FiE-Game/Assets/Scripts/Fie/UI/FieLobbyCharacterSelectUIController.cs

269 lines
8.6 KiB
C#
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2018-11-20 20:10:49 +01:00
using Fie.Camera;
using Fie.Manager;
using Fie.Ponies.Applejack;
using Fie.Ponies.RainbowDash;
using Fie.Ponies.RisingSun;
using Fie.Ponies.Twilight;
using Fie.User;
using Fie.Utility;
using GameDataEditor;
using System;
using System.Collections;
using TMPro;
using UnityEngine;
namespace Fie.UI
{
public class FieLobbyCharacterSelectUIController : MonoBehaviour
{
public enum SelectableElementType
{
Magic,
Kindness,
Laghter,
Loyalty,
Generosity,
Honestly,
Maximum_Element,
PrincessRisingSun
}
private delegate void ResouceLoadedCallback<T>(T gameCharacter) where T : FieGameCharacter;
public bool isEnable;
public float lookingEaseTime = 0.5f;
public float enableGemLightIntensity = 3f;
public float enableGemLightBlinkInterval = 1f;
private bool _gemLightAnimationInverseFlag;
private bool _initializedFirstTime;
[SerializeField]
private bool[] existFlagList = new bool[6];
[SerializeField]
private Transform[] gemTransformList = new Transform[6];
[SerializeField]
private Light[] gemLightList = new Light[6];
[SerializeField]
private TextMeshPro elementNameUITextMesh;
private SelectableElementType _beforeElement;
private SelectableElementType _currentElement;
private Tweener<TweenTypesOutSine> _lookAtElementTweener = new Tweener<TweenTypesOutSine>();
private Tweener<TweenTypesInOutSine> _lightIntesityTweener = new Tweener<TweenTypesInOutSine>();
private Vector3 _beforeLookAtPosition = Vector3.zero;
private Vector3 _nowLookAtPosition = Vector3.zero;
private IEnumerator AsyncLoadCharacterResouce<T>(ResouceLoadedCallback<T> callback) where T : FieGameCharacter
{
FiePrefabInfo existsAttribute = (FiePrefabInfo)Attribute.GetCustomAttribute(typeof(T), typeof(FiePrefabInfo));
if (existsAttribute == null)
{
callback((T)null);
}
else
{
ResourceRequest loadRequest = Resources.LoadAsync(existsAttribute.path);
float time = 0f;
if (time < 3f && !loadRequest.isDone)
{
float num = time + Time.deltaTime;
yield return (object)null;
/*Error: Unable to find new state assignment for yield return*/;
}
GameObject loadObject = loadRequest.asset as GameObject;
if (loadObject == null)
{
callback((T)null);
}
else
{
T gameCharacter = loadObject.GetComponent<T>();
if ((UnityEngine.Object)gameCharacter == (UnityEngine.Object)null)
{
callback((T)null);
}
else
{
callback(gameCharacter);
}
}
}
}
private void Start()
{
UpdateTextMesh();
}
private void Update()
{
}
private void UpdateElementActivity()
{
switch (_currentElement)
{
case SelectableElementType.Maximum_Element:
break;
case SelectableElementType.Magic:
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);
break;
case SelectableElementType.Kindness:
FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
break;
case SelectableElementType.Laghter:
FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
break;
case SelectableElementType.Loyalty:
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);
break;
case SelectableElementType.Generosity:
FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
break;
case SelectableElementType.Honestly:
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);
break;
case SelectableElementType.PrincessRisingSun:
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);
break;
}
}
private void UpdateTextMesh()
{
if (!(elementNameUITextMesh == null))
{
string key = null;
switch (_currentElement)
{
case SelectableElementType.Magic:
key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_MAGIC;
break;
case SelectableElementType.Kindness:
key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_KINDNESS;
break;
case SelectableElementType.Laghter:
key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_LAUGHTER;
break;
case SelectableElementType.Loyalty:
key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_LOYALTY;
break;
case SelectableElementType.Generosity:
key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_GENEROSITY;
break;
case SelectableElementType.Honestly:
key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_HONESTY;
break;
case SelectableElementType.PrincessRisingSun:
key = GDEItemKeys.ConstantTextList_ELEMENT_NAME_PONICO;
break;
}
GDEConstantTextListData constantTextData;
string constantText = FieLocalizeUtility.GetConstantText(key, out constantTextData);
elementNameUITextMesh.font = ((!constantTextData.ForceEnableToUseEnglishFont) ? FieManagerBehaviour<FieEnvironmentManager>.I.currentFont : FieManagerBehaviour<FieEnvironmentManager>.I.englishFont);
elementNameUITextMesh.text = constantText;
elementNameUITextMesh.ForceMeshUpdate();
}
}
public void IncreaseElementIndex()
{
int num = (int)(_currentElement + 1);
if (num >= 6)
{
num = 0;
}
_currentElement = (SelectableElementType)num;
}
public void DecreaseElementIndex()
{
int num = (int)(_currentElement - 1);
if (num < 0)
{
num = 5;
}
_currentElement = (SelectableElementType)num;
}
public bool isDecidable()
{
return existFlagList[(int)_currentElement];
}
public void Decide()
{
FieLobbyGameCharacterGenerateManager.LobbyGameCharacterCreatedCallback lobbyCallback = delegate
{
isEnable = false;
FieManagerBehaviour<FieGameCameraManager>.I.setDefaultCameraOffset(new Vector3(0f, 0.75f, -5f));
FieManagerBehaviour<FieGameCameraManager>.I.setDefaultCameraRotation(new Vector3(354f, 0f, 0f));
FieManagerBehaviour<FieGameCameraManager>.I.gameCamera.SetCameraTask<FieGameCameraTaskStop>(1f);
};
int userNumberByHash = FieManagerBehaviour<FieUserManager>.I.getUserNumberByHash(FieManagerBehaviour<FieUserManager>.I.myHash);
FieUser userData = FieManagerBehaviour<FieUserManager>.I.GetUserData(userNumberByHash);
FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
switch (_currentElement)
{
case SelectableElementType.Kindness:
break;
case SelectableElementType.Laghter:
break;
case SelectableElementType.Generosity:
break;
case SelectableElementType.Maximum_Element:
break;
case SelectableElementType.Magic:
{
ResouceLoadedCallback<FieTwilight> callback4 = delegate
{
FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieTwilight>(userData, lobbyCallback);
};
StartCoroutine(AsyncLoadCharacterResouce(callback4));
break;
}
case SelectableElementType.Loyalty:
{
ResouceLoadedCallback<FieRainbowDash> callback3 = delegate
{
FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieRainbowDash>(userData, lobbyCallback);
};
StartCoroutine(AsyncLoadCharacterResouce(callback3));
break;
}
case SelectableElementType.Honestly:
{
ResouceLoadedCallback<FieApplejack> callback2 = delegate
{
FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieApplejack>(userData, lobbyCallback);
};
StartCoroutine(AsyncLoadCharacterResouce(callback2));
break;
}
case SelectableElementType.PrincessRisingSun:
{
ResouceLoadedCallback<FieRisingSun> callback = delegate
{
FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieRisingSun>(userData, lobbyCallback);
};
StartCoroutine(AsyncLoadCharacterResouce(callback));
break;
}
}
}
}
}