IconPath.Replace("Icon", "Normal");
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if (!string.IsNullOrEmpty(node.IconPath))
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editorNode.optionPath = node.IconPath.Replace("Icon", "Normal");
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editorNodes.Add(editorNode);
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}
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}
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|
@ -168,6 +172,9 @@ public class GameBuildWindow : OdinEditorWindow
|
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_tempNodeObj.Add(nodeObj);
|
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//生成选项
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node.options = new List<string>(curBuildData.thematicCount);
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var optionTemplate = nodeObj.transform.Find(OptionTemplatePath).gameObject;
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var tempEditorNode = new NodeEditor(node.name, curBuildData.thematicCount);
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for (int i = 0; i < curBuildData.thematicCount; i++)
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|
@ -175,6 +182,7 @@ public class GameBuildWindow : OdinEditorWindow
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var optionObj = Instantiate(optionTemplate, nodeObj.transform);
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optionObj.name = string.Format(OptionName, i + 1);
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tempEditorNode.optionObj.Add(optionObj);
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node.options.Add(optionObj.name);
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if (i != 0)
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optionObj.SetActive(false);
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}
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|
@ -183,9 +191,9 @@ public class GameBuildWindow : OdinEditorWindow
|
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editorNodes.Add(tempEditorNode);
|
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DestroyImmediate(optionTemplate);
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//置顶泡泡按钮
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var btn = nodeObj.transform.Find(BtnBubble);
|
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btn.transform.SetSiblingIndex(curBuildData.thematicCount);
|
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//置顶泡泡按钮 UI操作
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/*var btn = nodeObj.transform.Find(BtnBubble);
|
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btn.transform.SetSiblingIndex(curBuildData.thematicCount);*/
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}
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}
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@ -200,6 +208,8 @@ public class GameBuildWindow : OdinEditorWindow
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[ShowIf("@editorNodeResource")]
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public void CreateNodeResource()
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{
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var root = GameObject.Find(NodeRootPath);
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var sortingOrder = 1;
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foreach (var editorNode in editorNodes)
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{
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//加载路径下的资源
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@ -222,13 +232,24 @@ public class GameBuildWindow : OdinEditorWindow
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{
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var spriteSize = new Vector2(spriteList[i].texture.width, spriteList[i].texture.height);
