【流程】更改游戏流程

iOS_release
zhangaotian 2024-07-18 20:01:43 +08:00
parent d9f92150f1
commit f47e32bb69
44 changed files with 3772 additions and 1303 deletions

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@ -352,5 +352,11 @@
"Key": "Build_Tip", "Key": "Build_Tip",
"Value": "尚未解锁\n去探索更多关卡吧!", "Value": "尚未解锁\n去探索更多关卡吧!",
"Value_En": "Not yet unlocked\nGo explore more levels!" "Value_En": "Not yet unlocked\nGo explore more levels!"
},
{
"ID": 160,
"Key": "Build_Mask",
"Value": "点击任意地方退出",
"Value_En": "Click anywhere to exit"
} }
] ]

View File

@ -62,4 +62,5 @@ QWERTYUIOPASDFGHJKLZXCVBNMqwertyuiopasdfghjklzxcvbnm
退

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@ -23,6 +23,14 @@ namespace Framework.Event
ShowGfx, ShowGfx,
AddTime, AddTime,
LoadingEnd, LoadingEnd,
//关闭展示 建造UI
HideBuildUI,
ShowBuildUI,
//关闭展示 主界面UI
HideMainUI,
ShowMainUI,
} }
} }
} }

View File

@ -7,7 +7,9 @@ using Gameplay.Manager;
using Framework.Manager; using Framework.Manager;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using System.Collections.Generic; using System.Collections.Generic;
using Framework.Event;
using PhxhSDK; using PhxhSDK;
using UnityEngine.Rendering.Universal;
public class BuildBoot : MonoBehaviour public class BuildBoot : MonoBehaviour
{ {
@ -235,6 +237,7 @@ public class BuildBoot : MonoBehaviour
private GameObject _curBubble; private GameObject _curBubble;
//当前选择的选项 //当前选择的选项
private Option _newOption;
private Option _curOption; private Option _curOption;
private Node _curNode; private Node _curNode;
@ -253,15 +256,19 @@ public class BuildBoot : MonoBehaviour
private GameObject _pickItem; private GameObject _pickItem;
private SpriteRenderer _pickSpriteRenderer; private SpriteRenderer _pickSpriteRenderer;
//UI界面
private GameObject _uiMainBuild;
private void Awake() private void Awake()
{ {
RegisterClickEvent(); RegisterEvent();
InitUI(); InitUI();
InitBuildData(); InitBuildData();
} }
private void Start() private void Start()
{ {
InitCamera();
InitScreenAdaption(); InitScreenAdaption();
UpdateScreenAdaption(); UpdateScreenAdaption();
UpdateBuildDisplay(); UpdateBuildDisplay();
@ -323,6 +330,19 @@ public class BuildBoot : MonoBehaviour
#region UI相关 #region UI相关
/// <summary>
/// 初始化相机 区别游戏内外
/// </summary>
private void InitCamera()
{
if (BuildManager.Instance.CurBuildCamera == null) return;
GameObject.Find("BuildCamera").Destroy();
var canvas = transform.Find("BuildUIRoot").GetComponent<Canvas>();
canvas.worldCamera = BuildManager.Instance.CurBuildCamera;
var bgCanvas = transform.Find("BuildBGRoot").GetComponent<Canvas>();
bgCanvas.worldCamera = BuildManager.Instance.CurBuildCamera;
}
/// <summary> /// <summary>
/// 初始化屏幕适配 /// 初始化屏幕适配
/// </summary> /// </summary>
@ -378,6 +398,8 @@ public class BuildBoot : MonoBehaviour
_pickItem = transform.Find("PickItem").gameObject; _pickItem = transform.Find("PickItem").gameObject;
_pickSpriteRenderer = _pickItem.GetComponent<SpriteRenderer>(); _pickSpriteRenderer = _pickItem.GetComponent<SpriteRenderer>();
_uiMainBuild = transform.Find("BuildUIRoot/UIMainBuild").gameObject;
InitTipPanel(); InitTipPanel();
InitBuildBar(); InitBuildBar();
} }
@ -438,11 +460,14 @@ public class BuildBoot : MonoBehaviour
_pickItem.SetActive(false); _pickItem.SetActive(false);
if (_curBubble != null) if (_curBubble != null)
_curBubble.SetActive(true); _curBubble.SetActive(true);
EventManager.Instance.Send(EventManager.EventName.ShowMainUI);
//放弃修改 //放弃修改
if (_curNode == null || _curOption == null) return; if (_curNode == null || _curOption == null) return;
_curNode.OptionDisplay(_curOption); _curNode.OptionDisplay(_curOption);
_curNode = null; _curNode = null;
_curOption = null; _curOption = null;
_newOption = null;
} }
/// <summary> /// <summary>
@ -455,13 +480,27 @@ public class BuildBoot : MonoBehaviour
