【建造】物体从UI转为场景物体、添加点击事件
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@ -48,7 +48,7 @@ TextureImporter:
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@ -48,7 +48,7 @@ TextureImporter:
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaUsage: 1
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@ -48,7 +48,7 @@ TextureImporter:
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spriteMeshType: 1
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spriteMeshType: 1
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alignment: 0
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaUsage: 1
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@ -48,7 +48,7 @@ TextureImporter:
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spriteMeshType: 1
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spriteMeshType: 1
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alignment: 0
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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alphaUsage: 1
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@ -48,7 +48,7 @@ TextureImporter:
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spriteMeshType: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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alphaUsage: 1
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@ -48,7 +48,7 @@ TextureImporter:
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spriteMeshType: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 200
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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alphaUsage: 1
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@ -48,7 +48,7 @@ TextureImporter:
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spriteMeshType: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePivot: {x: 0.5, y: 0.5}
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@ -48,7 +48,7 @@ TextureImporter:
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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@ -48,7 +48,7 @@ TextureImporter:
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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@ -48,7 +48,7 @@ TextureImporter:
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@ -48,7 +48,7 @@ TextureImporter:
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@ -48,7 +48,7 @@ TextureImporter:
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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alphaUsage: 1
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|
@ -5,40 +5,70 @@
|
||||||
"unlockConditionType": 0,
|
"unlockConditionType": 0,
|
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"unlockInfos": [
|
"unlockInfos": [
|
||||||
{
|
{
|
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|
"condition": 20,
|
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|
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{
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{
|
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"condition": 45,
|
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"conditionGroup": 1
|
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|
||||||
{
|
{
|
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|
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|
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},
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|
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{
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{
|
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|
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"conditionGroup": 4
|
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|
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{
|
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|
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"conditionGroup": 2
|
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}
|
}
|
||||||
],
|
],
|
||||||
"nodeInfos": [
|
"nodeInfos": [
|
||||||
{
|
{
|
||||||
"name": "Node1",
|
"name": "Node1",
|
||||||
|
"options": [
|
||||||
|
"Option1",
|
||||||
|
"Option2",
|
||||||
|
"Option3"
|
||||||
|
],
|
||||||
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node1/Icon"
|
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node1/Icon"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Node2",
|
"name": "Node2",
|
||||||
|
"options": [
|
||||||
|
"Option1",
|
||||||
|
"Option2",
|
||||||
|
"Option3"
|
||||||
|
],
|
||||||
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node2/Icon"
|
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node2/Icon"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Node3",
|
"name": "Node3",
