PGRData/Script/matrix/xguide/agent/XGuideAgent.lua
2024-09-01 22:49:41 +02:00

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--弹框位置类型
local InfoPosType = {
--左上
TopLeft = 0,
--右上
TopRight = 1,
--自定义
Custom = 2
}
local CsVector2 = CS.UnityEngine.Vector2
---@class XGuideAgent : XLuaBehaviorAgent
---@field UiGuide XUiGuideNew
local XGuideAgent = XLuaBehaviorManager.RegisterAgent(XLuaBehaviorAgent, "Guide")
function XGuideAgent:OnAwake()
self.UiGuide = nil
end
--获取Ui
function XGuideAgent:GetUi(uiName)
local isUiShow = CsXUiManager.Instance:IsUiShow(uiName)
if not isUiShow then
XLog.Error(uiName .. " is not showing")
return
end
local ui = CsXUiManager.Instance:FindTopUi(uiName)
if not ui then
XLog.Error(uiName .. " is not on Top")
return
end
local proxy = ui.UiProxy.UiLuaTable
return proxy
end
--获取UiGuide
---@return XUiGuideNew
function XGuideAgent:GetUiGuide()
if self.UiGuide and self.UiGuide.Transform and self.UiGuide.Transform:Exist() then
return self.UiGuide
end
local isUiGuideShow = CsXUiManager.Instance:IsUiShow("UiGuide")
if not isUiGuideShow then
XLuaUiManager.Open("UiGuide")
end
local uiGuide = CsXUiManager.Instance:FindTopUi("UiGuide")
local proxy = nil
if uiGuide then
proxy = uiGuide.UiProxy.UiLuaTable
end
self.UiGuide = proxy
return proxy
end
--UI是否显示中
function XGuideAgent:IsUiShowAndOnTop(uiName, needOnTop)
local isUiShow = CsXUiManager.Instance:IsUiShow(uiName)
if not isUiShow then
return false
end
if not needOnTop then
return true
end
local ui = CsXUiManager.Instance:FindTopUi(uiName)
if not ui then
return false
end
return true
end
---显示对话头像
function XGuideAgent:ShowDialog(image, name, content, pos, uiName, gridName, position)
local uiGuide = self:GetUiGuide()
local anchorMax, anchorMin, anchorPosition
if pos == InfoPosType.TopLeft then
anchorMax = CsVector2(0, 1)
anchorMin = CsVector2(0, 1)
anchorPosition = CS.UnityEngine.Vector2(500, -380)
elseif pos == InfoPosType.Custom then
local target = self:FindTransformInUi(uiName, gridName)
anchorMax = target.anchorMax
anchorMin = target.anchorMin
anchorPosition = position
else
anchorMax = CsVector2(1, 1)
anchorMin = CsVector2(1, 1)
anchorPosition = CsVector2(-500, -380)
end
uiGuide:ShowDialog(image, name, content, anchorMax, anchorMin, anchorPosition)
end
---隐藏对话头像
function XGuideAgent:HideDialog()
local uiGuide = self:GetUiGuide()
uiGuide:HideDialog()
end
---显示遮罩
function XGuideAgent:ShowMask(isShowMask, isBlockRaycast)
local uiGuide = self:GetUiGuide()
uiGuide:ShowMark(isShowMask, isBlockRaycast)
end
---显示遮罩新
function XGuideAgent:ShowMaskNew(isShowMask, isBlockRaycast)
local uiGuide = self:GetUiGuide()
uiGuide:ShowMarkNew(isShowMask, isBlockRaycast)
end
--ui是否显示中
function XGuideAgent:IsUiActive(uiName, panel)
local target = self:FindTransformInUi(uiName, panel)
if not target then
return false
end
return target.gameObject.activeSelf
end
--聚焦UI
function XGuideAgent:FocusOn(uiName, panel, eulerAngles, passEvent, sizeDelta)
local target = self:FindActiveTransformInUi(uiName, panel)
local uiGuide = self:GetUiGuide()
uiGuide:FocusOnPanel(target, eulerAngles, passEvent, sizeDelta)
end
function XGuideAgent:FocusOn3D(sceneRoot, camera, panel, eulerAngles, passEvent, offset, sizeDelta)
local root = self:FindSceneRoot(sceneRoot)
local cam = self:FindSceneCamera(root, camera)
local tar = self:FindSceneTransform(root, panel)
local uiGuide = self:GetUiGuide()
uiGuide:FocusOn3DPanel(cam, tar, offset, eulerAngles, passEvent, sizeDelta)
end
--索引动态列表
function XGuideAgent:IndexDynamicTable(uiName, dynamicName, indexKey, indexValue, focusTransform, passEvent, sizeDelta)
