885 lines
30 KiB
C#
885 lines
30 KiB
C#
using BrewMonster;
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using BrewMonster.Network;
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using BrewMonster.UI;
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using System;
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using System.Collections.Generic;
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using BrewMonster.PerfectWorld.Scripts.Utility.ChatFilter;
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using BrewMonster.Scripts.Chat.EmotionData;
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using BrewMonster.Scripts.Managers;
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using BrewMonster.Scripts.Task.UI;
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using BrewMonster.Scripts.UI;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using TMPro;
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public class CECUIManager : MonoSingleton<CECUIManager>
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{
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[SerializeField] private TMP_Text _fpsText;
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[SerializeField] private List<GameObject> uiPrefabs; // drag các prefab UI vào đây
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private readonly Dictionary<Type, GameObject> _spawnedUIs = new();
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/// <summary>Stack of dialog names (front = index 0 = top / currently on top).</summary>
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[SerializeField]private List<string> _uiStack = new();
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/// <summary>Max number of dialogs in stack; when exceeded on Push, the top is popped once. 0 = unlimited.</summary>
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[SerializeField] private int _maxStack = 1;
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[SerializeField] private HUDNPC npsUI;
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[SerializeField] private int currentTargetNPCID;
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CECGameUIMan gameUI;
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public CECGameUIMan GameUI => gameUI;
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AUIManager aUIManager;
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AUIDialog _dlgPlayerOptions;
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[SerializeField] private DialogScriptTableObject dialogResouce;
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[SerializeField] private Canvas canvasDlg;
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[SerializeField]
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[Tooltip("Chat TMP: EmotionLibrarySpriteMap (SO). CECGameUIMan is not a MonoBehaviour — assign here on CECUIManager.")]
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private EmotionLibrarySpriteMap _emotionLibrarySpriteMap;
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[SerializeField] private UnityEngine.UI.Button btnSecondClick;
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[SerializeField] CDlgQuickBar m_pDlgQuickBar1;
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[SerializeField] GameObject ChangeSkillShortcutButton;
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public CDlgSkillSubOther m_pDlgSkillSubOther;
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CDlgMessageBox m_pDlgMessageBox;
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public CDlgSkillAction m_pDlgSkillAction;
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Sprite[] m_iconlistIvtr;
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private CDlgInfoTooltip m_pDlgSkillTooltip;
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// Task update timer / 任务更新计时器
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private float _nextTaskUpdateTime = 0f;
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private const float TASK_UPDATE_INTERVAL = .1f;
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protected override void Awake()
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{
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base.Awake();
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EventBus.Subscribe<CECHostPlayer.NPCINFO>(ShowUINPC);
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EventBus.Subscribe<CECHostPlayer.TargetHUDClearEvent>(OnTargetHUDClear);
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EventBus.Subscribe<CECHostPlayer.HostPlayerLevelUpUIEvent>(OnHostPlayerLevelUpUI);
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EventBus.Subscribe<NPCDiedEvent>(TryHideUINPC);
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EventBus.Subscribe<MessageBoxEvent>(OnMessageBox);
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gameUI = new CECGameUIMan();
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gameUI.SetDependency(dialogResouce, canvasDlg);
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gameUI.SetEmotionSpriteMap(_emotionLibrarySpriteMap);
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gameUI.Init();
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m_pDlgSkillAction = GetComponent<CDlgSkillAction>();
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// Wire up second-click button / 连接第二次点击按钮
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if (btnSecondClick != null)
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{
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btnSecondClick.onClick.AddListener(OnSecondClickButtonClicked);
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}
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ShowUI("Win_Hpmpxp");
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#if UNITY_EDITOR
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ChangeSkillShortcutButton.SetActive(true);
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#else
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ChangeSkillShortcutButton.SetActive(false);
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#endif
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}
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private void Update()
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{
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// _fpsText.text = $"{Mathf.RoundToInt(1f / Time.deltaTime)}";
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if (m_pDlgQuickBar1 != null)
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{
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m_pDlgQuickBar1.UpdateShortcuts();
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}
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// Task UI must run from this Update(): TickInvoker often never calls CECUIManager.Tick in practice
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// (registration order, DDOL instance, or no TickInvoker in scene), so logs/body there never ran.