|
||||||
|
"options": [
|
||||||
|
"Option1",
|
||||||
|
"Option2",
|
||||||
|
"Option3"
|
||||||
|
],
|
||||||
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node3/Icon"
|
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node3/Icon"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Node4",
|
"name": "Node4",
|
||||||
|
"options": [
|
||||||
|
"Option1",
|
||||||
|
"Option2",
|
||||||
|
"Option3"
|
||||||
|
],
|
||||||
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node4/Icon"
|
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node4/Icon"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Node5",
|
"name": "Node5",
|
||||||
|
"options": [
|
||||||
|
"Option1",
|
||||||
|
"Option2",
|
||||||
|
"Option3"
|
||||||
|
],
|
||||||
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node5/Icon"
|
"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node5/Icon"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
|
|
|
@ -36,12 +36,15 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private const string NodeRootPath = "UI/UIRoot/UIMainBuild/Build/Root";
|
private const string NodeRootPath = "Root";
|
||||||
|
|
||||||
|
//private const string NodeRootPath = "UI/UIRoot/UIMainBuild/Build/Root";
|
||||||
private const string NodeTemplatePath = "Assets/Art/GameBuild/Prefab/Node.prefab";
|
private const string NodeTemplatePath = "Assets/Art/GameBuild/Prefab/Node.prefab";
|
||||||
private const string OptionTemplatePath = "Option";
|
private const string OptionTemplatePath = "Option";
|
||||||
private const string NodeName = "Node{0}";
|
private const string NodeName = "Node{0}";
|
||||||
private const string OptionName = "Option{0}";
|
private const string OptionName = "Option{0}";
|
||||||
private const string BtnBubble = "Btn";
|
private const string BtnBubble = "Btn";
|
||||||
|
private const int BuildItemLayer = 10;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 当前窗口
|
/// 当前窗口
|
||||||
|
@ -90,6 +93,7 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
}
|
}
|
||||||
|
|
||||||
editorNode.BuildNode = node;
|
editorNode.BuildNode = node;
|
||||||
|
if (!string.IsNullOrEmpty(node.IconPath))
|
||||||
editorNode.optionPath = node.IconPath.Replace("Icon", "Normal");
|
editorNode.optionPath = node.IconPath.Replace("Icon", "Normal");
|
||||||
editorNodes.Add(editorNode);
|
editorNodes.Add(editorNode);
|
||||||
}
|
}
|
||||||
|
@ -168,6 +172,9 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
_tempNodeObj.Add(nodeObj);
|
_tempNodeObj.Add(nodeObj);
|
||||||
|
|
||||||
//生成选项
|
//生成选项
|
||||||
|
|
||||||
|
node.options = new List<string>(curBuildData.thematicCount);
|
||||||
|
|
||||||
var optionTemplate = nodeObj.transform.Find(OptionTemplatePath).gameObject;
|
var optionTemplate = nodeObj.transform.Find(OptionTemplatePath).gameObject;
|
||||||
var tempEditorNode = new NodeEditor(node.name, curBuildData.thematicCount);
|
var tempEditorNode = new NodeEditor(node.name, curBuildData.thematicCount);
|
||||||
for (int i = 0; i < curBuildData.thematicCount; i++)
|
for (int i = 0; i < curBuildData.thematicCount; i++)
|
||||||
|
@ -175,6 +182,7 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
var optionObj = Instantiate(optionTemplate, nodeObj.transform);
|
var optionObj = Instantiate(optionTemplate, nodeObj.transform);
|
||||||
optionObj.name = string.Format(OptionName, i + 1);
|
optionObj.name = string.Format(OptionName, i + 1);
|
||||||
tempEditorNode.optionObj.Add(optionObj);
|
tempEditorNode.optionObj.Add(optionObj);
|
||||||
|
node.options.Add(optionObj.name);
|
||||||
if (i != 0)
|
if (i != 0)
|
||||||
optionObj.SetActive(false);
|
optionObj.SetActive(false);
|
||||||
}
|
}
|
||||||
|
@ -183,9 +191,9 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
editorNodes.Add(tempEditorNode);
|
editorNodes.Add(tempEditorNode);
|
||||||
DestroyImmediate(optionTemplate);
|
DestroyImmediate(optionTemplate);
|
||||||
|
|
||||||
//置顶泡泡按钮
|
//置顶泡泡按钮 UI操作
|
||||||
var btn = nodeObj.transform.Find(BtnBubble);
|
/*var btn = nodeObj.transform.Find(BtnBubble);
|
||||||
btn.transform.SetSiblingIndex(curBuildData.thematicCount);
|
btn.transform.SetSiblingIndex(curBuildData.thematicCount);*/
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -200,6 +208,8 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
[ShowIf("@editorNodeResource")]
|
[ShowIf("@editorNodeResource")]
|
||||||
public void CreateNodeResource()
|
public void CreateNodeResource()
|
||||||
{
|
{
|
||||||
|
var root = GameObject.Find(NodeRootPath);
|
||||||
|
var sortingOrder = 1;
|
||||||
foreach (var editorNode in editorNodes)
|
foreach (var editorNode in editorNodes)
|
||||||
{
|
{
|
||||||
//加载路径下的资源
|
//加载路径下的资源
|
||||||
|
@ -222,13 +232,24 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