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var option = editorNode.optionObj[i];
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var normalObj = option.transform.Find("Normal").gameObject.GetComponent<Image>();
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//UI处理
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/*var normalObj = option.transform.Find("Normal").gameObject.GetComponent<Image>();
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normalObj.sprite = spriteList[i];
|
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var rect = normalObj.GetComponent<RectTransform>();
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rect.sizeDelta = spriteSize;
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rect.sizeDelta = spriteSize;*/
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var normalObj = option.transform.Find("Normal").gameObject;
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var normalSprite = normalObj.GetComponent<SpriteRenderer>();
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normalSprite.sortingOrder = sortingOrder;
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normalSprite.sprite = spriteList[i];
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normalObj.AddComponent<PolygonCollider2D>();
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normalObj.layer = BuildItemLayer;
|
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var btn = option.transform.parent.Find(BtnBubble);
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btn.GetComponent<SpriteRenderer>().sortingOrder = sortingOrder;
|
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}
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}
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sortingOrder++;
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//初始化Icon资源路径
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editorNode.BuildNode.IconPath = editorNode.optionPath.Replace("Normal", "Icon");
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}
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File diff suppressed because it is too large
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@ -1,14 +1,154 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Framework.Constants;
|
||||
using Framework.Manager;
|
||||
using Gameplay.Game;
|
||||
using Gameplay.Manager;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class BuildBoot : MonoBehaviour
|
||||
{
|
||||
[LabelText("当前条件")] public int curCondition;
|
||||
|
||||
/// <summary>
|
||||
/// 节点类
|
||||
/// </summary>
|
||||
public class Node
|
||||
{
|
||||
public GameObject NodeObj;
|
||||
|
||||
public GameObject BubbleObj;
|
||||
|
||||
public List<Option> Options;
|
||||
|
||||
public Node(GameObject root)
|
||||
{
|
||||
NodeObj = root;
|
||||
Options = new List<Option>();
|
||||
foreach (Transform child in root.transform)
|
||||
{
|
||||
if (!child.gameObject.name.Equals("Btn"))
|
||||
{
|
||||
//DebugUtil.LogError("当前节点{0}有选项{1}", root.gameObject.name, child.gameObject.name);
|
||||
var option = new Option(child.gameObject);
|
||||
Options.Add(option);
|
||||
}
|
||||
else
|
||||
{
|
||||
BubbleObj = child.gameObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 选项类
|
||||
/// </summary>
|
||||
public class Option
|
||||
{
|
||||
public GameObject NormalObj;
|
||||
|
||||
public Option(GameObject root)
|
||||
{
|
||||
NormalObj = root.transform.Find("Normal").gameObject;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private Button _btnClose;
|
||||
private GameObject _buildBar;
|
||||
private Button _btnBarClose;
|
||||
private Button _btnBarYes;
|
||||
|
||||
private List<Node> _nodes;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// BuildManager.Instance.Init();
|
||||
RegisterClickEvent();
|
||||
InitUI();
|
||||
InitBuildData();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
UnregisterClickEvent();
|
||||
}
|
||||
|
||||
#region Build相关
|
||||
|
||||
private void InitBuildData()