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// 任务 UI 必须在此 Update 驱动:TickInvoker 在部分场景下根本不会调到本类 Tick。
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if (Time.unscaledTime < _nextTaskUpdateTime)
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return;
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_nextTaskUpdateTime = Time.unscaledTime + TASK_UPDATE_INTERVAL;
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UpdateTaskUI();
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if (EC_Game.GetGameRun()?.GetHostPlayer() != null)
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EC_Game.GetGameRun()?.ShowAccountLoginInfo();
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}
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/// <summary>
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/// Rebuild acceptable-quest cache after host levels up (heavy scan; not on player code path).
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/// 升级后重建可接任务缓存(全表扫描放在 UI 层)。
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/// </summary>
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private void OnHostPlayerLevelUpUI(CECHostPlayer.HostPlayerLevelUpUIEvent _)
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{
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DlgTask.RebuildAcceptableQuestCache();
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}
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/// <summary>
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/// Update task UI from DlgTask and DlgTaskTrace / 从DlgTask和DlgTaskTrace更新任务UI
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/// </summary>
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private void UpdateTaskUI()
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{
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try
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{
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var inGameUIMan = GetInGameUIMan();
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if (inGameUIMan == null) return;
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// Prefer cached DlgTask from Init (Win_Quest). Do not rely on `is DlgTask` on AUIDialog:
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// prefab may register as AUIDialog while DlgTask is the concrete component on the same GO.
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// 优先使用 Init 里缓存的 DlgTask;字典里可能是 AUIDialog 引用,`is DlgTask` 会为 false。
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DlgTask dlgTask = null;
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if (inGameUIMan is CECGameUIMan gameUi && gameUi.GetDlgTask() != null)
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dlgTask = gameUi.GetDlgTask();
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if (dlgTask == null)
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{
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var dlg = inGameUIMan.GetDialog(CECUIHelper.DlgTaskName);
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dlgTask = dlg != null ? dlg.GetComponent<DlgTask>() : null;
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}
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if (dlgTask == null)
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return;
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if (EC_Game.GetGameRun()?.GetHostPlayer() == null)
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return;
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var bShowTrace = inGameUIMan.IsDialogShow("Win_QuestMinion");
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dlgTask.RefreshTaskTrace(bShowTrace);
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dlgTask.Tick();
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}
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catch (System.Exception)
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{
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// Silently handle errors to avoid spamming logs / 静默处理错误以避免日志刷屏
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// Task UI update errors are handled silently / 任务UI更新错误被静默处理
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}
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}
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private void OnDestroy()
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{
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EventBus.Unsubscribe<CECHostPlayer.NPCINFO>(ShowUINPC);
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EventBus.Unsubscribe<CECHostPlayer.TargetHUDClearEvent>(OnTargetHUDClear);
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EventBus.Unsubscribe<CECHostPlayer.HostPlayerLevelUpUIEvent>(OnHostPlayerLevelUpUI);
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EventBus.Unsubscribe<NPCDiedEvent>(TryHideUINPC);
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EventBus.Unsubscribe<MessageBoxEvent>(OnMessageBox);
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}
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private void ShowUINPC(CECHostPlayer.NPCINFO obj)
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{
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var host = EC_Game.GetGameRun()?.GetHostPlayer();
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if (host != null && host.GetSelectedTarget() != obj.IDNPC)
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return;
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npsUI.gameObject.SetActive(true);
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string hpText = obj.MaxHealth > 0 ? $"{obj.CurrentHealth}/{obj.MaxHealth}" : "-/-";
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npsUI.SetText(hpText, obj.Name ?? "", "");
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float fill = obj.MaxHealth > 0 ? (float)obj.CurrentHealth / (float)obj.MaxHealth : 1f;
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npsUI.SetHealthImage(fill);
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currentTargetNPCID = obj.IDNPC;
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}
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private void OnTargetHUDClear(CECHostPlayer.TargetHUDClearEvent _)
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{
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npsUI.gameObject.SetActive(false);
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}
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public CDlgQuickBar GetCDlgQuickBar()
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{
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return m_pDlgQuickBar1;
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}
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private void TryHideUINPC(NPCDiedEvent obj)
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{
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if (obj.NPCID != currentTargetNPCID) return;
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npsUI.gameObject.SetActive(false);
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}
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/// <summary>
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/// Show UI by name of component ("DlgTask", "EC_InventoryUI"). When isStack is true, pushes the dialog onto the UI stack (brings to front and tracks for Pop).
