【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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@ -336,7 +336,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: "\u7EE7\u7EED\u6E38\u620F"
m_text: Continue
m_isRightToLeft: 0
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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -655,7 +655,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: "\u8FD4\u56DE\u4E3B\u9875"
m_text: Back
m_isRightToLeft: 0
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@ -1121,7 +1121,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: "\u6C42\u52A9\u597D\u53CB"
m_text: Help
m_isRightToLeft: 0
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@ -0,0 +1,7 @@
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guid: 0a69062c93a0e4d8182c1043997110f2
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externalObjects: {}
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@ -352,5 +352,11 @@
"Key": "Build_Tip",
"Value": "尚未解锁\n去探索更多关卡吧!",
"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

@ -63,3 +63,4 @@ QWERTYUIOPASDFGHJKLZXCVBNMqwertyuiopasdfghjklzxcvbnm
退

View File

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AudioListener:
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--- !u!1 &190140260
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@ -938,7 +1088,7 @@ Canvas:
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m_Camera: {fileID: 158575877}
m_PlaneDistance: 100
m_PixelPerfect: 0
m_ReceivesEvents: 1
@ -2788,7 +2938,7 @@ MonoBehaviour:
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@ -3385,147 +3535,6 @@ Transform:
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--- !u!20 &1336868187
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m_FocalLength: 50
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@ -4249,7 +4258,7 @@ Canvas:
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m_Camera: {fileID: 158575877}
m_PlaneDistance: 100
m_PixelPerfect: 0
m_ReceivesEvents: 1
@ -4951,7 +4960,7 @@ Transform:
SceneRoots:
m_ObjectHideFlags: 0
m_Roots:
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View File

@ -314,7 +314,7 @@ Camera:
far clip plane: 1000
field of view: 60
orthographic: 1
orthographic size: 5
orthographic size: 6
m_Depth: -1
m_CullingMask:
serializedVersion: 2
@ -993,6 +993,16 @@ PrefabInstance:
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value: 0
objectReference: {fileID: 0}
- target: {fileID: 5969883353858230351, guid: 6a19555eb81a44f40b05fd786c471810,
type: 3}
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value: 0
objectReference: {fileID: 0}
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type: 3}
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value: 0
objectReference: {fileID: 0}
- target: {fileID: 7267096355061447464, guid: 6a19555eb81a44f40b05fd786c471810,
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View File

@ -23,6 +23,14 @@ namespace Framework.Event
ShowGfx,
AddTime,
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 Sirenix.OdinInspector;
using System.Collections.Generic;
using Framework.Event;
using PhxhSDK;
using UnityEngine.Rendering.Universal;
public class BuildBoot : MonoBehaviour
{
@ -235,6 +237,7 @@ public class BuildBoot : MonoBehaviour
private GameObject _curBubble;
//当前选择的选项
private Option _newOption;
private Option _curOption;
private Node _curNode;
@ -253,15 +256,19 @@ public class BuildBoot : MonoBehaviour
private GameObject _pickItem;
private SpriteRenderer _pickSpriteRenderer;
//UI界面
private GameObject _uiMainBuild;
private void Awake()
{
RegisterClickEvent();
RegisterEvent();
InitUI();
InitBuildData();
}
private void Start()
{
InitCamera();
InitScreenAdaption();
UpdateScreenAdaption();
UpdateBuildDisplay();
@ -323,6 +330,19 @@ public class BuildBoot : MonoBehaviour
#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>
/// 初始化屏幕适配
/// </summary>
@ -378,6 +398,8 @@ public class BuildBoot : MonoBehaviour
_pickItem = transform.Find("PickItem").gameObject;
_pickSpriteRenderer = _pickItem.GetComponent<SpriteRenderer>();
_uiMainBuild = transform.Find("BuildUIRoot/UIMainBuild").gameObject;
InitTipPanel();
InitBuildBar();
}
@ -438,11 +460,14 @@ public class BuildBoot : MonoBehaviour
_pickItem.SetActive(false);
if (_curBubble != null)
_curBubble.SetActive(true);
EventManager.Instance.Send(EventManager.EventName.ShowMainUI);
//放弃修改
if (_curNode == null || _curOption == null) return;
_curNode.OptionDisplay(_curOption);
_curNode = null;
_curOption = null;
_newOption = null;
}
/// <summary>
@ -455,13 +480,27 @@ public class BuildBoot : MonoBehaviour
_pickItem.SetActive(false);
_buildBar.Close();
if (_curNode == null || _curOption == null)
if (_curNode == null || _newOption == null)
{
_curBubble.SetActive(true);
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
@ -477,7 +516,7 @@ public class BuildBoot : MonoBehaviour
_isChanging = true;
_mask.SetActive(true);
_pickItem.SetActive(true);
EventManager.Instance.Send(EventManager.EventName.HideMainUI);
var optionObj = obj.transform.parent.gameObject;
var nodeName = optionObj.transform.parent.name;
var optionName = optionObj.name;
@ -503,7 +542,6 @@ public class BuildBoot : MonoBehaviour
private void ChangePickItem(Option option)
{
if (option == null) return;
_curOption = option;
_pickItem.transform.position = option.OptionObj.transform.position;
_pickSpriteRenderer.sprite =
option.NormalObj.GetComponent<SpriteRenderer>().sprite;
@ -520,6 +558,7 @@ public class BuildBoot : MonoBehaviour
_curBubble = obj;
obj.SetActive(false);
var nodeName = obj.transform.parent.name;
EventManager.Instance.Send(EventManager.EventName.HideMainUI);
if (_nodes.TryGetValue(nodeName, out var node))
{
var condition = BuildManager.Instance.GetCondition(nodeName);
@ -546,6 +585,7 @@ public class BuildBoot : MonoBehaviour
}
}
_newOption = option;
ChangePickItem(option);
//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()
{
_mask.SetActive(true);
DebugUtil.LogError("点击了上锁图标");
_tipObj.SetActive(true);
}
private void RegisterClickEvent()
#endregion
private void RegisterEvent()
{
InputManager.Instance.OnBuildItemClick += OnBuildItemClick;
InputManager.Instance.OnBuildBubbleClick += OnBuildBubbleClick;
EventManager.Instance.Register(EventManager.EventName.HideBuildUI, HideUI);
EventManager.Instance.Register(EventManager.EventName.ShowBuildUI, ShowUI);
}
private void UnregisterClickEvent()
{
InputManager.Instance.OnBuildItemClick -= OnBuildItemClick;
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;
public class BuildCamera : MonoBehaviour
public class CameraAdapter : MonoBehaviour
{
private Camera _camera;

