//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using UnityEngine; using UnityEngine.UI; using UnityGameFramework.Runtime; namespace MetaClient { public class FinchFaceForm : UGuiForm { [Header("选择功能分类界面")] public GameObject toolView; [Header("捏脸界面")] public GameObject nieLianView; [Header("身体修改界面")] public GameObject bodyChangeView; [Header("服装修改界面")] public GameObject clothChangeView; [SerializeField] private EFinchFaceCengJi eFinchFaceCengJi = EFinchFaceCengJi.None;//默认为未开始选择层级 [SerializeField] private EFinchFaceStyple eFinchFaceStyple = EFinchFaceStyple.None;//默认为未选择界面分支 #if UNITY_2017_3_OR_NEWER protected override void OnOpen(object userData) #else protected internal override void OnOpen(object userData) #endif { base.OnOpen(userData); } /// /// 按钮触发事件 /// public void ChooseJieMianFun(EFinchFaceStyple _styple,EFinchFaceCengJi _cengJi,bool _changeCengJi, string _objName) { //eFinchFaceCengJi = _cengJi; //eFinchFaceStyple = _styple; ChangeStyple(_styple, _cengJi, _changeCengJi, _objName); } /// /// 按钮触发事件控制事件 /// private void ChangeStyple(EFinchFaceStyple _styple, EFinchFaceCengJi _cengJi, bool _changeCengJi, string _objName) { //首先判定是否需要改变选择的界面类型 if (_styple != eFinchFaceStyple) { eFinchFaceStyple = _styple; toolView.SetActive(false); if (nieLianView != null) { nieLianView.SetActive(false); } if (bodyChangeView != null) { bodyChangeView.SetActive(false); } if (clothChangeView != null) { clothChangeView.SetActive(false); } } switch (eFinchFaceStyple) { //回到首次选择的界面 case EFinchFaceStyple.None: toolView.SetActive(true); break; //捏脸分支 case EFinchFaceStyple.FaceChange: nieLianView.SetActive(true); ChangeCengJi(_cengJi, _changeCengJi, _objName); break; //身体分支 case EFinchFaceStyple.BodyChange: bodyChangeView.SetActive(true); ChangeCengJi(_cengJi,_changeCengJi, _objName); break; //衣服分支 case EFinchFaceStyple.ClothChange: clothChangeView.SetActive(true); ChangeCengJi(_cengJi,_changeCengJi,_objName); break; } } /// /// 按钮控制界面层级修改 /// private void ChangeCengJi(EFinchFaceCengJi _cengJi,bool _changeCengJi,string _objName) { //if (_cengJi != eFinchFaceCengJi) //{ //} if (_changeCengJi) { eFinchFaceCengJi = _cengJi; } } private void ChangeNowViewFun(string _objName) { } /// /// 按钮控制捏脸界面修改 /// private void ChangeNieLianViewCengJi() { } #if UNITY_2017_3_OR_NEWER protected override void OnClose(bool isShutdown, object userData) #else protected internal override void OnClose(bool isShutdown, object userData) #endif { base.OnClose(isShutdown, userData); } public void ClickFaceChangeBtn() { GameEntry.Event.Fire(this, CustomRoleFaceEventArgs.Create(EditableFacePart.eye, new Vector3(1,0,0))); } } /// /// 捏脸分类 /// public enum EFinchFaceStyple { //初始 None, //捏脸 FaceChange, //身体重铸 BodyChange, //衣服替换 ClothChange, } /// /// 当前点击的图层应用顺序等级 即一级只能单向指向固定二级 二级只能回退到一级选择界面 /// public enum EFinchFaceCengJi { None, One, Two, Three } }