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/// </summary>
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/// <param name="componentName">Name of component ("DlgTask", "EC_InventoryUI")</param>
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/// <param name="isStack">If true, push onto stack (show + SetAsLastSibling + track); if false, just show.</param>
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/// <param name="hideCurrentUI">just hide current ui- not pop</param>
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public AUIDialog ShowUI(string componentName)
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{
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if (string.IsNullOrEmpty(componentName) || canvasDlg == null)
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{
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if (canvasDlg == null) Debug.LogError("canvasDlg is null");
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return null;
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}
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var currentDialogue = GetCurrentDialog();
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if (currentDialogue != null)
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{
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if (_uiStack.Count > 0 && string.Compare(_uiStack[0], componentName, StringComparison.Ordinal) == 0)
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{
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return currentDialogue;
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}
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currentDialogue.Show(false);
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}
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return Push(componentName);
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}
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public void HideCurrentUIInStack()
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{
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Pop();
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//show next one
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var currentDialogue = GetCurrentDialog();
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if (currentDialogue != null)
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{
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currentDialogue.Show(true);
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}
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}
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/// <summary>
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/// Push a dialog onto the UI stack: show it, add to front of stack, and SetAsLastSibling so it draws on top. If already in stack, moves it to front.
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/// </summary>
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private AUIDialog Push(string componentName)
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{
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if (string.IsNullOrEmpty(componentName) || canvasDlg == null) return null;
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_uiStack.Remove(componentName);
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if (_maxStack > 0 && _uiStack.Count >= _maxStack)
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Pop();
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var dlg = GetInGameUIMan().GetDialog(componentName);
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if (dlg == null) return null;
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dlg.Show(true);
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_uiStack.Insert(0, componentName);
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dlg.transform.SetAsLastSibling();
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return dlg;
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}
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/// <summary>
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/// Pop the top dialog off the stack: hide it and bring the new top (if any) to front. Returns true if something was popped.
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/// </summary>
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private bool Pop()
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{
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if (_uiStack.Count == 0) return false;
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string top = _uiStack[0];
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_uiStack.RemoveAt(0);
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var dlg = GetInGameUIMan().GetDialog(top);
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if (dlg != null)
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dlg.Show(false);
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if (_uiStack.Count > 0)
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{
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var newTop = GetInGameUIMan().GetDialog(_uiStack[0]);
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if (newTop != null)
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newTop.transform.SetAsLastSibling();
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}
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return true;
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}
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/// <summary>Returns the name of the dialog currently on top of the stack, or null if stack is empty.</summary>
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public string GetCurrentUI()
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{
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if (_uiStack.Count == 0) return null;
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return _uiStack[0];
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}
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/// <summary>Returns the dialog instance currently on top of the stack, or null if stack is empty.</summary>
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public AUIDialog GetCurrentDialog()
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{
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var currentUI = GetCurrentUI();
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if (currentUI == null) return null;
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return GetInGameUIMan().GetDialog(currentUI);
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}
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/// <summary>Returns the number of dialogs in the stack (0 when empty).</summary>
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public int GetStackCount() => _uiStack.Count;
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/// <summary>Returns true if the given dialog name is in the stack.</summary>
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public bool IsInStack(string componentName)
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{
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return !string.IsNullOrEmpty(componentName) && _uiStack.Contains(componentName);
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}
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/// <summary>Returns the dialog name at the given index (0 = top) without removing. Returns null if index is out of range.</summary>
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public string PeekStack(int index = 0)