_pickItem.SetActive(false); _pickItem.SetActive(false);
_buildBar.Close(); _buildBar.Close();
if (_curNode == null || _curOption == null) if (_curNode == null || _newOption == null)
{ {
_curBubble.SetActive(true); _curBubble.SetActive(true);
return; return;
} }
BuildManager.Instance.SaveNodeInfo(_curNode.Name, _curOption.Name); EventManager.Instance.Send(EventManager.EventName.ShowMainUI);
BuildManager.Instance.SaveNodeInfo(_curNode.Name, _newOption.Name);
_curNode = null;
_curOption = null;
_newOption = null;
}
private void ShowUI()
{
_uiMainBuild.SetActive(true);
}
private void HideUI()
{
_uiMainBuild.SetActive(false);
} }
#endregion #endregion
@ -477,7 +516,7 @@ public class BuildBoot : MonoBehaviour
_isChanging = true; _isChanging = true;
_mask.SetActive(true); _mask.SetActive(true);
_pickItem.SetActive(true); _pickItem.SetActive(true);
EventManager.Instance.Send(EventManager.EventName.HideMainUI);
var optionObj = obj.transform.parent.gameObject; var optionObj = obj.transform.parent.gameObject;
var nodeName = optionObj.transform.parent.name; var nodeName = optionObj.transform.parent.name;
var optionName = optionObj.name; var optionName = optionObj.name;
@ -503,7 +542,6 @@ public class BuildBoot : MonoBehaviour
private void ChangePickItem(Option option) private void ChangePickItem(Option option)
{ {
if (option == null) return; if (option == null) return;
_curOption = option;
_pickItem.transform.position = option.OptionObj.transform.position; _pickItem.transform.position = option.OptionObj.transform.position;
_pickSpriteRenderer.sprite = _pickSpriteRenderer.sprite =
option.NormalObj.GetComponent<SpriteRenderer>().sprite; option.NormalObj.GetComponent<SpriteRenderer>().sprite;
@ -520,6 +558,7 @@ public class BuildBoot : MonoBehaviour
_curBubble = obj; _curBubble = obj;
obj.SetActive(false); obj.SetActive(false);
var nodeName = obj.transform.parent.name; var nodeName = obj.transform.parent.name;
EventManager.Instance.Send(EventManager.EventName.HideMainUI);
if (_nodes.TryGetValue(nodeName, out var node)) if (_nodes.TryGetValue(nodeName, out var node))
{ {
var condition = BuildManager.Instance.GetCondition(nodeName); var condition = BuildManager.Instance.GetCondition(nodeName);
@ -546,6 +585,7 @@ public class BuildBoot : MonoBehaviour
} }
} }
_newOption = option;
ChangePickItem(option); ChangePickItem(option);
//DebugUtil.LogError("点击了{0}节点的{1}选项", nodeName, option.OptionObj.name); //DebugUtil.LogError("点击了{0}节点的{1}选项", nodeName, option.OptionObj.name);
@ -557,21 +597,24 @@ public class BuildBoot : MonoBehaviour
private void BuildLockIconClick() private void BuildLockIconClick()
{ {
_mask.SetActive(true); _mask.SetActive(true);
DebugUtil.LogError("点击了上锁图标");
_tipObj.SetActive(true); _tipObj.SetActive(true);
} }
private void RegisterClickEvent() #endregion
private void RegisterEvent()
{ {
InputManager.Instance.OnBuildItemClick += OnBuildItemClick; InputManager.Instance.OnBuildItemClick += OnBuildItemClick;
InputManager.Instance.OnBuildBubbleClick += OnBuildBubbleClick; InputManager.Instance.OnBuildBubbleClick += OnBuildBubbleClick;
EventManager.Instance.Register(EventManager.EventName.HideBuildUI, HideUI);
EventManager.Instance.Register(EventManager.EventName.ShowBuildUI, ShowUI);
} }
private void UnregisterClickEvent() private void UnregisterClickEvent()
{ {
InputManager.Instance.OnBuildItemClick -= OnBuildItemClick; InputManager.Instance.OnBuildItemClick -= OnBuildItemClick;
InputManager.Instance.OnBuildBubbleClick -= OnBuildBubbleClick; InputManager.Instance.OnBuildBubbleClick -= OnBuildBubbleClick;
EventManager.Instance.Unregister(EventManager.EventName.HideBuildUI, HideUI);
EventManager.Instance.Unregister(EventManager.EventName.ShowBuildUI, ShowUI);
} }
#endregion
} }