|
||||
{
|
||||
_nodes = new List<Node>();
|
||||
var nodeRoot = GameObject.Find("Root");
|
||||
foreach (Transform child in nodeRoot.transform)
|
||||
{
|
||||
var node = new Node(child.gameObject);
|
||||
_nodes.Add(node);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region UI相关
|
||||
|
||||
private void InitUI()
|
||||
{
|
||||
_btnClose = transform.Find("UIRoot/UIMainBuild/UI_LiuHaiTop/BG_Top/Btn_Close").GetComponent<Button>();
|
||||
_btnClose.onClick.AddListener(CloseUI);
|
||||
InitBuildBar();
|
||||
}
|
||||
|
||||
private void InitBuildBar()
|
||||
{
|
||||
_buildBar = transform.Find("UIRoot/UIMainBuild/UI_LiuHaiBottom/Build_Bar").gameObject;
|
||||
_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>();
|
||||
|
||||
_btnBarClose.onClick.AddListener(CloseBar);
|
||||
_btnBarYes.onClick.AddListener(YesBar);
|
||||
}
|
||||
|
||||
private void CloseUI()
|
||||
{
|
||||
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel));
|
||||
}
|
||||
|
||||
private void CloseBar()
|
||||
{
|
||||
_buildBar.SetActive(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void YesBar()
|
||||
{
|
||||
DebugUtil.LogError("保存更改");
|
||||
}
|
||||
|
||||
|
||||
private void OnBuilItemClick(GameObject obj)
|
||||
{
|
||||
DebugUtil.LogError("obj");
|
||||
}
|
||||
|
||||
private void OnBuildBubbleClick(GameObject obj)
|
||||
{
|
||||
DebugUtil.LogError("Btn");
|
||||
}
|
||||
|
||||
private void RegisterClickEvent()
|
||||
{
|
||||
InputManager.Instance.OnBuildItemClick += OnBuilItemClick;
|
||||
InputManager.Instance.OnBuildBubbleClick += OnBuildBubbleClick;
|
||||
}
|
||||
|
||||
private void UnregisterClickEvent()
|
||||
{
|
||||
InputManager.Instance.OnBuildItemClick -= OnBuilItemClick;
|
||||
InputManager.Instance.OnBuildBubbleClick -= OnBuildBubbleClick;
|
||||
}
|
||||
}
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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executionOrder: 28100
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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|
|
|
@ -1,43 +0,0 @@
|
|||
using System;
|
||||
using PhxhSDK;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Framework.GameBuild
|
||||
{
|
||||
public class ItemUI : UIGameObjectWrapper
|
||||
{
|
||||
/// <summary>
|
||||
/// 建造物体图片
|
||||
/// </summary>
|
||||
private Image _image;
|
||||
/// <summary>
|
||||
/// 建造物体按钮
|
||||
/// </summary>
|
||||
private Button _btnItem;
|
||||
|
||||
/// <summary>
|
||||
/// 气泡按钮
|
||||
/// </summary>
|
||||
private Button _btnBubble;
|
||||
/// <summary>
|
||||
/// 气泡对象
|
||||
/// </summary>
|
||||
private GameObject _objBubble;
|
||||
|
||||
|
||||
public ItemUI(GameObject root) : base(root)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public class UIBuildItem : MonoBehaviour
|
||||
{
|
||||
private GameObject _pickMask;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_pickMask = transform.Find("PickMask").gameObject;
|
||||
}
|
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}
|
||||
}
|
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: bafb88d582f074d9287d0191c23eab47
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
|
@ -1,166 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Framework.Constants;
|
||||
using Gameplay.Game;
|
||||
using Gameplay.Manager;
|
||||
using PhxhSDK;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Framework.GameBuild
|
||||
{
|
||||
/// <summary>
|
||||
/// 建造物品栏UI类
|
||||
/// </summary>
|
||||
public class BuildBarUI : UIGameObjectWrapper
|
||||
{
|
||||
/// <summary>
|
||||
/// 图标
|
||||
/// </summary>
|
||||
private Image _icon;
|
||||
|
||||
/// <summary>
|
||||
/// 未解锁
|
||||
/// </summary>
|
||||
private Image _lock;
|
||||
|
||||
/// <summary>
|
||||
/// 解锁条件
|
||||
/// </summary>
|
||||
private TMP_Text _condition;
|
||||
|
||||
public BuildBarUI(GameObject root) : base(root)
|
||||
{
|
||||
_condition = GetComponent<TMP_Text>();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 选项UI类
