mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
269 lines
8.6 KiB
C#
269 lines
8.6 KiB
C#
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using Fie.Camera;
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using Fie.Manager;
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using Fie.Ponies.Applejack;
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using Fie.Ponies.RainbowDash;
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using Fie.Ponies.RisingSun;
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using Fie.Ponies.Twilight;
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using Fie.User;
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using Fie.Utility;
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using GameDataEditor;
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using System;
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using System.Collections;
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using TMPro;
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using UnityEngine;
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namespace Fie.UI
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{
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public class FieLobbyCharacterSelectUIController : MonoBehaviour
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{
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public enum SelectableElementType
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{
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Magic,
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Kindness,
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Laghter,
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Loyalty,
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Generosity,
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Honestly,
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Maximum_Element,
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PrincessRisingSun
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}
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private delegate void ResouceLoadedCallback<T>(T gameCharacter) where T : FieGameCharacter;
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public bool isEnable;
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public float lookingEaseTime = 0.5f;
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public float enableGemLightIntensity = 3f;
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public float enableGemLightBlinkInterval = 1f;
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private bool _gemLightAnimationInverseFlag;
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private bool _initializedFirstTime;
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[SerializeField]
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private bool[] existFlagList = new bool[6];
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[SerializeField]
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private Transform[] gemTransformList = new Transform[6];
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[SerializeField]
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private Light[] gemLightList = new Light[6];
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[SerializeField]
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private TextMeshPro elementNameUITextMesh;
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private SelectableElementType _beforeElement;
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private SelectableElementType _currentElement;
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private Tweener<TweenTypesOutSine> _lookAtElementTweener = new Tweener<TweenTypesOutSine>();
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private Tweener<TweenTypesInOutSine> _lightIntesityTweener = new Tweener<TweenTypesInOutSine>();
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private Vector3 _beforeLookAtPosition = Vector3.zero;
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private Vector3 _nowLookAtPosition = Vector3.zero;
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private IEnumerator AsyncLoadCharacterResouce<T>(ResouceLoadedCallback<T> callback) where T : FieGameCharacter
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{
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FiePrefabInfo existsAttribute = (FiePrefabInfo)Attribute.GetCustomAttribute(typeof(T), typeof(FiePrefabInfo));
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if (existsAttribute == null)
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{
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callback((T)null);
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}
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else
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{
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ResourceRequest loadRequest = Resources.LoadAsync(existsAttribute.path);
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float time = 0f;
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if (time < 3f && !loadRequest.isDone)
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{
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float num = time + Time.deltaTime;
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yield return (object)null;
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/*Error: Unable to find new state assignment for yield return*/;
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}
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GameObject loadObject = loadRequest.asset as GameObject;
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if (loadObject == null)
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{
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callback((T)null);
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}
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else
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{
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T gameCharacter = loadObject.GetComponent<T>();
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if ((UnityEngine.Object)gameCharacter == (UnityEngine.Object)null)
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{
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callback((T)null);
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}
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else
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{
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callback(gameCharacter);
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}
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}
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}
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}
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private void Start()
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{
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UpdateTextMesh();
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}
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private void Update()
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{
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}
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private void UpdateElementActivity()
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{
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switch (_currentElement)
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{
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case SelectableElementType.Maximum_Element:
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break;
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case SelectableElementType.Magic:
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FieManagerBehaviour<FieActivityManager>.I.RequestActivity(FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_MAGIC_DESCRIPTION), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_MAGIC_DESCRIPTION), 30f);
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break;
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case SelectableElementType.Kindness:
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FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
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break;
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case SelectableElementType.Laghter:
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FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
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break;
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case SelectableElementType.Loyalty:
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FieManagerBehaviour<FieActivityManager>.I.RequestActivity(FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_LOYALTY_DESCRIPTION), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_LOYALTY_DESCRIPTION), 30f);
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break;
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case SelectableElementType.Generosity:
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FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
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break;
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case SelectableElementType.Honestly:
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FieManagerBehaviour<FieActivityManager>.I.RequestActivity(FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_HONESTY_DESCRIPTION), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_HONESTY_DESCRIPTION), 30f);
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break;
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case SelectableElementType.PrincessRisingSun:
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FieManagerBehaviour<FieActivityManager>.I.RequestActivity(FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_RISING_SIUN_DESCRIPTION), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_RISING_SUN_DESCRIPTION), 30f);