View File

@ -1,6 +1,6 @@
using UnityEngine; using UnityEngine;
public class BuildCamera : MonoBehaviour public class CameraAdapter : MonoBehaviour
{ {
private Camera _camera; private Camera _camera;

View File

@ -2,6 +2,7 @@ public static class GlobalConstants
{ {
public const float DesignResolutionWidth = 1080; public const float DesignResolutionWidth = 1080;
public const float DesignResolutionHeight = 1920; public const float DesignResolutionHeight = 1920;
public const string UserBuildSaveKey = "UserBuildInfo"; public const string UserBuildSaveKey = "UserBuildInfo";
public const string DefaultBuildID = "Build_1";
} }

View File

@ -104,7 +104,7 @@ namespace Framework.Manager
/// </summary> /// </summary>
public class UserBuildInfo public class UserBuildInfo
{ {
public string BuildData = ""; public string BuildData = GlobalConstants.DefaultBuildID;
public Dictionary<string, string> ChooseNodeInfo; public Dictionary<string, string> ChooseNodeInfo;
public UserBuildInfo() public UserBuildInfo()
@ -114,6 +114,7 @@ namespace Framework.Manager
public UserBuildInfo(string buildData) public UserBuildInfo(string buildData)
{ {
DebugUtil.LogError("建造新的buildDAta {0}", buildData);
BuildData = buildData; BuildData = buildData;
ChooseNodeInfo = new Dictionary<string, string>(); ChooseNodeInfo = new Dictionary<string, string>();
} }
@ -156,11 +157,17 @@ namespace Framework.Manager
//动态加载的图标 //动态加载的图标
private Dictionary<string, Sprite> _iconSprites; private Dictionary<string, Sprite> _iconSprites;
//当前场景蓝图
public Sprite CurBlueprint;
//Build场景相机
public Camera CurBuildCamera;
private BuildData _curBuildData; private BuildData _curBuildData;
private bool _isInit; private bool _isInit;
private bool _isInGame; private bool _isInGame;
public void Init(BuildData buildData, UserBuildInfo userBuildInfo = null, bool inGame = true) public async UniTask Init(BuildData buildData, bool inGame = false, UserBuildInfo userBuildInfo = null)
{ {
if (_isInit) return; if (_isInit) return;
_curBuildData = buildData; _curBuildData = buildData;
@ -170,7 +177,10 @@ namespace Framework.Manager
InitNodesInfo(); InitNodesInfo();
InitUserBuildInfo(userBuildInfo); InitUserBuildInfo(userBuildInfo);
InitCondition(); InitCondition();
InitIcon(); await InitIcon();
InitBlueprint();
if (inGame)
CurBuildCamera = CameraManager.Instance.UICamera;
_isInit = true; _isInit = true;
} }
@ -243,7 +253,10 @@ namespace Framework.Manager
}*/ }*/
} }
private async void InitIcon() /// <summary>
/// 异步加载该建造物品图标
/// </summary>
private async UniTask InitIcon()
{ {
foreach (var nodeInfo in NodeInfos.Values) foreach (var nodeInfo in NodeInfos.Values)
{ {
@ -256,6 +269,13 @@ namespace Framework.Manager
} }
} }
private async void InitBlueprint()
{
var path = string.Format(Constants.Constants.BuildBlueprint, _curBuildData.buildID);
DebugUtil.LogError("加载蓝图的路径:{0}", path);
CurBlueprint = await AssetManager.Instance.LoadAssetAsync<Sprite>(path);
}
/// <summary> /// <summary>
/// 初始化条件 /// 初始化条件
/// </summary> /// </summary>
@ -296,8 +316,6 @@ namespace Framework.Manager
break; break;
} }
} }
DebugUtil.LogError("BuildManager Init");
} }
/// <summary> /// <summary>
@ -371,7 +389,7 @@ namespace Framework.Manager
public string GetNextLockNode(int condition) public string GetNextLockNode(int condition)
{ {
DebugUtil.LogError("当前达到条件:{0}", condition); DebugUtil.LogWarning("当前达到条件:{0}", condition);
string nodeName = null; string nodeName = null;
switch (_curBuildData.unlockType) switch (_curBuildData.unlockType)

