少年修仙传客户端代码仓库
client_Wu Xijin
2019-04-08 aa62264ce70008889d090d7402298e7850350708
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Saturday, September 02, 2017
//--------------------------------------------------------
 
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
using System.Text;
using System.Text.RegularExpressions;
 
namespace Snxxz.UI
{
 
    public class CreateRoleWin : Window
    {
        [SerializeField] Button qhBtn;
        [SerializeField] Image qhImg;
        [SerializeField] Button dsBtn;
        [SerializeField] Image dsImg;
        [SerializeField] Button jsBtn;
        [SerializeField] Image jsImg;
        [SerializeField] Button createBtn;
        [SerializeField] Button randomBtn;
        [SerializeField] Button backBtn;
        [SerializeField] InputField userNameInput;
        [SerializeField] Image m_DescImg;
        private int userJob = 0;
        CreateRoleHeroShow m_CreateRoleShow;
 
        LoginModel m_Model;
        LoginModel model { get { return m_Model ?? (m_Model = ModelCenter.Instance.GetModel<LoginModel>()); } }
 
        string m_MarkName = string.Empty;
        #region Built-in
        protected override void BindController()
        {
        }
 
        protected override void AddListeners()
        {
            qhBtn.onClick.AddListener(QhBtn);
            dsBtn.onClick.AddListener(DsBtn);
            jsBtn.onClick.AddListener(JsBtn);
 
            createBtn.onClick.AddListener(CreateBtn);
            randomBtn.onClick.AddListener(() =>
            {
                ChangeUserName(true);
            });
            backBtn.onClick.AddListener(BackBtn);
 
        }
 
        private void BackBtn()
        {
            GameNetSystem.Instance.LoginOut();
        }
 
        protected override void OnPreOpen()
        {
            DTC0309_tagPlayerLoginInfo.RoleChange += RoleChage;
            model.onCreateRole = true;
        }
 
        protected override void OnAfterOpen()
        {
            userJob = 1;
            int _rand = UnityEngine.Random.Range(0, 100);
            for (int i = 0; i < GeneralDefine.RandomJobs.Count; i++)
            {
                var _value = GeneralDefine.RandomJobs[i];
                if (_value != 0 && _rand < _value)
                {
                    userJob = i + 1;
                    break;
                }
            }
            ChangeUserName(true);
            RoleShow(0.2f);
        }
 
        protected override void OnPreClose()
        {
        }
 
        protected override void OnAfterClose()
        {
            DTC0309_tagPlayerLoginInfo.RoleChange -= RoleChage;
            model.onCreateRole = false;
            RemoveRoleModel();
        }
        #endregion
 
        private void JsBtn()
        {
            if (userJob == 3)
            {
                ChangeUserName(true);
                return;
            }
            userJob = 3;
            ChangeUserName(false);
            RoleShow(0f);
        }
 
        private void DsBtn()
        {
            if (userJob == 2)
            {
                ChangeUserName(true);
                return;
            }
            userJob = 2;
            ChangeUserName(false);
            RoleShow(0f);
        }
 
        private void QhBtn()
        {
            if (userJob == 1)
            {
                ChangeUserName(true);
                return;
            }
            userJob = 1;
            ChangeUserName(false);
            RoleShow(0f);
        }
 
        public void UpdateInfo()
        {
            CreateRoleConfig qhCfg = CreateRoleConfig.Get(1);
            CreateRoleConfig dsCfg = CreateRoleConfig.Get(2);
            CreateRoleConfig jsCfg = CreateRoleConfig.Get(3);
            CreateRoleConfig sltCfg = null;
            switch (userJob)
            {
                case 1:
                    sltCfg = qhCfg;
                    break;
                case 2:
                    sltCfg = dsCfg;
                    break;
                case 3:
                    sltCfg = jsCfg;
                    break;
            }
            qhBtn.image.SetSprite(userJob == 1 ? sltCfg.selectIcon : sltCfg.unselectIcon);
            dsBtn.image.SetSprite(userJob == 2 ? sltCfg.selectIcon : sltCfg.unselectIcon);
            jsBtn.image.SetSprite(userJob == 3 ? sltCfg.selectIcon : sltCfg.unselectIcon);
            qhImg.SetSprite(userJob == 1 ? "CreateRole_Job1_Select" : "CreateRole_Job1_UnSelect");
            dsImg.SetSprite(userJob == 2 ? "CreateRole_Job2_Select" : "CreateRole_Job2_UnSelect");
            jsImg.SetSprite(userJob == 3 ? "CreateRole_Job3_Select" : "CreateRole_Job3_UnSelect");
            m_DescImg.SetSprite(sltCfg.desc);
        }
 