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{
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if (index < 0 || index >= _uiStack.Count) return null;
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return _uiStack[index];
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}
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/// <summary>Clears the entire stack. If hideAll is true, hides every dialog in the stack before clearing.</summary>
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public void ClearStack(bool hideAll = true)
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{
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if (hideAll)
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{
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var gui = GetInGameUIMan();
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foreach (string name in _uiStack)
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{
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var dlg = gui?.GetDialog(name);
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if (dlg != null) dlg.Show(false);
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}
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}
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_uiStack.Clear();
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}
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public CDlgMessageBox ShowMessageBoxGeneral(string title, string message, AUIDialog dlg)
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{
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var msgBox = GetInGameUIMan().GetDialog("DlgMessageBox") as CDlgMessageBox;
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if (msgBox != null)
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{
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msgBox.ShowMessageBoxGeneral(title, message, dlg);
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return msgBox;
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}
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Debug.LogError("DlgMessageBox not found in InGameUIMan");
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return null;
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}
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public CDlgMessageBox ShowMessageBoxYes(string title, string message, AUIDialog dlg, Action onClickedYes)
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{
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var msgBox = GetInGameUIMan().GetDialog("DlgMessageBox") as CDlgMessageBox;
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if (msgBox != null)
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{
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msgBox.ShowMessageBoxYes(title, message, dlg, onClickedYes);
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return msgBox;
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}
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Debug.LogError("DlgMessageBox not found in InGameUIMan");
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return null;
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}
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public CDlgMessageBox ShowMessageBoxNo(string title, string message, AUIDialog dlg, Action onClickedNo)
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{
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var msgBox = GetInGameUIMan().GetDialog("DlgMessageBox") as CDlgMessageBox;
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if (msgBox != null)
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{
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msgBox.ShowMessageBoxNo(title, message, dlg, onClickedNo);
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return msgBox;
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}
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Debug.LogError("DlgMessageBox not found in InGameUIMan");
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return null;
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}
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public CDlgMessageBox ShowMessageBoxYesAndNo(string title, string message, AUIDialog dlg, Action onClickedYes, Action onClickedNo)
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{
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var msgBox = GetInGameUIMan().GetDialog("DlgMessageBox") as CDlgMessageBox;
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if (msgBox != null)
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{
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msgBox.ShowMessageBoxYesAndNo(title, message, dlg,onClickedYes, onClickedNo);
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return msgBox;
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}
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Debug.LogError("DlgMessageBox not found in InGameUIMan");
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return null;
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}
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/// <summary>
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/// Dialog names on <see cref="_uiStack"/> that are normal gameplay HUD and must NOT block world raycasts
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/// (the stack always has at least <c>Win_Hpmpxp</c> after <see cref="Awake"/>).
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/// </summary>
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private static readonly HashSet<string> HudStackDialogNames = new HashSet<string>(StringComparer.Ordinal)
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{
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"Win_Hpmpxp",
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};
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/// <summary>
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/// Returns true when a modal / non-HUD dialog is open and world clicks should be ignored.
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/// </summary>
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public bool IsWorldInteractionBlockedByUI()
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{
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if (_uiStack == null || _uiStack.Count == 0)
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return false;
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foreach (var name in _uiStack)
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{
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if (string.IsNullOrEmpty(name))
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continue;
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if (!HudStackDialogNames.Contains(name))
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return true;
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}
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return false;
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}
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/// <summary>
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/// True when the pointer hits UI that should consume the click (buttons, fields, scroll views).
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/// Unlike <see cref="EventSystem.IsPointerOverGameObject"/>, full-screen Images/Text with raycast
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/// but no interactive control do not block — so clicks can reach the world for NPC selection.