local target = self:FindTransformInUi(uiName, dynamicName)
local dynamicTable = target:GetComponent(typeof(CS.XDynamicTableNormal))
if not dynamicTable then
XLog.Error(string.format("DynamicTable is null uiName:%s dynamicName:%s", uiName, dynamicName))
return
end
local gridIndex = dynamicTable.LuaTableDelegate:GuideGetDynamicTableIndex(indexKey, indexValue)
dynamicTable:ReloadDataSync(gridIndex)
if gridIndex == -1 then
XLog.Error("找不到该动态节点,请检查ID参数是否正确 KEY:" .. tostring(indexKey) .. " ID:" .. tostring(indexValue))
return nil
end
local grid = dynamicTable:GetGridByIndex(gridIndex)
if not grid then
XLog.Error("找不到该动态节点,请检查ID参数是否正确 KEY:" .. tostring(indexKey) .. " ID:" .. tostring(indexValue) .. " Index:" .. tostring(gridIndex))
return nil
end
if focusTransform == nil or focusTransform == "" or focusTransform == "@" then
self.UiGuide:FocusOnPanel(grid.transform, nil, passEvent, sizeDelta)
else
local tmpTarget = grid.transform:FindTransformWithSplit(focusTransform)
self.UiGuide:FocusOnPanel(tmpTarget, nil, passEvent, sizeDelta)
end
end
--索引Curve动态列表 1.索引指示列表Grid点击 → 2.(指引卡住流程)开始索引 → 3.(不会执行)播放动画列表滚动结束 → 4.(下一个指引出现)
function XGuideAgent:IndexCurveDynamicTable(uiName, dynamicName, indexKey, indexValue, focusTransform, passEvent, sizeDelta)
local target = self:FindTransformInUi(uiName, dynamicName)
local dynamicTable = target:GetComponent(typeof(CS.XDynamicTableCurve))
if not dynamicTable then
XLog.Error(string.format("DynamicTable is null uiName:%s dynamicName:%s", uiName, dynamicName))
return
end
local gridIndex = dynamicTable.LuaTableDelegate:GuideGetDynamicTableIndex(indexKey, indexValue)
if dynamicTable.LuaTableDelegate.ChapterGuide then
dynamicTable.LuaTableDelegate.Delegate.CurrentSelectedIndex = gridIndex
end
if dynamicTable.LuaTableDelegate.Delegate.GuideCallback then
XDataCenter.GuideManager.SetGridNextCb(dynamicTable.LuaTableDelegate.Delegate.GuideCallback, dynamicTable.LuaTableDelegate.Delegate)
end
dynamicTable:ReloadData(gridIndex)
if gridIndex == -1 then
XLog.Error("找不到该动态节点,请检查ID参数是否正确 KEY:" .. tostring(indexKey) .. " ID:" .. tostring(indexValue))
return nil
end
local grid = dynamicTable:GetGridByIndex(gridIndex)
if not grid then
XLog.Error("找不到该动态节点,请检查ID参数是否正确 KEY:" .. tostring(indexKey) .. " ID:" .. tostring(indexValue) .. " Index:" .. tostring(gridIndex))
return nil
end
if focusTransform == nil or focusTransform == "" or focusTransform == "@" then
self.UiGuide:FocusOnPanel(grid.transform, nil, passEvent, sizeDelta)
else
local tmpTarget = grid.transform:FindTransformWithSplit(focusTransform)
self.UiGuide:FocusOnPanel(tmpTarget, nil, passEvent, sizeDelta)
end
end
--索引3d固定动态列表
function XGuideAgent:Index3DFixedDynamicTable(sceneRoot, camera, dynamicName, indexKey, indexValue, passEvent, sizeDelta, offset)
local root = self:FindSceneRoot(sceneRoot)
local cam = self:FindSceneCamera(root, camera)
local target = self:FindSceneTransform(root, dynamicName)
local dynamicTableCs = target:GetComponent(typeof(CS.XDynamicTableFixed3D))
if not dynamicTableCs then
XLog.Error(string.format("XDynamicTableFixed3D is null uiName:%s dynamicName:%s", dynamicName))
return
end
local dynamicTableLua = dynamicTableCs.LuaTableDelegate
local gridIndex = dynamicTableLua:GuideGetDynamicTableIndex(indexKey, indexValue)
local csIndex = gridIndex - 1
dynamicTableLua:FocusIndex(csIndex, -1)
if gridIndex == -1 then
XLog.Error("找不到该动态节点,请检查ID参数是否正确 KEY:" .. tostring(indexKey) .. " ID:" .. tostring(indexValue))
return nil
end