View File

@ -4,4 +4,5 @@ public static class GlobalConstants
public const float DesignResolutionHeight = 1920;
public const string UserBuildSaveKey = "UserBuildInfo";
public const string DefaultBuildID = "Build_1";
}

View File

@ -104,7 +104,7 @@ namespace Framework.Manager
/// </summary>
public class UserBuildInfo
{
public string BuildData = "";
public string BuildData = GlobalConstants.DefaultBuildID;
public Dictionary<string, string> ChooseNodeInfo;
public UserBuildInfo()
@ -114,6 +114,7 @@ namespace Framework.Manager
public UserBuildInfo(string buildData)
{
DebugUtil.LogError("建造新的buildDAta {0}", buildData);
BuildData = buildData;
ChooseNodeInfo = new Dictionary<string, string>();
}
@ -156,11 +157,17 @@ namespace Framework.Manager
//动态加载的图标
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 bool _isInit;
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;
_curBuildData = buildData;
@ -170,7 +177,10 @@ namespace Framework.Manager
InitNodesInfo();
InitUserBuildInfo(userBuildInfo);
InitCondition();
InitIcon();
await InitIcon();
InitBlueprint();
if (inGame)
CurBuildCamera = CameraManager.Instance.UICamera;
_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)
{
@ -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>
/// 初始化条件
/// </summary>
@ -296,8 +316,6 @@ namespace Framework.Manager
break;
}
}
DebugUtil.LogError("BuildManager Init");
}
/// <summary>
@ -371,7 +389,7 @@ namespace Framework.Manager
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;
switch (_curBuildData.unlockType)

View File

@ -1,6 +1,8 @@
using System.Collections.Generic;
using PhxhSDK;
using UnityEngine;
using Framework.Constants;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.EnhancedTouch;
@ -44,8 +46,12 @@ namespace Framework.Manager
if (_isMousePressedLastFrame && !_mouseButtonAsFinger.isPressed)
{
Vector2 pos = CameraManager.Instance.MainCamera.ScreenToWorldPoint(currentMouse.position.ReadValue());
if (!IsPointerOverUIObject(currentMouse.position.ReadValue()))
{
Check(pos);
}
}
_isMousePressedLastFrame = _mouseButtonAsFinger.isPressed;
#endif
}
@ -53,13 +59,20 @@ namespace Framework.Manager
private void _OnFingerUp(Finger finger)
{
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);
}
private void Check(Vector2 checkPos)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(checkPos , LevelConstants.CheckRadius);
Collider2D[] colliders = Physics2D.OverlapCircleAll(checkPos, LevelConstants.CheckRadius);
foreach (Collider2D collider in colliders)
{
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.UIAdPopUp, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIStartMain,UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIBuyGoods, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIWinPanel, 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));
}
#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