View File

@ -1,6 +1,8 @@
using System.Collections.Generic;
using PhxhSDK; using PhxhSDK;
using UnityEngine; using UnityEngine;
using Framework.Constants; using Framework.Constants;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.EnhancedTouch; using UnityEngine.InputSystem.EnhancedTouch;
@ -16,7 +18,7 @@ namespace Framework.Manager
public OnFingerUpEvent OnBuildBubbleClick; public OnFingerUpEvent OnBuildBubbleClick;
public OnFingerUpEvent OnClick; public OnFingerUpEvent OnClick;
public OnFingerUpEvent OnFingerUp; public OnFingerUpEvent OnFingerUp;
private ButtonControl _mouseButtonAsFinger; private ButtonControl _mouseButtonAsFinger;
private bool _isMousePressedLastFrame; private bool _isMousePressedLastFrame;
@ -24,7 +26,7 @@ namespace Framework.Manager
{ {
EnhancedTouchSupport.Enable(); EnhancedTouchSupport.Enable();
Touch.onFingerUp += _OnFingerUp; Touch.onFingerUp += _OnFingerUp;
# if UNITY_STANDALONE || UNITY_EDITOR # if UNITY_STANDALONE || UNITY_EDITOR
_mouseButtonAsFinger = Mouse.current.leftButton; _mouseButtonAsFinger = Mouse.current.leftButton;
#endif #endif
@ -40,12 +42,16 @@ namespace Framework.Manager
{ {
# if UNITY_STANDALONE || UNITY_EDITOR # if UNITY_STANDALONE || UNITY_EDITOR
var currentMouse = Mouse.current; var currentMouse = Mouse.current;
if (_isMousePressedLastFrame && !_mouseButtonAsFinger.isPressed) if (_isMousePressedLastFrame && !_mouseButtonAsFinger.isPressed)
{ {
Vector2 pos = CameraManager.Instance.MainCamera.ScreenToWorldPoint(currentMouse.position.ReadValue()); Vector2 pos = CameraManager.Instance.MainCamera.ScreenToWorldPoint(currentMouse.position.ReadValue());
Check(pos); if (!IsPointerOverUIObject(currentMouse.position.ReadValue()))
{
Check(pos);
}
} }
_isMousePressedLastFrame = _mouseButtonAsFinger.isPressed; _isMousePressedLastFrame = _mouseButtonAsFinger.isPressed;
#endif #endif
} }
@ -53,13 +59,20 @@ namespace Framework.Manager
private void _OnFingerUp(Finger finger) private void _OnFingerUp(Finger finger)
{ {
var touch = Touch.activeTouches[0]; var touch = Touch.activeTouches[0];
var pos = CameraManager.Instance.MainCamera.ScreenToWorldPoint(new Vector3(touch.screenPosition.x, touch.screenPosition.y, -Camera.main.transform.position.z)); var pos = CameraManager.Instance.MainCamera.ScreenToWorldPoint(new Vector3(touch.screenPosition.x,
touch.screenPosition.y, -Camera.main.transform.position.z));
if (IsPointerOverUIObject(touch))
{
return;
}
Check(pos); Check(pos);
} }
private void Check(Vector2 checkPos) private void Check(Vector2 checkPos)
{ {
Collider2D[] colliders = Physics2D.OverlapCircleAll(checkPos , LevelConstants.CheckRadius); Collider2D[] colliders = Physics2D.OverlapCircleAll(checkPos, LevelConstants.CheckRadius);
foreach (Collider2D collider in colliders) foreach (Collider2D collider in colliders)
{ {
if (collider.gameObject.layer == LayerMask.NameToLayer("Hole")) if (collider.gameObject.layer == LayerMask.NameToLayer("Hole"))
@ -81,5 +94,27 @@ namespace Framework.Manager
} }
} }
} }
private bool IsPointerOverUIObject(Touch touch)
{
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = new Vector2(touch.screenPosition.x, touch.screenPosition.y);
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
return results.Count > 0;
}
private bool IsPointerOverUIObject(Vector2 screenPosition)
{
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = screenPosition;
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
return results.Count > 0;
}
} }
} }

