mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
426 lines
14 KiB
C#
426 lines
14 KiB
C#
using Fie.Camera;
|
|
using Fie.Manager;
|
|
using Fie.Ponies.Applejack;
|
|
using Fie.Ponies.RainbowDash;
|
|
using Fie.Ponies.Twilight;
|
|
using Fie.User;
|
|
using Fie.Utility;
|
|
using GameDataEditor;
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace Fie.UI
|
|
{
|
|
public class FieLobbySelectableUIController : MonoBehaviour
|
|
{
|
|
public enum SelectableWindowState
|
|
{
|
|
DISABLED,
|
|
CHARACTER_SELECT,
|
|
LEVEL_SELECT,
|
|
SKILL_TREE,
|
|
CONFIRMING_REBIRTH,
|
|
GOTO_GAME
|
|
}
|
|
|
|
private delegate void ResouceLoadedCallback<T>(T gameCharacter) where T : FieGameCharacter;
|
|
|
|
[SerializeField]
|
|
private FieLobbySelectableUIHeader header;
|
|
|
|
[SerializeField]
|
|
private FieLobbySelectableUICharacterSelect characterSelect;
|
|
|
|
[SerializeField]
|
|
private FieLobbySelectableUILevelSelect levelSelect;
|
|
|
|
[SerializeField]
|
|
private CanvasGroup _headerCanvas;
|
|
|
|
[SerializeField]
|
|
private List<CanvasGroup> _characterSelectCanvases = new List<CanvasGroup>();
|
|
|
|
[SerializeField]
|
|
private List<CanvasGroup> _levelSelectCanvases = new List<CanvasGroup>();
|
|
|
|
[SerializeField]
|
|
private FieSkillTree skillTree;
|
|
|
|
[SerializeField]
|
|
private GameObject _lobbyDefaultBgmObject;
|
|
|
|
[SerializeField]
|
|
private GameObject _lobbySkillTreeBgmObject;
|
|
|
|
private Tweener<TweenTypesLinear> _transitionTweener = new Tweener<TweenTypesLinear>();
|
|
|
|
private Tweener<TweenTypesInOutSine> _transitionInOutTweener = new Tweener<TweenTypesInOutSine>();
|
|
|
|
private SelectableWindowState _currentState;
|
|
|
|
private bool _isNowTransition;
|
|
|
|
private Coroutine _transitionCoroutine;
|
|
|
|
public SelectableWindowState currentState => _currentState;
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Start()
|
|
{
|
|
_headerCanvas.alpha = 0f;
|
|
for (int i = 0; i < _characterSelectCanvases.Count; i++)
|
|
{
|
|
_characterSelectCanvases[i].alpha = 0f;
|
|
}
|
|
for (int j = 0; j < _levelSelectCanvases.Count; j++)
|
|
{
|
|
_levelSelectCanvases[j].alpha = 0f;
|
|
}
|
|
header.gameObject.SetActive(value: false);
|
|
characterSelect.gameObject.SetActive(value: false);
|
|
levelSelect.gameObject.SetActive(value: false);
|
|
skillTree.gameObject.SetActive(value: false);
|
|
_lobbyDefaultBgmObject.SetActive(value: true);
|
|
_lobbySkillTreeBgmObject.SetActive(value: false);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
SelectableWindowState currentState = _currentState;
|
|
if (currentState == SelectableWindowState.SKILL_TREE)
|
|
{
|
|
UpdateSkillTreeState();
|
|
}
|
|
}
|
|
|
|
private void UpdateSkillTreeState()
|
|
{
|
|
if (skillTree.isEnd)
|
|
{
|
|
ChangeState(SelectableWindowState.CHARACTER_SELECT);
|
|
}
|
|
}
|
|
|
|
public void ChangeState(SelectableWindowState targetState)
|
|
{
|
|
if (!_isNowTransition)
|
|
{
|
|
if (_transitionCoroutine != null)
|
|
{
|
|
StopCoroutine(_transitionCoroutine);
|
|
}
|
|
switch (targetState)
|
|
{
|
|
case SelectableWindowState.CONFIRMING_REBIRTH:
|
|
break;
|
|
case SelectableWindowState.CHARACTER_SELECT:
|
|
if (_currentState == SelectableWindowState.SKILL_TREE)
|
|
{
|
|
_transitionCoroutine = StartCoroutine(BackToCharacterSelectFromSkillTree());
|
|
}
|
|
else
|
|
{
|
|
_transitionCoroutine = StartCoroutine(ShowCharacterSelectUI());
|
|
}
|
|
break;
|
|
case SelectableWindowState.LEVEL_SELECT:
|
|
if (PhotonNetwork.isMasterClient || PhotonNetwork.offlineMode)
|
|
{
|
|
_transitionCoroutine = StartCoroutine(ShowLevelSelectUI());
|
|
}
|
|
else
|
|
{
|
|
_currentState = SelectableWindowState.LEVEL_SELECT;
|
|
_transitionCoroutine = StartCoroutine(ShowCharacterSelectUI());
|
|
}
|
|
break;
|
|
case SelectableWindowState.DISABLED:
|
|
_transitionCoroutine = StartCoroutine(HideSelectUI());
|
|
break;
|
|
case SelectableWindowState.SKILL_TREE:
|
|
_transitionCoroutine = StartCoroutine(ShowSkillTree());