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/// </summary>
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public static bool IsPointerOverInteractiveUI()
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{
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var es = EventSystem.current;
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if (es == null)
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return false;
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Vector2 pos = Input.mousePosition;
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if (Input.touchCount > 0)
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pos = Input.GetTouch(0).position;
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var ped = new PointerEventData(es) { position = pos };
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var results = new List<RaycastResult>();
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es.RaycastAll(ped, results);
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if (results.Count == 0)
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return false;
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foreach (var r in results)
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{
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var go = r.gameObject;
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if (go == null)
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continue;
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if (go.GetComponentInParent<Selectable>() != null)
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return true;
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if (go.GetComponentInParent<TMP_InputField>() != null)
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return true;
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if (go.GetComponentInParent<InputField>() != null)
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return true;
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if (go.GetComponentInParent<ScrollRect>() != null)
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return true;
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}
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return false;
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}
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// public CDlgMessageBox ShowMessageBox(MessageBoxData messageBoxData)
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// {
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// var msgBox = GetInGameUIMan().GetDialog("DlgMessageBox") as CDlgMessageBox;
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// if (msgBox != null)
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// {
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// msgBox.ShowMessageBox(messageBoxData);
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// return msgBox;
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// }
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// else
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// {
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// Debug.LogError("DlgMessageBox not found in InGameUIMan");
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// }
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//
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// return null;
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// }
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// public CDlgMessageBox ShowMessageBox(string title, string message, MessageBoxType messageBoxType,
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// Action onClickedYes = null, Action onClickedNo = null)
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// {
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// var msgBox = GetInGameUIMan().GetDialog("DlgMessageBox") as CDlgMessageBox;
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// if (msgBox != null)
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// {
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// msgBox.ShowMessageBox(new MessageBoxData()
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// {
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// Title = title,
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// Message = message,
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// MessageBoxType = messageBoxType,
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// OnClickedYes = onClickedYes,
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// OnClickedNo = onClickedNo
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// });
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// return msgBox;
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// }
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// else
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// {
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// Debug.LogError("DlgMessageBox not found in InGameUIMan");
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// }
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//
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// return null;
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// }
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public void UpdateSkillRelatedUI()
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{
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// ¸üм¼ÄÜÏà¹ØµÄ½çÃæÏÔʾ
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if (m_pDlgQuickBar1)
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m_pDlgQuickBar1.UpdateShortcuts();
