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349 lines
11 KiB
349 lines
11 KiB
using System.Collections; |
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using System.Collections.Generic; |
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using System.IO; |
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using System.Xml; |
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using UnityEngine; |
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using UnityEngine.UI; |
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using AX.MessageSystem; |
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using System; |
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public class FirstNodeManager : MonoBehaviour |
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{ |
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public Button addButton; |
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public Button deleteButton; |
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public Button editorButton; |
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public Transform itemParent; |
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public GameObject nodeWindow; |
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private GameObject itemPrefab; |
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private List<FirstNodeObject> list; |
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public static FirstNodeObject selectNode; |
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void Awake() |
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{ |
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MessageDispatcher.AddListener("DataInitializationComplete", SetItemUI); |
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} |
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// Use this for initialization |
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void Start() |
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{ |
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addButton.onClick.AddListener(AddNodeWindow); |
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deleteButton.onClick.AddListener(DeleteNodeWindow); |
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editorButton.onClick.AddListener(EditorNodeWindow); |
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itemPrefab = Resources.Load("UI/FirstNodeItem") as GameObject; |
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//list = DisasterManager.firstNodeObjects; |
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MessageDispatcher.AddListener("PlayStatusChanged", SetUIByPlayStatus); |
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SetUI(); |
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} |
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private void SetItemUI(IMessage obj) |
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{ |
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if (itemPrefab==null) |
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{ |
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itemPrefab = Resources.Load("UI/FirstNodeItem") as GameObject; |
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} |
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list = DisasterManager.firstNodeObjects; |
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DrawItem(); |
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} |
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private void OnDestroy() |
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{ |
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MessageDispatcher.RemoveListener("PlayStatusChanged", SetUIByPlayStatus); |
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MessageDispatcher.RemoveListener("DataInitializationComplete", SetItemUI); |
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} |
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// Update is called once per frame |
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void Update() |
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{ |
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} |
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/// <summary> |
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/// 初始化第一节点UI |
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/// </summary> |
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private void DrawItem() |
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{ |
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selectNode = null; |
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foreach (Transform item in itemParent) |
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{ |
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Destroy(item.gameObject); |
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} |
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for (int i = 0; i < list.Count; i++) |
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{ |
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AddNodeItem(list[i], i); |
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} |
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} |
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private void AddNodeWindow() |
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{ |
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nodeWindow.SetActive(true); |
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var node = new FirstNodeObject(); |
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node.nodeID = -1; |
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nodeWindow.GetComponent<FirstNodeWindow>().SetWindow(node); |
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} |
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private void DeleteNodeWindow() |
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{ |
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if (selectNode == null) |
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{ |
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return; |
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} |
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ResourceLoadWindow.Instance.LoadTipWindow("确定删除该一级节点?", DeleteNode, null); |
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} |
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private void EditorNodeWindow() |
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{ |
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if (selectNode == null) |
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{ |
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return; |
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} |
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nodeWindow.SetActive(true); |
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nodeWindow.GetComponent<FirstNodeWindow>().SetWindow(selectNode); |
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} |
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/// <summary> |
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/// 新增一级节点 |
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/// </summary> |
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/// <param name="name"></param> |
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public void AddNode(FirstNodeObject node) |
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{ |
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if (node.nodeName == "") |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("节点名不能为空", 0.5f); |
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return; |
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} |
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//查看有没有相同名称 |
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if (CheckSameName(node.nodeName, node.nodeID)) |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("已有相同名称", 0.5f); |
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return; |
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} |
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if (list.Count >= 12) |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("不能再生成一级目录", 0.5f); |
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return; |
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} |
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node.nodeID = GetNextID(); |
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list.Add(node); |
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AddNodeItem(node, list.Count - 1);//UI中添加 |
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AddXml(node);//xml文件中添加 |
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nodeWindow.SetActive(false); |
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} |
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private void AddNodeItem(FirstNodeObject obj, int index) |
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{ |
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GameObject item = Instantiate(itemPrefab, itemParent) as GameObject; |
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item.GetComponent<Toggle>().group = itemParent.GetComponent<ToggleGroup>(); |
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item.GetComponent<FirstNodeItem>().SetItem(obj, index); |
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} |
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private void AddXml(FirstNodeObject obj) |
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{ |
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string filepath = DisasterManager.GetNodeListXML(); |
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if (File.Exists(filepath)) |
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{ |
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XmlDocument xmlDoc = new XmlDocument(); |
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xmlDoc.Load(filepath); |
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XmlNode nodes = xmlDoc.SelectSingleNode("NodeList/FirstNode/Nodes"); |
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XmlElement node = xmlDoc.CreateElement("Node"); |
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node.SetAttribute("ID", obj.nodeID.ToString()); |
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node.SetAttribute("Name", obj.nodeName); |
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nodes.AppendChild(node); |
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xmlDoc.Save(filepath); |
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} |
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} |
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/// <summary> |
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/// 删除一级节点 |
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/// </summary> |
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private void DeleteNode() |
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{ |
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int index = 0; |
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foreach (Transform item in itemParent) |
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{ |
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var msg = item.GetComponent<FirstNodeItem>(); |
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if (msg.obj == selectNode) |
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{ |
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index = msg.index; |
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Destroy(item.gameObject); |
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break; |
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} |
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} |
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DeleteXml(selectNode);//xml文件中删除 |
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list.Remove(selectNode); |
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selectNode = null; |
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MessageDispatcher.SendMessage("DeleteFirstNode", index);//删除后需改变其他节点显示索引值 |
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} |
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private void DeleteXml(FirstNodeObject obj) |
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{ |
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string filepath = DisasterManager.GetNodeListXML(); |
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if (File.Exists(filepath)) |
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{ |
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XmlDocument xmlDoc = new XmlDocument(); |
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xmlDoc.Load(filepath); |