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break;
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}
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}
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private void UpdateTextMesh()
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{
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if (!(elementNameUITextMesh == null))
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{
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string key = null;
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switch (_currentElement)
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{
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case SelectableElementType.Magic:
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key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_MAGIC;
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break;
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case SelectableElementType.Kindness:
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key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_KINDNESS;
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break;
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case SelectableElementType.Laghter:
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key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_LAUGHTER;
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break;
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case SelectableElementType.Loyalty:
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key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_LOYALTY;
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break;
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case SelectableElementType.Generosity:
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key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_GENEROSITY;
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break;
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case SelectableElementType.Honestly:
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key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_HONESTY;
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break;
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case SelectableElementType.PrincessRisingSun:
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key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_PONICO;
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break;
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}
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GDEConstantTextListData constantTextData;
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string constantText = FieLocalizeUtility.GetConstantText(key, out constantTextData);
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elementNameUITextMesh.font = ((!constantTextData.ForceEnableToUseEnglishFont) ? FieManagerBehaviour<FieEnvironmentManager>.I.currentFont : FieManagerBehaviour<FieEnvironmentManager>.I.englishFont);
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elementNameUITextMesh.text = constantText;
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elementNameUITextMesh.ForceMeshUpdate();
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}
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}
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public void IncreaseElementIndex()
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{
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int num = (int)(_currentElement + 1);
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if (num >= 6)
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{
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num = 0;
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}
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_currentElement = (SelectableElementType)num;
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}
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public void DecreaseElementIndex()
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{
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int num = (int)(_currentElement - 1);
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if (num < 0)
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{
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num = 5;
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}
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_currentElement = (SelectableElementType)num;
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}
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public bool isDecidable()
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{
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return existFlagList[(int)_currentElement];
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}
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public void Decide()
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{
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FieLobbyGameCharacterGenerateManager.LobbyGameCharacterCreatedCallback lobbyCallback = delegate
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{
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isEnable = false;
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FieManagerBehaviour<FieGameCameraManager>.I.setDefaultCameraOffset(new Vector3(0f, 0.75f, -5f));
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FieManagerBehaviour<FieGameCameraManager>.I.setDefaultCameraRotation(new Vector3(354f, 0f, 0f));
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FieManagerBehaviour<FieGameCameraManager>.I.gameCamera.SetCameraTask<FieGameCameraTaskStop>(1f);
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};
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int userNumberByHash = FieManagerBehaviour<FieUserManager>.I.getUserNumberByHash(FieManagerBehaviour<FieUserManager>.I.myHash);
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FieUser userData = FieManagerBehaviour<FieUserManager>.I.GetUserData(userNumberByHash);
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FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
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switch (_currentElement)
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{
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case SelectableElementType.Kindness:
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break;
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case SelectableElementType.Laghter:
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break;
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case SelectableElementType.Generosity:
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break;
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case SelectableElementType.Maximum_Element:
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break;
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case SelectableElementType.Magic:
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{
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ResouceLoadedCallback<FieTwilight> callback4 = delegate
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{
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FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieTwilight>(userData, lobbyCallback);
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};
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StartCoroutine(AsyncLoadCharacterResouce(callback4));
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break;
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}
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case SelectableElementType.Loyalty:
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{
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ResouceLoadedCallback<FieRainbowDash> callback3 = delegate
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{
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FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieRainbowDash>(userData, lobbyCallback);
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};
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StartCoroutine(AsyncLoadCharacterResouce(callback3));
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break;
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}
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case SelectableElementType.Honestly:
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{
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ResouceLoadedCallback<FieApplejack> callback2 = delegate
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{
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FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieApplejack>(userData, lobbyCallback);
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};
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StartCoroutine(AsyncLoadCharacterResouce(callback2));
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break;
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}
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case SelectableElementType.PrincessRisingSun:
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{
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ResouceLoadedCallback<FieRisingSun> callback = delegate
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{
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FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieRisingSun>(userData, lobbyCallback);
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};
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StartCoroutine(AsyncLoadCharacterResouce(callback));
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break;
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}
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}
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}
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}
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}
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