using System.Collections;
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using System.Diagnostics;
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using System.Collections.Generic;
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using UnityEngine;
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using KTGMGemClient;
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/// <summary>
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/// 新手引导控制脚本
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/// </summary>
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public class GuideCtrl : MonoBehaviour
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{
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private static GuideCtrl ins;
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public static GuideCtrl Ins { get { return ins; } }
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GuidePanel panel;//UI
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Dictionary<GuideEnum, string[]> allGuideDic;
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GuideEnum currentStep;//当前引导到了第几步
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int currentIndex;//分解步骤
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int needIndex;//当前步骤中需要多少分步
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/// <summary>
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/// Awake is called when the script instance is being loaded.
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/// </summary>
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void Awake()
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{
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ins = this;
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AddDic();
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currentStep = GuideEnum.None;
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currentIndex = -1;
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panel = gameObject.AddComponent<GuidePanel>();
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}
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private void Start()
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{
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//int step = PlayerPrefs.GetInt("GemBattleGuide");
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Init(0);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.AddCard, AddCard);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateFireLv2, CreateFireLv2);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.ChargingEnd, ChargingEnd);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.KillDone, KillDone);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.GetOneTowerPos, GetOneTowerPos);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateWaterLv1, CreateWaterLv1);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.SkillStep, SkillStep);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.SkillReleaseDone, SkillReleaseDone);
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}
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private void OnDestroy()
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{
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.AddCard, AddCard);
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.CreateFireLv2, CreateFireLv2);
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.ChargingEnd, ChargingEnd);
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.KillDone, KillDone);
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.GetOneTowerPos, GetOneTowerPos);
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.CreateWaterLv1, CreateWaterLv1);
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.SkillStep, SkillStep);
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.SkillReleaseDone, SkillReleaseDone);
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}
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public void Init(int step)
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{
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//Time.timeScale = 0;//游戏暂停,这样会导致协程停止了
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ChangeStep(GuideEnum.Step0);
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GameConfig.CanOpenNewTower = false;
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// switch (step)
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// {
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// case 2:
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// case 3:
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// //生成两个火元素
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// break;
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// case 4:
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// //生成1个2级火元素,标记上阵位置
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// break;
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// case 5:
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// //生成2级火元素塔,第一关小怪出木元素小怪
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// break;
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// }
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// ChangeStep((GuideEnum)(step + 1));
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}
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/// <summary>
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/// 初始化字典
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/// </summary>
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void AddDic()
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{
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allGuideDic = new Dictionary<GuideEnum, string[]>();
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allGuideDic.Add(GuideEnum.Step0, new string[] { GuideConfig.showWords[0], GuideConfig.showWords[1] });
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allGuideDic.Add(GuideEnum.Step1, new string[] { GuideConfig.showWords[2], GuideConfig.showWords[3] });
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allGuideDic.Add(GuideEnum.Step2, new string[] { GuideConfig.showWords[4], GuideConfig.showWords[5] });
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allGuideDic.Add(GuideEnum.Step3, new string[] { GuideConfig.showWords[6], GuideConfig.showWords[7] });
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allGuideDic.Add(GuideEnum.Step4, new string[] { GuideConfig.showWords[8] });
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allGuideDic.Add(GuideEnum.Step5, new string[] { GuideConfig.showWords[9], GuideConfig.showWords[10] });
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allGuideDic.Add(GuideEnum.Step6, new string[] { GuideConfig.showWords[11], GuideConfig.showWords[12] });
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allGuideDic.Add(GuideEnum.Step7, new string[] { GuideConfig.showWords[13] });
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allGuideDic.Add(GuideEnum.Step8, new string[] { GuideConfig.showWords[14], GuideConfig.showWords[15] });
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allGuideDic.Add(GuideEnum.Step9, new string[] { GuideConfig.showWords[16], GuideConfig.showWords[17] });
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allGuideDic.Add(GuideEnum.Step10, new string[] { GuideConfig.showWords[18], GuideConfig.showWords[19] });
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allGuideDic.Add(GuideEnum.Step11, new string[] { GuideConfig.showWords[20], GuideConfig.showWords[21] });
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allGuideDic.Add(GuideEnum.Step12, new string[] { GuideConfig.showWords[22], GuideConfig.showWords[23], GuideConfig.showWords[24] });
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}
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/// <summary>
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/// 引导步骤
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/// </summary>
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/// <param name="step"></param>
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public void ChangeStep(GuideEnum step)
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{
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//if (currentStep != step)
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{
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currentStep = step;
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switch (currentStep)
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{
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case GuideEnum.Step0:
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Step0();
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break;
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case GuideEnum.Step1:
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Step1();
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break;
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case GuideEnum.Step2:
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Step2();
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break;
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case GuideEnum.Step3:
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Step3();
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break;
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case GuideEnum.Step4:
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Step4();
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break;
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case GuideEnum.Step5:
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Step5();
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break;
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case GuideEnum.Step6:
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Step6();
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break;
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case GuideEnum.Step7:
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Step7();
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break;
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case GuideEnum.Step8:
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Step8();
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break;
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case GuideEnum.Step9:
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Step9();
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break;
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case GuideEnum.Step10:
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Step10();
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break;
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case GuideEnum.Step11:
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Step11();
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break;
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case GuideEnum.Step12:
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Step12();
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break;