|
||||
/// </summary>
|
||||
public class OptionUI : UIGameObjectWrapper
|
||||
{
|
||||
public GameObject NormalObj;
|
||||
public Button NormalBtn;
|
||||
|
||||
public OptionUI(GameObject root, bool isScaleShow = true) : base(root, isScaleShow)
|
||||
{
|
||||
NormalObj = root.transform.Find("Normal").gameObject;
|
||||
NormalBtn = root.GetComponent<Button>();
|
||||
}
|
||||
|
||||
public void BindButton(Action callBack)
|
||||
{
|
||||
NormalBtn.onClick.RemoveAllListeners();
|
||||
BindButton(NormalBtn, callBack);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 节点UI类
|
||||
/// </summary>
|
||||
public class NodeUI : UIGameObjectWrapper
|
||||
{
|
||||
public GameObject NodeObj;
|
||||
|
||||
public GameObject BubbleObj;
|
||||
|
||||
public Button BubbleBtn;
|
||||
|
||||
public List<OptionUI> OptionObj;
|
||||
|
||||
public NodeUI(GameObject root, bool isScaleShow = true) : base(root, isScaleShow)
|
||||
{
|
||||
NodeObj = root;
|
||||
OptionObj = new List<OptionUI>();
|
||||
foreach (Transform child in root.transform)
|
||||
{
|
||||
if (!child.gameObject.name.Equals("Btn"))
|
||||
{
|
||||
var option = new OptionUI(child.gameObject);
|
||||
OptionObj.Add(option);
|
||||
}
|
||||
else
|
||||
{
|
||||
BubbleObj = child.gameObject;
|
||||
BubbleBtn = BubbleObj.GetComponent<Button>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void BindButton(Action callBack)
|
||||
{
|
||||
foreach (var option in OptionObj)
|
||||
{
|
||||
option.BindButton(callBack);
|
||||
}
|
||||
|
||||
BubbleBtn.onClick.RemoveAllListeners();
|
||||
BindButton(BubbleBtn, callBack);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class UIMainBuild : MonoBehaviour
|
||||
{
|
||||
private Button _btnClose;
|
||||
private GameObject _buildBar;
|
||||
private Button _btnBarClose;
|
||||
private Button _btnBarYes;
|
||||
|
||||
private List<NodeUI> _nodes;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_btnClose = transform.Find("UI_LiuHaiTop/BG_Top/Btn_Close").GetComponent<Button>();
|
||||
_btnClose.onClick.AddListener(CloseUI);
|
||||
|
||||
|
||||
InitBuild();
|
||||
InitBuildBar();
|
||||
}
|
||||
|
||||
private void InitBuild()
|
||||
{
|
||||
_nodes = new List<NodeUI>();
|
||||
var buildRoot = gameObject.transform.Find("Build/Root").gameObject;
|
||||
foreach (Transform child in buildRoot.transform)
|
||||
{
|
||||
var node = new NodeUI(child.gameObject);
|
||||
node.BindButton(OptionClick);
|
||||
_nodes.Add(node);
|
||||
}
|
||||
}
|
||||
|
||||
private void OptionClick()
|
||||
{
|
||||
DebugUtil.LogError("点击了");
|
||||
}
|
||||
|
||||
private void InitBuildBar()
|
||||
{
|
||||
_buildBar = transform.Find("UI_LiuHaiBottom/Build_Bar").gameObject;
|
||||
_btnBarClose = transform.Find("UI_LiuHaiBottom/Build_Bar/Btn_Close").GetComponent<Button>();
|
||||
_btnBarYes = transform.Find("UI_LiuHaiBottom/Build_Bar/Btn_Yes").GetComponent<Button>();
|
||||
|
||||
_btnBarClose.onClick.AddListener(CloseBar);
|
||||
_btnBarYes.onClick.AddListener(YesBar);
|
||||
}
|
||||
|
||||
private void CloseUI()
|
||||
{
|
||||
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel));
|
||||
}
|
||||
|
||||
private void CloseBar()
|
||||
{
|
||||
_buildBar.SetActive(false);
|
||||
}
|
||||
|
||||
private void YesBar()
|
||||
{
|
||||
DebugUtil.LogError("保存更改");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6ea5d850f04934be1acbb640d38e0355
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -49,6 +49,8 @@ namespace Framework.Manager
|
|||
{
|
||||
[LabelText("挂点名称")] [ReadOnly] public string name;
|
||||
|
||||
[HideInInspector] public List<string> options;
|
||||
|
||||
[HideInInspector] public string IconPath;
|
||||
|
||||
public BuildNode(string name)
|
||||
|
@ -58,9 +60,30 @@ namespace Framework.Manager
|
|||
}
|
||||
}
|
||||
|
||||
public class NodeInfo
|
||||
{
|
||||
public string Name;
|
||||
|
||||
public Dictionary<string, OptionInfo> Options;
|
||||
|
||||
//按挂点解锁条件
|
||||