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/* if (m_pDlgSkillEdit != null && m_pDlgSkillEdit->IsShow())
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{
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// ¼¼Äܱ༽çÃæÖ»ÔÚ Show(true) µÄʱºò²ÅÄܸüÐÂ
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m_pDlgSkillEdit->Show(false);
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}*/
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}
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/// <summary>
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/// Show skill tooltip with description near the clicked skill button.
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/// </summary>
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/// <param name="hintText">The skill description and requirements</param>
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/// <param name="sourceButton">The button RectTransform to position near</param>
|
|
public void ShowSkillTooltip(string hintText, RectTransform sourceButton, Action triggerAction = null)
|
|
{
|
|
if (string.IsNullOrEmpty(hintText))
|
|
{
|
|
Debug.LogWarning("[CECUIManager] ShowSkillTooltip called with empty hint text");
|
|
return;
|
|
}
|
|
|
|
// Lazy-load the tooltip dialog
|
|
if (m_pDlgSkillTooltip == null)
|
|
{
|
|
var tooltip = GetInGameUIMan().GetDialog("CDlgInfoTooltip") as CDlgInfoTooltip;
|
|
if (tooltip != null)
|
|
{
|
|
m_pDlgSkillTooltip = tooltip;
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning(
|
|
"[CECUIManager] CDlgSkillTooltip not found in dialog resource. Tooltip will not be displayed.");
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (m_pDlgSkillTooltip != null)
|
|
{
|
|
m_pDlgSkillTooltip.ShowTooltip(hintText, sourceButton, triggerAction);
|
|
}
|
|
}
|
|
/// <summary>
|
|
/// Hide the skill tooltip if it's currently visible.
|
|
/// </summary>
|
|
public void HideSkillTooltip()
|
|
{
|
|
if (m_pDlgSkillTooltip != null)
|
|
{
|
|
m_pDlgSkillTooltip.HideTooltip();
|
|
}
|
|
}
|
|
|
|
private void OnMessageBox(MessageBoxEvent messageBoxEvent)
|
|
{
|
|
BMLogger.LogError("CECUIManager OnMessageBox called");
|
|
int iRetVal = messageBoxEvent.iRetVal;
|
|
AUIDialog pDlg = messageBoxEvent.pDlg;
|
|
|
|
if (pDlg == m_pDlgMessageBox)
|
|
{
|
|
OnNewMessageBox(iRetVal);
|
|
return;
|
|
}
|
|
|
|
UnityGameSession pSession = UnityGameSession.Instance;
|
|
CECHostPlayer pHost = CECGameRun.Instance.GetHostPlayer();
|
|
|
|
if (string.Equals(pDlg.GetName(), "Game_Quit", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
// TODO
|
|
// Cancel hotkey customize because hot key state is determinted by CECHostInputFilter
|
|
// which is shared between repick role
|
|
//
|
|
// if (m_pDlgSettingQuickKey->IsShow())
|
|
// m_pDlgSettingQuickKey->Show(false);
|
|
|
|
if( pSession.GameSession.IsConnected )
|
|
{
|
|
// TODO
|
|
// if (CECCrossServer::Instance().IsOnSpecialServer())
|
|
// g_pGame->GetGameRun()->GetPendingLogOut().AppendForSaveConfig(new CECPendingLogoutCrossServer());
|
|
// else
|
|
// g_pGame->GetGameRun()->GetPendingLogOut().AppendForSaveConfig(new CECPendingLogoutHalf());
|
|
|
|
EC_Game.GetGameRun().GetPendingLogOut().AppendForSaveConfig(new CECPendingLogoutHalf());
|
|
}
|
|
else
|
|
EC_Game.GetGameRun().SetLogoutFlag(2);
|
|
}
|
|
else if ((string.Equals(pDlg.GetName(), "Game_TeachSkill", StringComparison.OrdinalIgnoreCase) &&
|
|
DialogBoxCommandIDs.IDOK == iRetVal) ||
|
|
(string.Equals(pDlg.GetName(), "Game_LearnSkill", StringComparison.OrdinalIgnoreCase) &&
|
|
DialogBoxCommandIDs.IDOK == iRetVal))
|
|
{
|
|
if (string.Equals(pDlg.GetName(), "Game_TeachSkill", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
}
|
|
|
|
else if (string.Equals(pDlg.GetName(), "Game_LearnSkill", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
/* int skillID = (int)pDlg.GetData();
|
|
int nCondition = pHost.CheckSkillLearnCondition(skillID, true);
|
|
|
|
if (0 == nCondition)
|
|
{
|
|
UnityGameSession.c2s_SendCmdNPCSevLearnSkill(skillID);
|
|
}*/
|
|
/*else if (1 == nCondition)
|
|
AddChatMessage(GetStringFromTable(270), GP_CHAT_MISC);
|
|
else if (6 == nCondition)
|
|
AddChatMessage(GetStringFromTable(527), GP_CHAT_MISC);
|
|
else if (7 == nCondition)
|
|
AddChatMessage(GetStringFromTable(541), GP_CHAT_MISC);
|
|
else if (8 == nCondition)
|
|
AddChatMessage(GetStringFromTable(271), GP_CHAT_MISC);
|
|
else if (9 == nCondition)
|
|
AddChatMessage(GetStringFromTable(556), GP_CHAT_MISC);
|
|
else if (10 == nCondition)
|
|
AddChatMessage(GetStringFromTable(557), GP_CHAT_MISC);
|
|
else if (12 == nCondition)
|
|
AddChatMessage(GetStringFromTable(11168), GP_CHAT_MISC);*/
|
|
}
|
|
}
|
|
//else if (pDlg is DlgInstall dlgInstall && dlgInstall.GetInstallMode == DlgInstall.InstallMode.Disenchase &&
|
|
// DialogBoxCommandIDs.IDOK == iRetVal)
|
|
//{
|
|
// UnityGameSession.c2s_CmdNPCSevClearEmbeddedChip(dlgInstall.FirstSlotIndex,
|
|
// dlgInstall.SelectedEquip.GetTemplateID());
|
|
// UnityGameSession.c2s_CmdGetAllData(true, true, false);
|
|
// dlgInstall.Show(false);
|
|
// pHost.EndNPCService();
|
|
// // m_pCurNPCEssence = NULL;
|
|
// // m_pDlgInventory->Show(false);
|
|
// pHost.GetPack((int)InventoryType.IVTRTYPE_PACK).UnfreezeAllItems();
|
|
|
|
// ShowMessageBoxGeneral("", pDlg.GetStringFromTable(228), null);
|
|
//}
|
|
}
|
|
|
|
private bool OnNewMessageBox(int iRetVal)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// private System.Type FindTypeByName(string componentName)
|
|
// {
|
|
// string[] namespacePrefixes = {
|
|
// "", // No namespace
|
|
// "BrewMonster.Scripts.Task.UI.",
|
|
// "BrewMonster.UI.",
|
|
// "BrewMonster.Scripts.UI.",
|
|
// "BrewMonster."
