【建造】物体从UI转为场景物体、添加点击事件

iOS_release
zhangaotian 2024-07-12 17:10:33 +08:00
parent 354498676f
commit 6fbd21787c
34 changed files with 4655 additions and 5517 deletions

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}
}
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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;
/// <summary>
/// 当前窗口
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}
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}
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//生成选项
node.options = new List<string>(curBuildData.thematicCount);
var optionTemplate = nodeObj.transform.Find(OptionTemplatePath).gameObject;
var tempEditorNode = new NodeEditor(node.name, curBuildData.thematicCount);
for (int i = 0; i < curBuildData.thematicCount; i++)
@ -175,6 +182,7 @@ public class GameBuildWindow : OdinEditorWindow
var optionObj = Instantiate(optionTemplate, nodeObj.transform);
optionObj.name = string.Format(OptionName, i + 1);
tempEditorNode.optionObj.Add(optionObj);
node.options.Add(optionObj.name);
if (i != 0)
optionObj.SetActive(false);
}
@ -183,9 +191,9 @@ public class GameBuildWindow : OdinEditorWindow
editorNodes.Add(tempEditorNode);
DestroyImmediate(optionTemplate);
//置顶泡泡按钮
var btn = nodeObj.transform.Find(BtnBubble);
btn.transform.SetSiblingIndex(curBuildData.thematicCount);
//置顶泡泡按钮 UI操作
/*var btn = nodeObj.transform.Find(BtnBubble);
btn.transform.SetSiblingIndex(curBuildData.thematicCount);*/
}
}
@ -200,6 +208,8 @@ public class GameBuildWindow : OdinEditorWindow
[ShowIf("@editorNodeResource")]
public void CreateNodeResource()
{
var root = GameObject.Find(NodeRootPath);
var sortingOrder = 1;
foreach (var editorNode in editorNodes)
{
//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 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];
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
editorNode.BuildNode.IconPath = editorNode.optionPath.Replace("Normal", "Icon");
}

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File diff suppressed because it is too large Load Diff

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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;
}
}

View File

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: 28100
icon: {instanceID: 0}
userData:
assetBundleName:

View File

@ -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;
}
}
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: bafb88d582f074d9287d0191c23eab47
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -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");
}
}
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 6ea5d850f04934be1acbb640d38e0355
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -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()
{

View File

@ -12,6 +12,8 @@ namespace Framework.Manager
{
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;
}
}
}
}

View File

@ -15,8 +15,8 @@ TagManager:
- Hole
- Move
- HoleOfPlank
-
-
- BuildItem
- BuildBubble
-
-
-