View File

@ -292,6 +292,7 @@ namespace Framework.UI
_WindowMeta(UIConstants.UIShop, UIWindowLayer.Normal); _WindowMeta(UIConstants.UIShop, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIAdPopUp, UIWindowLayer.Normal); _WindowMeta(UIConstants.UIAdPopUp, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIStartMain,UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIBuyGoods, UIWindowLayer.Normal); _WindowMeta(UIConstants.UIBuyGoods, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIWinPanel, UIWindowLayer.Normal); _WindowMeta(UIConstants.UIWinPanel, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIMainPanel, UIWindowLayer.Normal); _WindowMeta(UIConstants.UIMainPanel, UIWindowLayer.Normal);

View File

@ -28,4 +28,14 @@ public class CameraController : MonoBehaviour
Gizmos.DrawWireCube(hitPoint, new Vector3(halfSize * 2, halfSize * 2, halfSize * 2)); Gizmos.DrawWireCube(hitPoint, new Vector3(halfSize * 2, halfSize * 2, halfSize * 2));
} }
#endif #endif
private Camera _camera;
private void Awake()
{
_camera = transform.GetComponent<Camera>();
var size = _camera.orthographicSize;
_camera.orthographicSize = size * GlobalConstants.DesignResolutionWidth /
GlobalConstants.DesignResolutionHeight * Screen.height / Screen.width;
}
} }

View File

@ -13,9 +13,12 @@ namespace Framework.Constants
public const string AgreementUrl = "http://www.puhexinhuo.com/avery_policy.html"; public const string AgreementUrl = "http://www.puhexinhuo.com/avery_policy.html";
public const string SceneLevelPath = "Assets/Scenes/LevelScene.unity"; public const string SceneLevelPath = "Assets/Scenes/LevelScene.unity";
public const string SceneBuildPath = "Assets/Scenes/BuildScene.unity"; //建造相关
public const string SceneBuildPath = "Assets/Scenes/Build/{0}.unity";
public const string BuildConfigPath = "Assets/Config/Build/{0}.json";
public const string BuildBlueprint = "Assets/Art/GameBuild/Texture/Blueprint/{0}.png";
public const string UIPrefabPath = "Assets/Art/UI/Prefab/{0}.prefab"; public const string UIPrefabPath = "Assets/Art/UI/Prefab/{0}.prefab";
public const string ItemPrefabPath = "Assets/Art/LevelItem/{0}.prefab"; public const string ItemPrefabPath = "Assets/Art/LevelItem/{0}.prefab";
public const string PlankPrefabPath = "Assets/Art/LevelItem/Plank/{0}.prefab"; public const string PlankPrefabPath = "Assets/Art/LevelItem/Plank/{0}.prefab";
@ -29,7 +32,6 @@ namespace Framework.Constants
//Config //Config
public const string LevelListPath = "Assets/Config/Level/LevelList.json"; public const string LevelListPath = "Assets/Config/Level/LevelList.json";
public const string LevelConfigPath = "Assets/Config/Level/{0}.json"; public const string LevelConfigPath = "Assets/Config/Level/{0}.json";
public const string BuildConfigPath = "Assets/Config/Build/{0}.json";
//TableConfig //TableConfig
public const string TableDataConfigPath = "Assets/Config/Data/{0}.json"; public const string TableDataConfigPath = "Assets/Config/Data/{0}.json";

View File

@ -24,6 +24,8 @@ namespace Framework.Constants
public static readonly string UISettingPanel = "UISettingPanel"; public static readonly string UISettingPanel = "UISettingPanel";
public static readonly string UIUserAgreement = "UIUserAgreement"; public static readonly string UIUserAgreement = "UIUserAgreement";
public static readonly string UIStartMain = "UIStartMain";
//BG //BG
public static readonly string UILevelBg = "UILevelBG"; public static readonly string UILevelBg = "UILevelBG";
} }