|
|
break;
|
|
case SelectableWindowState.GOTO_GAME:
|
|
_transitionCoroutine = StartCoroutine(StartGameCoroutine());
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private IEnumerator StartGameCoroutine()
|
|
{
|
|
if (!_isNowTransition)
|
|
{
|
|
_isNowTransition = true;
|
|
if (_currentState == SelectableWindowState.CHARACTER_SELECT)
|
|
{
|
|
_transitionTweener.InitTweener(0.2f, 1f, 0f);
|
|
if (!_transitionTweener.IsEnd())
|
|
{
|
|
float rate3 = _transitionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
for (int i = 0; i < _characterSelectCanvases.Count; i++)
|
|
{
|
|
_characterSelectCanvases[i].alpha = 1f * rate3;
|
|
}
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
else if (_currentState != SelectableWindowState.LEVEL_SELECT)
|
|
{
|
|
_transitionTweener.InitTweener(0.5f, 1f, 0f);
|
|
if (!_transitionTweener.IsEnd())
|
|
{
|
|
float rate2 = _transitionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
for (int j = 0; j < _levelSelectCanvases.Count; j++)
|
|
{
|
|
_levelSelectCanvases[j].alpha = 1f * rate2;
|
|
}
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
_transitionTweener.InitTweener(0.2f, 0f, 1f);
|
|
if (!_transitionTweener.IsEnd())
|
|
{
|
|
float rate = _transitionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
_headerCanvas.alpha = 1f * rate;
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
Decide();
|
|
header.gameObject.SetActive(value: false);
|
|
characterSelect.gameObject.SetActive(value: false);
|
|
levelSelect.gameObject.SetActive(value: false);
|
|
skillTree.gameObject.SetActive(value: false);
|
|
_currentState = SelectableWindowState.GOTO_GAME;
|
|
_isNowTransition = false;
|
|
}
|
|
}
|
|
|
|
private IEnumerator BackToCharacterSelectFromSkillTree()
|
|
{
|
|
if (!_isNowTransition)
|
|
{
|
|
_isNowTransition = true;
|
|
FieManagerBehaviour<FieFaderManager>.I.LaunchFader(FieFaderManager.FadeType.OUT_TO_WHITE, 0.3f);
|
|
yield return (object)new WaitForSeconds(0.3f);
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
|
|
private IEnumerator ShowSkillTree()
|
|
{
|
|
if (!_isNowTransition)
|
|
{
|
|
_isNowTransition = true;
|
|
if (_currentState == SelectableWindowState.CHARACTER_SELECT)
|
|
{
|
|
_transitionTweener.InitTweener(0.2f, 1f, 0f);
|
|
if (!_transitionTweener.IsEnd())
|
|
{
|
|
float rate2 = _transitionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
for (int i = 0; i < _characterSelectCanvases.Count; i++)
|
|
{
|
|
_characterSelectCanvases[i].alpha = 1f * rate2;
|
|
}
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
_transitionTweener.InitTweener(0.2f, 1f, 0f);
|
|
if (!_transitionTweener.IsEnd())
|
|
{
|
|
float rate3 = _transitionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
_headerCanvas.alpha = 1f * rate3;
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
_lobbyDefaultBgmObject.SetActive(value: false);
|
|
_lobbySkillTreeBgmObject.SetActive(value: true);
|
|
FieManagerBehaviour<FieFaderManager>.I.LaunchFader(FieFaderManager.FadeType.OUT_TO_WHITE, 0.3f);
|
|
_transitionInOutTweener.InitTweener(0.3f, 1f, 0.05f);
|
|
if (!_transitionInOutTweener.IsEnd())
|
|
{
|
|
float rate = _transitionInOutTweener.UpdateParameterFloat(Time.deltaTime);
|
|
FieManagerBehaviour<FieGameCameraManager>.I.gameCamera.camera.fieldOfView = 45f * rate;
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
FieGameCharacter gameCharacter = characterSelect.GetLatestSelectedGameCharacter();
|
|
GDEGameCharacterTypeData gameCharacterTypeData = gameCharacter.getCharacterTypeData();
|
|
FieManagerBehaviour<FieSaveManager>.I.GetGameCharacterBuildData(gameCharacterTypeData);
|
|
FieManagerBehaviour<FieGameCameraManager>.I.gameCamera.gameObject.SetActive(value: false);
|
|
FieManagerBehaviour<FieGUIManager>.I.uiCamera.gameObject.SetActive(value: false);
|
|
header.gameObject.SetActive(value: false);
|
|
characterSelect.gameObject.SetActive(value: false);
|
|
levelSelect.gameObject.SetActive(value: false);