public int Condition;
|
||||
}
|
||||
|
||||
public class OptionInfo
|
||||
{
|
||||
public string Name;
|
||||
|
||||
//按主题解锁条件
|
||||
public int Condition;
|
||||
}
|
||||
|
||||
public class BuildManager
|
||||
{
|
||||
private const string NodeName = "Node{0}";
|
||||
private const string OptionName = "Option{0}";
|
||||
|
||||
|
||||
private static BuildManager _instance;
|
||||
|
||||
public static BuildManager Instance
|
||||
|
@ -76,19 +99,78 @@ namespace Framework.Manager
|
|||
}
|
||||
}
|
||||
|
||||
public DataBuildSeries CurSeries;
|
||||
|
||||
public BuildData CurBuildData { get; private set; }
|
||||
public int CurCondition;
|
||||
public Dictionary<string, NodeInfo> NodeInfos;
|
||||
private bool _isInit;
|
||||
|
||||
public void Init(BuildData buildData)
|
||||
public void Init(BuildData buildData, int condition = 0)
|
||||
{
|
||||
if (_isInit) return;
|
||||
NodeInfos = new Dictionary<string, NodeInfo>();
|
||||
CurBuildData = buildData;
|
||||
foreach (var node in buildData.nodeInfos)
|
||||
{
|
||||
var nodeInfo = new NodeInfo
|
||||
{
|
||||
Name = node.name,
|
||||
Options = new Dictionary<string, OptionInfo>()
|
||||
};
|
||||
foreach (var option in node.options)
|
||||
{
|
||||
var optionInfo = new OptionInfo()
|
||||
{
|
||||
Name = option
|
||||
};
|
||||
nodeInfo.Options.Add(option, optionInfo);
|
||||
}
|
||||
|
||||
DebugUtil.LogError(buildData.nodeCount);
|
||||
NodeInfos.Add(nodeInfo.Name, nodeInfo);
|
||||
}
|
||||
|
||||
InitCondition();
|
||||
_isInit = true;
|
||||
}
|
||||
|
||||
private void InitCondition()
|
||||
{
|
||||
switch (CurBuildData.unlockType)
|
||||
{
|
||||
case UnlockType.ForGroup:
|
||||
{
|
||||
foreach (var unlockInfo in CurBuildData.unlockInfos)
|
||||
{
|
||||
var nodeName = string.Format(NodeName, unlockInfo.conditionGroup);
|
||||
if (NodeInfos.TryGetValue(nodeName, out var nodeInfo))
|
||||
{
|
||||
nodeInfo.Condition = unlockInfo.condition;
|
||||
DebugUtil.LogError("挂点解锁:节点{0}的解锁条件是:{1}", nodeInfo.Name, unlockInfo.condition);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case UnlockType.ForThematic:
|
||||
{
|
||||
foreach (var unlockInfo in CurBuildData.unlockInfos)
|
||||
{
|
||||
var optionName = string.Format(OptionName, unlockInfo.conditionGroup);
|
||||
foreach (var nodeInfo in NodeInfos.Values)
|
||||
{
|
||||
if (nodeInfo.Options.TryGetValue(optionName, out var optionInfo))
|
||||
{
|
||||
optionInfo.Condition = unlockInfo.condition;
|
||||
DebugUtil.LogError("主题解锁:节点{0}的选项{1}的解锁条件是:{2}", nodeInfo.Name, optionInfo.Name,
|
||||
unlockInfo.condition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Release()
|
||||
{
|
||||
|
|
|
@ -11,7 +11,9 @@ namespace Framework.Manager
|
|||
public class InputManager : SingletonMono<InputManager>
|
||||
{
|
||||
public delegate void OnFingerUpEvent(GameObject obj);
|
||||
|
||||
|
||||
public OnFingerUpEvent OnBuildItemClick;
|
||||
public OnFingerUpEvent OnBuildBubbleClick;
|
||||
public OnFingerUpEvent OnClick;
|
||||
public OnFingerUpEvent OnFingerUp;
|
||||
|
||||
|
@ -28,7 +30,7 @@ namespace Framework.Manager
|
|||
#endif
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
private void OnDestroy()
|
||||
{
|
||||
Touch.onFingerUp -= _OnFingerUp;
|
||||
EnhancedTouchSupport.Disable();
|
||||
|
@ -65,6 +67,18 @@ namespace Framework.Manager
|
|||
OnClick?.Invoke(collider.gameObject);
|
||||
break;
|
||||
}
|
||||
|
||||
if (collider.gameObject.layer == LayerMask.NameToLayer("BuildItem"))
|
||||
{
|
||||
OnBuildItemClick?.Invoke(collider.gameObject);
|
||||
break;
|
||||
}
|
||||
|
||||
if (collider.gameObject.layer == LayerMask.NameToLayer("BuildBubble"))
|
||||
{
|
||||
OnBuildBubbleClick?.Invoke(collider.gameObject);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,8 +15,8 @@ TagManager:
|
|||
- Hole
|
||||
- Move
|
||||
- HoleOfPlank
|
||||
-
|
||||
-
|
||||
- BuildItem
|
||||
- BuildBubble
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Reference in New Issue