|
|
// };
|
|
//
|
|
// // Try with common namespace prefixes
|
|
// foreach (var prefix in namespacePrefixes)
|
|
// {
|
|
// string fullTypeName = string.IsNullOrEmpty(prefix) ? componentName : prefix + componentName;
|
|
// var type = System.Type.GetType(fullTypeName);
|
|
// if (type != null) return type;
|
|
// }
|
|
//
|
|
// // Search in all assemblies
|
|
// foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
|
|
// {
|
|
// var type = assembly.GetType(componentName);
|
|
// if (type != null) return type;
|
|
//
|
|
// foreach (var prefix in namespacePrefixes)
|
|
// {
|
|
// if (string.IsNullOrEmpty(prefix)) continue;
|
|
// type = assembly.GetType(prefix + componentName);
|
|
// if (type != null) return type;
|
|
// }
|
|
// }
|
|
//
|
|
// return null;
|
|
// }
|
|
//
|
|
// private bool TryShowCachedUI(System.Type type)
|
|
// {
|
|
// if (type != null && _spawnedUIs.TryGetValue(type, out var uiGo))
|
|
// {
|
|
// uiGo.SetActive(true);
|
|
// return true;
|
|
// }
|
|
// return false;
|
|
// }
|
|
//
|
|
// private bool FindUIByName(string componentName, System.Type type)
|
|
// {
|
|
// for (int i = 0; i < canvasDlg.transform.childCount; i++)
|
|
// {
|
|
// var child = canvasDlg.transform.GetChild(i);
|
|
// if (!child.name.Contains(componentName) && child.name != componentName) continue;
|
|
//
|
|
// if (type != null)
|
|
// {
|
|
// var foundComponent = child.GetComponentInChildren(type, true);
|
|
// if (foundComponent != null)
|
|
// {
|
|
// ActivateAndCacheUI(foundComponent.gameObject, type);
|
|
// return true;
|
|
// }
|
|
// }
|
|
//
|
|
// ActivateAndCacheUI(child.gameObject, type);
|
|
// return true;
|
|
// }
|
|
// return false;
|
|
// }
|
|
//
|
|
// private bool FindUIByType(System.Type type)
|
|
// {
|
|
// if (type == null) return false;
|
|
//
|
|
// var foundComponent = canvasDlg.GetComponentInChildren(type, true);
|
|
// if (foundComponent != null)
|
|
// {
|
|
// ActivateAndCacheUI(foundComponent.gameObject, type);
|
|
// return true;
|
|
// }
|
|
// return false;
|
|
// }
|
|
|
|
private void ActivateAndCacheUI(GameObject uiGameObject, System.Type type)
|
|
{
|
|
uiGameObject.SetActive(true);
|
|
if (type != null) _spawnedUIs[type] = uiGameObject;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Ẩn UI (disable thay vì destroy)
|
|
/// </summary>
|
|
// public void HideUI<T>() where T : Component
|
|
// {
|
|
// var type = typeof(T);
|
|
// if (_spawnedUIs.TryGetValue(type, out var uiGo))
|
|
// {
|
|
// uiGo.SetActive(false);
|
|
// }
|
|
// }
|
|
|
|
/// <summary>
|
|
/// Kiểm tra UI có đang active không
|
|
/// </summary>
|
|
public bool IsUIActive<T>() where T : Component
|
|
{
|
|
var type = typeof(T);
|
|
return _spawnedUIs.TryGetValue(type, out var uiGo) && uiGo.activeSelf;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ẩn tất cả UI hiện tại
|
|
/// </summary>
|
|
public void HideAll()
|
|
{
|
|
foreach (var kv in _spawnedUIs)
|
|
{
|
|
kv.Value.SetActive(false);
|
|
}
|
|
}
|
|
|
|
public CECGameUIMan GetInGameUIMan()
|
|
{
|
|
if (gameUI == null)
|
|
{
|
|
gameUI = new CECGameUIMan();
|
|
gameUI.SetDependency(dialogResouce, canvasDlg);
|
|
gameUI.SetEmotionSpriteMap(_emotionLibrarySpriteMap);
|
|
gameUI.Init();
|