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XmlNode nodes = xmlDoc.SelectSingleNode("NodeList/FirstNode/Nodes"); |
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XmlNodeList nodeList = nodes.ChildNodes; |
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for (int i = 0; i < nodeList.Count; i++) |
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{ |
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var node = nodeList[i] as XmlElement; |
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if (node.GetAttribute("ID") == obj.nodeID.ToString()) |
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{ |
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nodes.RemoveChild(node); |
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break; |
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} |
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} |
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xmlDoc.Save(filepath); |
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} |
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} |
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/// <summary> |
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/// 编辑一级节点 |
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/// </summary> |
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/// <param name="name"></param> |
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public void EditorNode(FirstNodeObject node) |
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{ |
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if (node.nodeName == "") |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("节点名不能为空", 0.5f); |
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return; |
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} |
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//查看有没有相同名称 |
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if (CheckSameName(node.nodeName, node.nodeID)) |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("已有相同名称", 0.5f); |
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return; |
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} |
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EditorNodeItem(node);//UI中修改 |
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EditorXML(node);//xml文件中修改 |
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nodeWindow.SetActive(false); |
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} |
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private void EditorNodeItem(FirstNodeObject obj) |
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{ |
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foreach (Transform item in itemParent) |
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{ |
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var msg = item.GetComponent<FirstNodeItem>(); |
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if (msg.obj.nodeID == obj.nodeID) |
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{ |
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msg.SetUI(); |
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break; |
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} |
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} |
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} |
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private void EditorXML(FirstNodeObject obj) |
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{ |
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string filepath = DisasterManager.GetNodeListXML(); |
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if (File.Exists(filepath)) |
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{ |
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XmlDocument xmlDoc = new XmlDocument(); |
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xmlDoc.Load(filepath); |
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XmlNode nodes = xmlDoc.SelectSingleNode("NodeList/FirstNode/Nodes"); |
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XmlNodeList nodeList = nodes.ChildNodes; |
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for (int i = 0; i < nodeList.Count; i++) |
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{ |
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var node = nodeList[i] as XmlElement; |
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if (node.GetAttribute("ID") == obj.nodeID.ToString()) |
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{ |
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node.SetAttribute("Name", obj.nodeName.ToString()); |
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break; |
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} |
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} |
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xmlDoc.Save(filepath); |
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} |
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} |
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private void SetUI() |
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{ |
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if (DisasterManager.editorRight) |
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{ |
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addButton.gameObject.SetActive(true); |
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deleteButton.gameObject.SetActive(true); |
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editorButton.gameObject.SetActive(true); |
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} |
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else |
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{ |
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addButton.gameObject.SetActive(false); |
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deleteButton.gameObject.SetActive(false); |
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editorButton.gameObject.SetActive(false); |
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} |
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} |
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private void SetUIByPlayStatus(IMessage data) |
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{ |
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if (DisasterManager.editorRight) |
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{ |
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var playStatus = ReplaySetting.PlayStatus; |
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if (playStatus == PlayStatus.normal) |
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{ |
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addButton.gameObject.SetActive(true); |
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deleteButton.gameObject.SetActive(true); |
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editorButton.gameObject.SetActive(true); |
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} |
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else if (playStatus == PlayStatus.isEditor) |
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{ |
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addButton.gameObject.SetActive(false); |
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deleteButton.gameObject.SetActive(false); |
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editorButton.gameObject.SetActive(false); |
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} |
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else if (playStatus == PlayStatus.isReplay) |
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{ |
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addButton.gameObject.SetActive(false); |
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deleteButton.gameObject.SetActive(false); |
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editorButton.gameObject.SetActive(false); |
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} |
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} |
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else |
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{ |
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addButton.gameObject.SetActive(false); |
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deleteButton.gameObject.SetActive(false); |
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editorButton.gameObject.SetActive(false); |
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} |
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} |
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/// <summary> |
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/// 检查是否重名 |
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/// </summary> |
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/// <param name="name"></param> |
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/// <returns></returns> |
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private bool CheckSameName(string name, int id) |
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{ |
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foreach (var node in list) |
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{ |
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if (node.nodeName == name) |
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{ |
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if (node.nodeID == id)//ID相同代表同一个节点 |
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{ |
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continue; |
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} |
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return true; |
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} |
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} |
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return false; |
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} |
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/// <summary> |
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/// 从xml文件中获取自增主键 |
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/// </summary> |
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/// <returns></returns> |
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public int GetNextID() |
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{ |
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int result = 0; |
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string filepath = DisasterManager.GetNodeListXML(); |
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XmlDocument xmlDoc = new XmlDocument(); |
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xmlDoc.Load(filepath); |
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XmlNode nextID = xmlDoc.SelectSingleNode("NodeList/FirstNode/NextID"); |
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result = int.Parse(nextID.InnerText); |
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nextID.InnerText = (result + 1).ToString(); |
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xmlDoc.Save(filepath); |
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return result; |
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} |
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public static string ToChinese(int Num) |
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{ |
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string Number = ""; |
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switch (Num) |
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{ |
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case 0: Number = "一"; break; |
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case 1: Number = "二"; break; |
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case 2: Number = "三"; break; |
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case 3: Number = "四"; break; |
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case 4: Number = "五"; break; |
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case 5: Number = "六"; break; |
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case 6: Number = "七"; break; |
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case 7: Number = "八"; break; |
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case 8: Number = "九"; break; |
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case 9: Number = "十"; break; |
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case 10: Number = "十一"; break; |
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case 11: Number = "十二"; break; |
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} |
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return Number; |
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} |
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}
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