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case GuideEnum.Finish:
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Finish();
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break;
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}
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}
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}
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#region 步骤分解
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private void Step0()
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{
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isShowing = true;
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if (currentIndex == -1)//初始化本步
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{
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CommonDebugHelper.DebugError("第1步开始");
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currentIndex = 0;
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needIndex = 2;
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panel.SetGuideUI(true);
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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else if (currentIndex == 1)
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{
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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}
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private void Step1()
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{
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第2步开始");
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currentIndex = 0;
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needIndex = 2;
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panel.SetGuideUI(false);
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panel.Step1(allGuideDic[currentStep][currentIndex], currentIndex, Step1_1);
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}
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else if (currentIndex == 1)
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{
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panel.Step1(allGuideDic[currentStep][currentIndex], currentIndex, Step1_2);
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currentIndex++;
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}
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}
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/// <summary>
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/// 分步1,购买1排1列的火元素
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/// </summary>
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private void Step1_1()
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{
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panel.Step1_1();
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OnFinishOneStep();
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}
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/// <summary>
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/// 分步2,购买2排3列的火元素
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/// </summary>
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private void Step1_2()
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{
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panel.Step1_2();
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StartCoroutine(AfterCreateFire());
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}
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IEnumerator AfterCreateFire()
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{
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yield return new WaitForSeconds(1f);
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OnFinishOneStep();
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}
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//对话
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private void Step2()
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{
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isShowing = true;
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第3步开始");
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currentIndex = 0;
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needIndex = 2;
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panel.Step2(currentIndex);
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panel.SetGuideUI(true);
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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//隐藏
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}
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else if (currentIndex == 1)
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{
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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//currentIndex++;
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}
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}
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//引导合成
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private void Step3()
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{
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第4步开始");
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currentIndex = 0;
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needIndex = 2;
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panel.Step3(currentIndex, allGuideDic[currentStep][currentIndex]);
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}
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}
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//开始拖拽
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public void BeginDrag()
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{
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panel.Step3_2(allGuideDic[currentStep][1]);
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}
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//结束推拽 没有合成,回到上一步
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public void EndDrag()
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{
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panel.Step3(0, allGuideDic[currentStep][0]);
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}
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//合成了卡牌,开始下一步
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private void AddCard()
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{
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currentIndex = -1;
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ChangeStep(GuideEnum.Step4);
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}
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private void Step4()
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{
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第5步开始");
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currentIndex = 0;
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panel.Step4(currentIndex, allGuideDic[currentStep][currentIndex]);
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}
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}
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//建造了塔,开始下一步
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private void CreateFireLv2()
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{
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currentIndex = -1;
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ChangeStep(GuideEnum.Step5);
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}
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private void Step5()
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{
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第6步开始");
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EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.CreateFirstWave);
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panel.Step5(currentIndex, "");
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}
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else if (currentIndex == 1)
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{
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isShowing = true;
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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}
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private void ChargingEnd()
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{
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currentIndex = 0;
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needIndex = 2;
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panel.SetGuideUI(true);
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isShowing = true;
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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private void Step6()
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{
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第7步开始");
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panel.SetGuideUI(false);
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//恢复出怪
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EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.RestartWave);
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}
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else if (currentIndex == 1)
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{
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isShowing = true;
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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//增加200金币
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EventCenter.Ins.BroadCast<int>((int)KTGMGemClient.EventType.AddGold, 200);
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}
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}
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private void KillDone()
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{
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currentIndex = 0;
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needIndex = 2;
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panel.SetGuideUI(true);
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isShowing = true;
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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private void Step7()
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{
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第8步开始");
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currentIndex = 0;
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needIndex = 1;
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panel.SetGuideUI(false);
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GameConfig.CanOpenNewTower = true;
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//等待解锁塔
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panel.Step7(currentIndex, allGuideDic[currentStep][currentIndex]);
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}