|
}
|
|
|
|
return gameUI;
|
|
}
|
|
public void GetIconStateMgr()
|
|
{
|
|
|
|
}
|
|
|
|
/// <summary>Shows the player options menu for the given character. Requires a prefab with id "DlgPlayerOptions" in DialogScriptTableObject.</summary>
|
|
public void ShowPlayerOptionsDialog(int characterId, Vector2 position)
|
|
{
|
|
if (characterId == 0 || canvasDlg == null) return;
|
|
var gui = GetInGameUIMan();
|
|
if (_dlgPlayerOptions == null)
|
|
_dlgPlayerOptions = gui.GetDialog("DlgPlayerOptions");
|
|
_dlgPlayerOptions?.ShowForPlayer(characterId);
|
|
_dlgPlayerOptions.transform.position = position;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the current target NPC ID (same as stored from NPCINFO event)
|
|
/// </summary>
|
|
public int GetCurrentTargetNPCID()
|
|
{
|
|
return currentTargetNPCID;
|
|
}
|
|
|
|
//todo: change this code to other place
|
|
private int slot = 0;
|
|
|
|
public Sprite[] IconlistIvtr
|
|
{
|
|
get
|
|
{
|
|
if (m_iconlistIvtr == null || m_iconlistIvtr.Length == 0)
|
|
{
|
|
m_iconlistIvtr = Resources.LoadAll<Sprite>("UI/IconSprites/iconlist_ivtrm_multisprite");
|
|
}
|
|
|
|
return m_iconlistIvtr;
|
|
}
|
|
}
|
|
|
|
public Sprite GetSpriteInListIvtr(string name)
|
|
{
|
|
foreach (var item in IconlistIvtr)
|
|
{
|
|
if (item.name.Equals(name))
|
|
{
|
|
return item;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public void OnClickedWaveHand()
|
|
{
|
|
// if (EC_Game.GetGameRun().GetPoseCmdShortcuts() == null)
|
|
// {
|
|
// EC_Game.GetGameRun().StartGame(0, Vector3.zero);
|
|
// }
|
|
|
|
CECShortcut pSC = EC_Game.GetGameRun().GetPoseCmdShortcuts().GetShortcut(slot);
|
|
if (pSC != null) // && pObjSrc->GetDataPtr("ptr_CECShortcut") == pSC
|
|
{
|
|
// a_LogOutput(1, "[Dat Emote] ptr_CECShortcut");
|
|
pSC.Execute();
|
|
}
|
|
}
|
|
|
|
public void OnClickFly()
|
|
{
|
|
CECHostPlayer hostPlayer = EC_Game.GetGameRun()?.GetHostPlayer();
|
|
if (hostPlayer != null)
|
|
{
|
|
hostPlayer.CmdFly(true);
|
|
}
|
|
}
|
|
|
|
public void OnChangeSkillShortcut()
|
|
{
|
|
#if UNITY_EDITOR
|
|
CECHostPlayer hostPlayer = EC_Game.GetGameRun()?.GetHostPlayer();
|
|
if (hostPlayer != null)
|
|
{
|
|
hostPlayer.CycleSkillShortcuts();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle second-click button click - triggers attack or move to NPC / 处理第二次点击按钮 - 触发攻击或移动到NPC
|
|
/// Uses OnMsgLBtnClick with selected target to reuse existing logic / 使用OnMsgLBtnClick和选中的目标来重用现有逻辑
|
|
/// </summary>
|
|
private void OnSecondClickButtonClicked()
|
|
{
|
|
CECHostPlayer hostPlayer = EC_Game.GetGameRun()?.GetHostPlayer();
|
|
if (hostPlayer != null)
|
|
{
|
|
int selectedTarget = hostPlayer.GetSelectedTarget();
|
|
if (selectedTarget != 0)
|
|
{
|
|
// Call OnMsgLBtnClick with the selected target to simulate second click / 使用选中的目标调用OnMsgLBtnClick以模拟第二次点击
|
|
hostPlayer.OnMsgLBtnClick(selectedTarget);
|
|
}
|
|
}
|
|
}
|
|
|
|
public struct MessageBoxEvent
|
|
{
|
|
public int iRetVal;
|
|
public AUIDialog pDlg;
|
|
|
|
public MessageBoxEvent(int retVal, AUIDialog dlg)
|
|
{
|
|
iRetVal = retVal;
|
|
pDlg = dlg;
|
|
}
|
|
}
|
|
|
|
public void FilterBadWords(ref string str)
|
|
{
|
|
str = ChatFilterService.Filter(str, out var isValidWord);
|
|
}
|
|
}
|