@ -14,7 +14,10 @@ namespace Framework.Constants
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 ItemPrefabPath = "Assets/Art/LevelItem/{0}.prefab";
@ -29,7 +32,6 @@ namespace Framework.Constants
//Config
public const string LevelListPath = "Assets/Config/Level/LevelList.json";
public const string LevelConfigPath = "Assets/Config/Level/{0}.json";
public const string BuildConfigPath = "Assets/Config/Build/{0}.json";
//TableConfig
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 UIUserAgreement = "UIUserAgreement";
public static readonly string UIStartMain = "UIStartMain";
//BG
public static readonly string UILevelBg = "UILevelBG";
}

View File

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

View File

@ -4,18 +4,19 @@ using Framework;
using UnityEngine;
using Framework.BI;
using Framework.UI;
using PhxhSDK.Phxh;
using Gameplay.Login;
using Framework.Event;
using Gameplay.Manager;
using Framework.Manager;
using Framework.Constants;
using Cysharp.Threading.Tasks;
using UnityEngine.AddressableAssets;
namespace Gameplay.LoadingExecutor
{
public class GameStartLoadingExecutor : LoadingExecutorWithUILoadingController
{
private string _windowPos;
private bool _stayTuned;
protected override async UniTask _DoLoading()
@ -25,13 +26,14 @@ namespace Gameplay.LoadingExecutor
ShopManager.Instance.Init();
_destProgress = 20f;
await TableManager.Instance.Load();
_destProgress = 40f;
_destProgress = 30f;
ADManager.Instance.Init();
_destProgress = 50f;
_destProgress = 40f;
await PreLoadSelectLevel();
_destProgress = 60f;
_destProgress = 50f;
StringManager.Instance.InitLanguage();
_destProgress = 70f;
await InitBuildScene();
_destProgress = 60f;
await InitGfx();
_destProgress = 80f;
await InitMusic();
@ -40,12 +42,31 @@ namespace Gameplay.LoadingExecutor
_destProgress = 100f;
}
public GameStartLoadingExecutor(string windowPos, bool stayTuned = false)
public GameStartLoadingExecutor(bool stayTuned = false)
{
_windowPos = windowPos;
_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()
{
await GfxManager.Instance.PreLoadGfx("Effect_MainCharacter");
@ -56,7 +77,7 @@ namespace Gameplay.LoadingExecutor
private async UniTask InitUI()
{
UIRoot.Instance.BgDestroy();
await UIManager.Instance.OpenWindow(_windowPos);
await UIManager.Instance.OpenWindow(UIConstants.UIStartMain);
//用户协议 -> 登录 -> 数据同步
if (AppInfoManager.Instance.UpdateConfirm)

View File

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

View File

@ -37,7 +37,7 @@ public class UILosePanelController : UIWindow
{
CloseWindow();
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());
}

View File

@ -75,7 +75,7 @@ public class UIWinPanelController : UIWindow
BIManager.Reason.ClickOnWinPanel.ToString());
CloseWindow();
UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true);
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel));
GameStateManager.Instance.ChangeState(new GameStateStart());
}
private void RefreshCoins()
@ -102,7 +102,7 @@ public class UIWinPanelController : UIWindow
else
{
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_Continue", ContinueLevel);
//BindButton("Bg_PausePanel/Btn_Help", Help);
BindButton("Bg_PausePanel/Btn_BackSelect", SelectNew);
//BindButton("Bg_PausePanel/Btn_BackSelect", SelectNew);
}
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());
UIManager.Instance.CloseWindow(UIConstants.UIPausePanel, true);
UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true);
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel));
GameStateManager.Instance.ChangeState(new GameStateStart());
}
private void ContinueLevel()
@ -45,7 +45,7 @@ public class UIPausePanelController : UIWindow
{
UIManager.Instance.CloseWindow(UIConstants.UIPausePanel, true);
UIManager.Instance.CloseWindow(UIConstants.UILevelPanel, true);
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UILevelSelect));
GameStateManager.Instance.ChangeState(new GameStateStart());
}
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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userData:
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@ -1,20 +1,20 @@
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/Users/zhangaotian/UnityProject/Forest_Client/Forest/Assets/Scripts/Gameplay/DataTable/AD/ADConfig.cs,A4C9CBC6BD55B1C14634FD73C748ACA,1928,1721278771327
/Users/zhangaotian/UnityProject/Forest_Client/Forest/Assets/Scripts/Gameplay/DataTable/AD/ADType.cs,F6A7395BDA6D1E7D1EF51E344CB045,603,1721278771327
/Users/zhangaotian/UnityProject/Forest_Client/Forest/Assets/Scripts/Gameplay/DataTable/AD/DataAD.cs,7F68864C5AB693111C5C3250967FB782,3417,1721278771327
/Users/zhangaotian/UnityProject/Forest_Client/Forest/Assets/Scripts/Gameplay/DataTable/BI/Event.cs,9BC756F4D9E749FBCEF49BF6929557,6506,1721278771327
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