{
|
{
|
||||||
var spriteSize = new Vector2(spriteList[i].texture.width, spriteList[i].texture.height);
|
var spriteSize = new Vector2(spriteList[i].texture.width, spriteList[i].texture.height);
|
||||||
var option = editorNode.optionObj[i];
|
var option = editorNode.optionObj[i];
|
||||||
var normalObj = option.transform.Find("Normal").gameObject.GetComponent<Image>();
|
//UI处理
|
||||||
|
/*var normalObj = option.transform.Find("Normal").gameObject.GetComponent<Image>();
|
||||||
normalObj.sprite = spriteList[i];
|
normalObj.sprite = spriteList[i];
|
||||||
var rect = normalObj.GetComponent<RectTransform>();
|
var rect = normalObj.GetComponent<RectTransform>();
|
||||||
rect.sizeDelta = spriteSize;
|
rect.sizeDelta = spriteSize;*/
|
||||||
|
var normalObj = option.transform.Find("Normal").gameObject;
|
||||||
|
var normalSprite = normalObj.GetComponent<SpriteRenderer>();
|
||||||
|
normalSprite.sortingOrder = sortingOrder;
|
||||||
|
normalSprite.sprite = spriteList[i];
|
||||||
|
normalObj.AddComponent<PolygonCollider2D>();
|
||||||
|
normalObj.layer = BuildItemLayer;
|
||||||
|
|
||||||
|
var btn = option.transform.parent.Find(BtnBubble);
|
||||||
|
btn.GetComponent<SpriteRenderer>().sortingOrder = sortingOrder;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
sortingOrder++;
|
||||||
//初始化Icon资源路径
|
//初始化Icon资源路径
|
||||||
editorNode.BuildNode.IconPath = editorNode.optionPath.Replace("Normal", "Icon");
|
editorNode.BuildNode.IconPath = editorNode.optionPath.Replace("Normal", "Icon");
|
||||||
}
|
}
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -1,14 +1,154 @@
|
||||||
using System;
|
using System.Collections.Generic;
|
||||||
|
using Framework.Constants;
|
||||||
using Framework.Manager;
|
using Framework.Manager;
|
||||||
|
using Gameplay.Game;
|
||||||
|
using Gameplay.Manager;
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class BuildBoot : MonoBehaviour
|
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 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()
|
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: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
defaultReferences: []
|
defaultReferences: []
|
||||||
executionOrder: 0
|
executionOrder: 28100
|
||||||
icon: {instanceID: 0}
|
icon: {instanceID: 0}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
|
|
|
@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: bafb88d582f074d9287d0191c23eab47
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
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;
|
[LabelText("挂点名称")] [ReadOnly] public string name;
|
||||||
|
|
||||||
|
[HideInInspector] public List<string> options;
|
||||||
|
|
||||||
[HideInInspector] public string IconPath;
|
[HideInInspector] public string IconPath;
|
||||||
|
|
||||||
public BuildNode(string name)
|
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
|
public class BuildManager
|
||||||
{
|
{
|
||||||
|
private const string NodeName = "Node{0}";
|
||||||
|
private const string OptionName = "Option{0}";
|
||||||
|
|
||||||
|
|
||||||
private static BuildManager _instance;
|
private static BuildManager _instance;
|
||||||
|
|
||||||
public 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;
|
private bool _isInit;
|
||||||
|
|
||||||
public void Init(BuildData buildData)
|
public void Init(BuildData buildData, int condition = 0)
|
||||||
{
|
{
|
||||||
if (_isInit) return;
|
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;
|
_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()
|
public void Release()
|
||||||
{
|
{
|
||||||
|
|
|
@ -12,6 +12,8 @@ namespace Framework.Manager
|
||||||
{
|
{
|
||||||
public delegate void OnFingerUpEvent(GameObject obj);
|
public delegate void OnFingerUpEvent(GameObject obj);
|
||||||
|
|
||||||
|
public OnFingerUpEvent OnBuildItemClick;
|
||||||
|
public OnFingerUpEvent OnBuildBubbleClick;
|
||||||
public OnFingerUpEvent OnClick;
|
public OnFingerUpEvent OnClick;
|
||||||
public OnFingerUpEvent OnFingerUp;
|
public OnFingerUpEvent OnFingerUp;
|
||||||
|
|
||||||
|
@ -28,7 +30,7 @@ namespace Framework.Manager
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDestroy()
|
||||||
{
|
{
|
||||||
Touch.onFingerUp -= _OnFingerUp;
|
Touch.onFingerUp -= _OnFingerUp;
|
||||||
EnhancedTouchSupport.Disable();
|
EnhancedTouchSupport.Disable();
|
||||||
|
@ -65,6 +67,18 @@ namespace Framework.Manager
|
||||||
OnClick?.Invoke(collider.gameObject);
|
OnClick?.Invoke(collider.gameObject);
|
||||||
break;
|
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
|
- Hole
|
||||||
- Move
|
- Move
|
||||||
- HoleOfPlank
|
- HoleOfPlank
|
||||||
-
|
- BuildItem
|
||||||
-
|
- BuildBubble
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|
Loading…
Reference in New Issue