        private void ChangeUserName(bool _force = true)
        {
            if (!_force && !m_MarkName.Equals(userNameInput.text))
            {
                return;
            }
            var _name = RandomNameConfig.GetFirstName(userJob) + RandomNameConfig.GetSecondName(userJob);
            m_MarkName = _name;
            ChangeUserName(_name);
        }
 
        private void ChangeUserName(string _name)
        {
            userNameInput.text = _name;
        }
 
        private void CreateBtn()
        {
            if (GameNetSystem.Instance.netState == GameNetSystem.NetState.Connected)
            {
                return;
            }
 
            if (userNameInput.text.Equals(string.Empty))
            {
                ServerTipDetails.DisplayNormalTip(Language.Get("CreateRole_NameNull"));
                return;
            }
            int error = 0;
            if (!UIHelper.SatisfyNameLength(userNameInput.text, out error))
            {
                switch (error)
                {
                    case 1:
                        ServerTipDetails.DisplayNormalTip(Language.Get("CreateRole_NameLimit"));
                        break;
                    case 2:
                        ServerTipDetails.DisplayNormalTip(Language.Get("CreateRole_NameShort"));
                        break;
                }
                return;
            }
            if (DirtyWordConfig.IsDirtWord(userNameInput.text) || UIHelper.HasSpecialCharac(userNameInput.text)
                || DirtyNameConfig.IsDirtName(userNameInput.text))
            {
                ServerTipDetails.DisplayNormalTip(Language.Get("L1007"));
                return;
            }
            if (Application.internetReachability == NetworkReachability.NotReachable)
            {
                ServerTipDetails.DisplayNormalTip(Language.Get("L1116"));
                return;
            }
 
            LanguageVerify.Instance.VerifyPlayerName(userNameInput.text, 0, string.Empty, 0, 0, (bool ok, string name) =>
              {
                  C0105_tagCCreateRole createRole = new C0105_tagCCreateRole();//实例化C0105_tagCCreateRole
                  createRole.Job = (byte)userJob;
                  createRole.Name = name;
                  createRole.Sex = 1;
                  createRole.Hair = 10002;
                  createRole.HairColor = 1;
                  createRole.Face = 10006;
                  createRole.FacePic = 11004;
                  createRole.PlayerType = 1;
                  GameNetSystem.Instance.SendInfo(createRole);//发送创角包
              });
 
 
 
            //屏蔽职业特效预先加载逻,以减少不必要的内存损耗和获得更快的场景切换速度,资源压缩使用LZ4才行。
            // AssetPreLoad.Instance.PreLoadJobEffect(userJob);
        }
 
        private void RoleChage()
        {
            if (Application.internetReachability == NetworkReachability.NotReachable)
            {
                ServerTipDetails.DisplayNormalTip(Language.Get("L1116"));
                return;
            }
            C0108_tagCRoleLoginAsk tagCRoleLoginAsk = new C0108_tagCRoleLoginAsk();
            tagCRoleLoginAsk.Type = 2;//进入游戏
            tagCRoleLoginAsk.ClientID = SDKUtility.Instance.RegistrationID;
            GameNetSystem.Instance.SendInfo(tagCRoleLoginAsk);
            NetLinkWin.Show();
        }
 
        private void RoleShow(float _delay)
        {
            StopCoroutine("DelayShowActor");
            StartCoroutine("DelayShowActor", _delay);
        }
 
        IEnumerator DelayShowActor(float _delay)
        {
            m_CreateRoleShow = GameObject.FindObjectOfType<CreateRoleHeroShow>();
            UpdateInfo();
 
            yield return new WaitForSeconds(_delay);
            RemoveRoleModel();
            ShowRoleModel();
        }
 
        private void ShowRoleModel()
        {
            m_CreateRoleShow.CreateRoleShow(userJob);
        }
 
        private void RemoveRoleModel()
        {
            m_CreateRoleShow.Dispose();
        }
    }
 
}