View File

@ -6,19 +6,17 @@ namespace Gameplay.Game
{ {
public class GameStateStart : IState public class GameStateStart : IState
{ {
private string _windowPos;
private bool _stayTuned; private bool _stayTuned;
public GameStateStart(string windowPos, bool stayTuned = false) public GameStateStart( bool stayTuned = false)
{ {
_windowPos = windowPos;
_stayTuned = stayTuned; _stayTuned = stayTuned;
} }
public void OnEnter() public void OnEnter()
{ {
LoadingExecutorManager.Instance.ExecuteLoading( LoadingExecutorManager.Instance.ExecuteLoading(
new GameStartLoadingExecutor(_windowPos, _stayTuned)); new GameStartLoadingExecutor(_stayTuned));
} }
public void OnUpdate(float deltaTime) public void OnUpdate(float deltaTime)

View File

@ -4,18 +4,19 @@ using Framework;
using UnityEngine; using UnityEngine;
using Framework.BI; using Framework.BI;
using Framework.UI; using Framework.UI;
using PhxhSDK.Phxh;
using Gameplay.Login; using Gameplay.Login;
using Framework.Event; using Framework.Event;
using Gameplay.Manager; using Gameplay.Manager;
using Framework.Manager; using Framework.Manager;
using Framework.Constants; using Framework.Constants;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using UnityEngine.AddressableAssets;
namespace Gameplay.LoadingExecutor namespace Gameplay.LoadingExecutor
{ {
public class GameStartLoadingExecutor : LoadingExecutorWithUILoadingController public class GameStartLoadingExecutor : LoadingExecutorWithUILoadingController
{ {
private string _windowPos;
private bool _stayTuned; private bool _stayTuned;
protected override async UniTask _DoLoading() protected override async UniTask _DoLoading()
@ -25,13 +26,14 @@ namespace Gameplay.LoadingExecutor
ShopManager.Instance.Init(); ShopManager.Instance.Init();
_destProgress = 20f; _destProgress = 20f;
await TableManager.Instance.Load(); await TableManager.Instance.Load();
_destProgress = 40f; _destProgress = 30f;
ADManager.Instance.Init(); ADManager.Instance.Init();
_destProgress = 50f; _destProgress = 40f;
await PreLoadSelectLevel(); await PreLoadSelectLevel();
_destProgress = 60f; _destProgress = 50f;
StringManager.Instance.InitLanguage(); StringManager.Instance.InitLanguage();
_destProgress = 70f; await InitBuildScene();
_destProgress = 60f;
await InitGfx(); await InitGfx();
_destProgress = 80f; _destProgress = 80f;
await InitMusic(); await InitMusic();
@ -40,12 +42,31 @@ namespace Gameplay.LoadingExecutor
_destProgress = 100f; _destProgress = 100f;
} }
public GameStartLoadingExecutor(string windowPos, bool stayTuned = false) public GameStartLoadingExecutor(bool stayTuned = false)
{ {
_windowPos = windowPos;
_stayTuned = stayTuned; _stayTuned = stayTuned;
} }
/// <summary>
/// 初始化Build数据
/// </summary>
private async UniTask InitBuildScene()
{
var buildInfo = StorageManager.Instance.GetStorage<UserBuildInfo>(GlobalConstants.UserBuildSaveKey);
buildInfo ??= new UserBuildInfo();
if (string.IsNullOrEmpty(buildInfo.BuildData))
{
buildInfo.BuildData = GlobalConstants.DefaultBuildID;
}
var buildId = buildInfo.BuildData;
var buildPath = string.Format(Framework.Constants.Constants.SceneBuildPath, buildId);
var buildConfig = string.Format(Framework.Constants.Constants.BuildConfigPath, buildId);
var buildData = await JsonHelper.LoadFromAddressable<BuildData>(buildConfig);
await BuildManager.Instance.Init(buildData, true, buildInfo);
await Addressables.LoadSceneAsync(buildPath).ToUniTask();
}
private async UniTask InitGfx() private async UniTask InitGfx()
{ {
await GfxManager.Instance.PreLoadGfx("Effect_MainCharacter"); await GfxManager.Instance.PreLoadGfx("Effect_MainCharacter");
@ -56,7 +77,7 @@ namespace Gameplay.LoadingExecutor
private async UniTask InitUI() private async UniTask InitUI()
{ {
UIRoot.Instance.BgDestroy(); UIRoot.Instance.BgDestroy();
await UIManager.Instance.OpenWindow(_windowPos); await UIManager.Instance.OpenWindow(UIConstants.UIStartMain);
//用户协议 -> 登录 -> 数据同步 //用户协议 -> 登录 -> 数据同步
if (AppInfoManager.Instance.UpdateConfirm) if (AppInfoManager.Instance.UpdateConfirm)