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}
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private void GetOneTowerPos()
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{
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currentIndex = -1;
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ChangeStep(GuideEnum.Step8);
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}
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private void Step8()
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{
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isShowing = true;
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if (currentIndex == -1)//初始化本步
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{
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CommonDebugHelper.DebugError("第9步开始");
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GameConfig.CanOpenNewTower = false;
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currentIndex = 0;
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needIndex = 2;
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panel.Step8();
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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else if (currentIndex == 1)
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{
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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}
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private void Step9()
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{
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第10步开始");
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currentIndex = 0;
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needIndex = 2;
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panel.SetGuideUI(false);
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panel.Step9(allGuideDic[currentStep][currentIndex], currentIndex, Step9_1);
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}
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else if (currentIndex == 1)
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{
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panel.Step9(allGuideDic[currentStep][currentIndex], currentIndex, null);
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}
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}
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/// <summary>
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/// 分步9,购买1排5列的水元素
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/// </summary>
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private void Step9_1()
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{
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panel.Step9_1();
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OnFinishOneStep();
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}
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private void CreateWaterLv1()
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{
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panel.CleanMask();
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EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.CreateSecondWave);//生成第二波小怪
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}
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private void SkillStep()
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{
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currentIndex = -1;
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ChangeStep(GuideEnum.Step10);
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}
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private void Step10()
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{
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isShowing = true;
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if (currentIndex == -1)//初始化本步
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{
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CommonDebugHelper.DebugError("第11步开始");
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currentIndex = 0;
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needIndex = 2;
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panel.SetGuideUI(true);
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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else if (currentIndex == 1)
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{
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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panel.Step10();
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}
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}
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private void Step11()
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{
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if (currentIndex == -1)
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{
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CommonDebugHelper.DebugError("第12步开始");
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currentIndex = 0;
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needIndex = 1;
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panel.Step11(currentIndex, allGuideDic[currentStep][currentIndex]);
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}
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}
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//开始拖拽
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public void BeginDrag11_1()
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{
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panel.Step11(1, allGuideDic[currentStep][1]);
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}
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//结束推拽 没有合成,回到上一步
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public void EndDrag11_1()
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{
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panel.Step11(0, allGuideDic[currentStep][0]);
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}
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private void SkillReleaseDone()
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{
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currentIndex = -1;
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ChangeStep(GuideEnum.Step12);
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}
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private void Step12()
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{
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isShowing = true;
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if (currentIndex == -1)//初始化本步
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{
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CommonDebugHelper.DebugError("第13步开始");
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currentIndex = 0;
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needIndex = 3;
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panel.Step12();
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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else
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{
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panel.StartShowWord(allGuideDic[currentStep][currentIndex], ShowWordCallBack);
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}
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}
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private void Finish()
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{
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UnityEngine.Debug.Log("新手指导已经完成了");
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GameConfig.CanOpenNewTower = true;
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GameConfig.CanBuyNewTower = true;
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EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.GuideFinish);
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Destroy(gameObject);
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//gameObject.SetActive(false);
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}
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#endregion
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#region 点击事件
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bool isShowing;//是否正在显示文字
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/// <summary>
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/// 文字显示结束
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/// </summary>
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public void ShowWordCallBack()
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{
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isShowing = false;
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if (needIndex - currentIndex == 1)
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{
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currentIndex = needIndex;
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}
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//currentIndex++;
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}
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/// <summary>
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/// 完成了当前步骤中的一个分步骤
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/// </summary>
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public void OnFinishOneStep()
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{
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if (isShowing)
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{
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//正在显示文字,第一次点击,显示全部
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panel.ShowWordImmediately();
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}
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else if (needIndex - currentIndex > 0)
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{
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//说明当前步骤没完成,进行下一个分步
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currentIndex++;
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ChangeStep(currentStep);
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}
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else
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{
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//开始新的步骤
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currentIndex = -1;
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ChangeStep(currentStep + 1);
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}
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//Debug.LogError($"当前引导:{currentStep} 当前步数:{currentIndex} 总共有:{needIndex}步");
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}
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#endregion
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}
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