-- local grid = dynamicTableLua:GetGridByIndex(gridIndex)
local gridGo = dynamicTableCs.UsingGridsList[csIndex]
if not gridGo then
XLog.Error("找不到该动态节点,请检查ID参数是否正确 KEY:" .. tostring(indexKey) .. " ID:" .. tostring(indexValue) .. " Index:" .. tostring(gridIndex))
return nil
end
local targetTransform = gridGo.transform
if XTool.UObjIsNil(targetTransform) then
targetTransform = dynamicTableCs.transform
end
local uiGuide = self:GetUiGuide()
offset = offset or CS.UnityEngine.Vector3.zero
uiGuide:FocusOn3DPanel(cam, targetTransform, offset, nil, passEvent, sizeDelta)
end
function XGuideAgent:FindTargetFilter(uiName, filterName)
local target = self:FindTransformInUi(uiName, filterName)
return target
end
--寻找Ui
function XGuideAgent:FindTransformInUi(uiName, panel)
local ui = self:GetUi(uiName)
if ui == nil then
XLog.Error("错误!!引导未能找到 Ui:" .. uiName .. " 请检查引导流程")
return
end
local target = ui.Transform:FindTransformWithSplit(panel)
if not target then
XLog.Error(uiName .. " 未能找到该节点:" .. panel)
return
end
return target
end
--获取未隐藏的Target
function XGuideAgent:FindActiveTransformInUi(uiName, panel)
local ui = self:GetUi(uiName)
if ui == nil then
XLog.Error("错误!!引导未能找到 Ui:" .. uiName .. " 请检查引导流程")
return
end
local target = ui.Transform:FindActiveTransformWithSplit(panel)
if not target then
XLog.Error(uiName .. " 未能找到该节点:" .. panel)
return
end
return target
end
function XGuideAgent:FindSceneRoot(rootPath)
local root = CS.UnityEngine.GameObject.Find(rootPath)
if XTool.UObjIsNil(root) then
XLog.Error("错误,未能找到场景根节点:" .. rootPath)
return
end
return root
end
function XGuideAgent:FindSceneCamera(root, camera)
if not root then
XLog.Error("错误,场景根节点不存在" )
return
end
local cam = root.transform:Find(camera)
if XTool.UObjIsNil(cam) then
XLog.Error("错误,未能找到场景相机:" .. camera)
return
end
local component = cam.gameObject:GetComponent("Camera")
if XTool.UObjIsNil(component) then
XLog.Error("错误,节点上未能找到相机组件:" .. camera)
return
end
return component
end
function XGuideAgent:FindSceneTransform(root, panel)
if not root then
XLog.Error("错误,场景根节点不存在" )
return
end
local target = root.transform:Find(panel)
if XTool.UObjIsNil(target) then
XLog.Error("错误,未能找到场景节点:" .. panel)
return
end
return target
end
--跳转关卡
function XGuideAgent:FubenJumpToStage(stageId)
local uiFubenMainLineChapter = CsXUiManager.Instance:FindTopUi("UiFubenMainLineChapter")
local proxy = nil
if uiFubenMainLineChapter then
proxy = uiFubenMainLineChapter.UiProxy.UiLuaTable
end
if proxy then
proxy:GoToStage(stageId)
end
end
--ScrollRect滑动到节点
function XGuideAgent:FocuOnScrollRect(uiName, scroll, target)
local targetScroll = self:FindTransformInUi(uiName, scroll)
local scrollRect = targetScroll:GetComponent(typeof(CS.UnityEngine.UI.ScrollRect))
if not scrollRect then
XLog.Error(string.format("scrollRect 不存在 uiName:%s dynamicName:%s", uiName, scroll))
return false
end
local targetTrans = self:FindTransformInUi(uiName, target)
if not targetTrans then
XLog.Error(string.format("节点不存在 uiName:%s dynamicName:%s", uiName, target))
return false
end
CS.XUiHelper.ScrollItemToView(targetScroll, scrollRect.viewport, scrollRect.content, targetTrans, nil)
return true
end
function XGuideAgent:CheckAnimIsPlaying(uiName, animName)
local target = self:FindTransformInUi(uiName, animName)
if not target then
return false
end
local component = target.transform:GetComponent("XUiPlayAnimatorAnimation")
if not component then
component = target.transform:GetComponent("XUiPlayTimelineAnimation")
end
if not component then
return false
end
return component.IsPlaying
end