View File

@ -33,7 +33,7 @@ namespace Gameplay
protected override void _OnAllSystemStarted() protected override void _OnAllSystemStarted()
{ {
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel)); GameStateManager.Instance.ChangeState(new GameStateStart());
} }
private void _Register<T>() where T : class, new() private void _Register<T>() where T : class, new()

View File

@ -37,7 +37,7 @@ public class UILosePanelController : UIWindow
{ {
CloseWindow(); CloseWindow();
UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true); UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true);
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel)); GameStateManager.Instance.ChangeState(new GameStateStart());
BIManager.Instance.TrackEventLevel(cfg.BI.Event.level_back_home, BIManager.Reason.ClickOnLosePanel.ToString()); BIManager.Instance.TrackEventLevel(cfg.BI.Event.level_back_home, BIManager.Reason.ClickOnLosePanel.ToString());
} }

View File

@ -75,7 +75,7 @@ public class UIWinPanelController : UIWindow
BIManager.Reason.ClickOnWinPanel.ToString()); BIManager.Reason.ClickOnWinPanel.ToString());
CloseWindow(); CloseWindow();
UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true); UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true);
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel)); GameStateManager.Instance.ChangeState(new GameStateStart());
} }
private void RefreshCoins() private void RefreshCoins()
@ -102,7 +102,7 @@ public class UIWinPanelController : UIWindow
else else
{ {
UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true); UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true);
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel, true)); GameStateManager.Instance.ChangeState(new GameStateStart());
} }
} }

View File

@ -17,7 +17,7 @@ public class UIPausePanelController : UIWindow
BindButton("Bg_PausePanel/Btn_Back", BackToMainPanel); BindButton("Bg_PausePanel/Btn_Back", BackToMainPanel);
BindButton("Bg_PausePanel/Btn_Continue", ContinueLevel); BindButton("Bg_PausePanel/Btn_Continue", ContinueLevel);
//BindButton("Bg_PausePanel/Btn_Help", Help); //BindButton("Bg_PausePanel/Btn_Help", Help);
BindButton("Bg_PausePanel/Btn_BackSelect", SelectNew); //BindButton("Bg_PausePanel/Btn_BackSelect", SelectNew);
} }
protected override void OnOpenWindow(object data) protected override void OnOpenWindow(object data)
@ -30,7 +30,7 @@ public class UIPausePanelController : UIWindow
BIManager.Instance.TrackEventLevel(Event.level_back_home, BIManager.Reason.ClickOnPausePanel.ToString()); BIManager.Instance.TrackEventLevel(Event.level_back_home, BIManager.Reason.ClickOnPausePanel.ToString());
UIManager.Instance.CloseWindow(UIConstants.UIPausePanel, true); UIManager.Instance.CloseWindow(UIConstants.UIPausePanel, true);
UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true); UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true);
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel)); GameStateManager.Instance.ChangeState(new GameStateStart());
} }
private void ContinueLevel() private void ContinueLevel()
@ -45,7 +45,7 @@ public class UIPausePanelController : UIWindow
{ {
UIManager.Instance.CloseWindow(UIConstants.UIPausePanel, true); UIManager.Instance.CloseWindow(UIConstants.UIPausePanel, true);
UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true); UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true);
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UILevelSelect)); GameStateManager.Instance.ChangeState(new GameStateStart());
} }
private void Help() private void Help()