|
|
skillTree.gameObject.SetActive(value: true);
|
|
yield return (object)new WaitForSeconds(0.1f);
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
|
|
private IEnumerator HideSelectUI()
|
|
{
|
|
if (!_isNowTransition)
|
|
{
|
|
_isNowTransition = true;
|
|
if (_currentState != 0)
|
|
{
|
|
_transitionTweener.InitTweener(0.5f, 1f, 0f);
|
|
if (!_transitionTweener.IsEnd())
|
|
{
|
|
float rate = _transitionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
_headerCanvas.alpha = 1f * rate;
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
if (_currentState != SelectableWindowState.CHARACTER_SELECT)
|
|
{
|
|
_transitionTweener.InitTweener(0.5f, 1f, 0f);
|
|
if (!_transitionTweener.IsEnd())
|
|
{
|
|
float rate3 = _transitionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
for (int i = 0; i < _characterSelectCanvases.Count; i++)
|
|
{
|
|
_characterSelectCanvases[i].alpha = 1f * rate3;
|
|
}
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
else if (_currentState != SelectableWindowState.LEVEL_SELECT)
|
|
{
|
|
_transitionTweener.InitTweener(0.5f, 1f, 0f);
|
|
if (!_transitionTweener.IsEnd())
|
|
{
|
|
float rate2 = _transitionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
for (int j = 0; j < _levelSelectCanvases.Count; j++)
|
|
{
|
|
_levelSelectCanvases[j].alpha = 1f * rate2;
|
|
}
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
}
|
|
_isNowTransition = false;
|
|
_currentState = SelectableWindowState.DISABLED;
|
|
header.gameObject.SetActive(value: false);
|
|
characterSelect.gameObject.SetActive(value: false);
|
|
levelSelect.gameObject.SetActive(value: false);
|
|
}
|
|
}
|
|
|
|
private IEnumerator ShowLevelSelectUI()
|
|
{
|
|
if (!_isNowTransition)
|
|
{
|
|
_isNowTransition = true;
|
|
header.gameObject.SetActive(value: false);
|
|
characterSelect.gameObject.SetActive(value: false);
|
|
levelSelect.gameObject.SetActive(value: true);
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
|
|
private IEnumerator ShowCharacterSelectUI()
|
|
{
|
|
if (!_isNowTransition)
|
|
{
|
|
_isNowTransition = true;
|
|
header.gameObject.SetActive(value: true);
|
|
characterSelect.gameObject.SetActive(value: true);
|
|
levelSelect.gameObject.SetActive(value: true);
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
}
|
|
|
|
public void Decide()
|
|
{
|
|
FieLobbyGameCharacterGenerateManager.LobbyGameCharacterCreatedCallback lobbyCallback = delegate
|
|
{
|
|
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);
|
|
int totalExp = FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData.CharacterExp[(int)characterSelect.decidedCharacter.getGameCharacterID()];
|
|
FieLevelInfo levelInfoByTotalExp = FieManagerBehaviour<FieSaveManager>.I.GetLevelInfoByTotalExp(totalExp);
|
|
FieManagerBehaviour<FieNetworkManager>.I.SetMyCharacterLevel(levelInfoByTotalExp.level);
|
|
FieManagerBehaviour<FieActivityManager>.I.RequestToHideActivity();
|
|
switch (characterSelect.decidedCharacter.getGameCharacterID())
|
|
{
|
|
case FieConstValues.FieGameCharacter.MAGIC:
|
|
{
|
|
ResouceLoadedCallback<FieTwilight> callback3 = delegate
|
|
{
|
|
FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieTwilight>(userData, lobbyCallback);
|
|
};
|
|
StartCoroutine(AsyncLoadCharacterResouce(callback3));
|
|
break;
|
|
}
|
|
case FieConstValues.FieGameCharacter.LOYALTY:
|
|
{
|
|
ResouceLoadedCallback<FieRainbowDash> callback2 = delegate
|
|
{
|
|
FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieRainbowDash>(userData, lobbyCallback);
|
|
};
|
|
StartCoroutine(AsyncLoadCharacterResouce(callback2));
|
|
break;
|
|
}
|
|
case FieConstValues.FieGameCharacter.HONESTY:
|
|
{
|
|
ResouceLoadedCallback<FieApplejack> callback = delegate
|
|
{
|
|
FieManagerBehaviour<FieLobbyGameCharacterGenerateManager>.I.RequestToCreateGameCharacter<FieApplejack>(userData, lobbyCallback);
|
|
};
|
|
StartCoroutine(AsyncLoadCharacterResouce(callback));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|