View File

@ -0,0 +1,137 @@
using cfg.BI;
using UnityEngine;
using Framework.UI;
using Framework.BI;
using UnityEngine.UI;
using Gameplay.Level;
using Framework.Event;
using Gameplay.Manager;
using Framework.Manager;
using Framework.Constants;
using Event = cfg.BI.Event;
public class UIStartMainController : UIWindow
{
private GameObject _mask;
private GameObject _blueprint;
protected override void OnAwake()
{
RegisterEvent();
InitBlueprint();
_mask = FindObj("MaskPanel").gameObject;
BindButton("MaskPanel", ShowUI);
BindButton("UI_LiuHaiBottom/Btn_Game", OnEnterLevel);
BindButton("UI_LiuHaiBottom/Btn_Level", OnSelectLevel);
BindButton("UI_LiuHaiTop/Btn_Setting", OpenSettingPanel);
BindButton("UI_LiuHaiTop/Btn_Shop", OpenShop);
BindButton("UI_LiuHaiTop/Btn_HideUI", HideAllUI);
BindButton("UI_LiuHaiTop/Btn_ViewResult", ViewResult);
CommonUIUtils.CaptureScreenshot();
}
private void InitBlueprint()
{
_blueprint = FindObj("ResultPanel");
var sprite = BuildManager.Instance.CurBlueprint;
if (sprite != null)
FindObj("ResultPanel/Img_Blueprint").GetComponent<Image>().sprite = sprite;
BindButton("ResultPanel/Img_Blueprint/Btn_Close", () => { _blueprint.SetActive(false); });
}
private void HideAllUI()
{
FindObj("UI_LiuHaiBottom").SetActive(false);
FindObj("UI_LiuHaiTop").SetActive(false);
_mask.SetActive(true);
EventManager.Instance.Send(EventManager.EventName.HideBuildUI);
}
private void ShowUI()
{
FindObj("UI_LiuHaiBottom").SetActive(true);
FindObj("UI_LiuHaiTop").SetActive(true);
_mask.SetActive(false);
EventManager.Instance.Send(EventManager.EventName.ShowBuildUI);
}
private void HideUI()
{
FindObj("UI_LiuHaiBottom").SetActive(false);
FindObj("UI_LiuHaiTop").SetActive(false);
}
private void ViewResult()
{
_blueprint.SetActive(true);
}
/// <summary>
/// 打开设置界面
/// </summary>
private async void OpenSettingPanel()
{
CommonUIUtils.CaptureScreenshot();
BIManager.Instance.TrackEvent(Event.click_setting);
await UIManager.Instance.OpenWindow(UIConstants.UISettingPanel);
}
/// <summary>
/// 打开商店
/// </summary>
private async void OpenShop()
{
await UIManager.Instance.OpenWindow(UIConstants.UIShop);
BIManager.Instance.TrackEvent(Event.open_shop, "UIMainPanel");
BIManager.Instance.TrackEventOnce(EventFirst.fte_open_shop, "UIMainPanel");
}
/// <summary>
/// 开始游戏
/// </summary>
private async void OnEnterLevel()
{
BIManager.Instance.TrackEvent(Event.click_level_start);
BIManager.Instance.TrackEventOnce(EventFirst.fte_click_level_start);
var levelID = $"level{LevelSelectManager.Instance.CurPassLevelIndex + 1}";
if (LevelManager.Instance.IsLevelExist(levelID))
{
CloseWindow();
GameStateManager.Instance.ChangeState(new LevelState(levelID));
}
else
{
EventManager.Instance.Send(EventManager.EventName.HideGfx);
await UIManager.Instance.OpenWindow(UIConstants.UIStayTuned);
}
}
/// <summary>
/// 选择关卡
/// </summary>
private async void OnSelectLevel()
{
CloseWindow();
BIManager.Instance.TrackEvent(Event.click_level_select);
await UIManager.Instance.OpenWindow(UIConstants.UILevelSelect);
}
private void RegisterEvent()
{
EventManager.Instance.Register(EventManager.EventName.HideMainUI, HideUI);
EventManager.Instance.Register(EventManager.EventName.ShowMainUI, ShowUI);
}
private void UnregisterEvent()
{
EventManager.Instance.Unregister(EventManager.EventName.HideMainUI, HideUI);
EventManager.Instance.Unregister(EventManager.EventName.ShowMainUI, ShowUI);
}
private void OnDestroy()
{
UnregisterEvent();
}
}

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