更新AR宠物信息录入UI以及完成预览UI对接
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@ -40,8 +40,7 @@ public partial class GameApp : Singleton<GameApp>
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/// </summary>
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private void StartGameLogic()
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{
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//LoadGame().Forget();
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GameModule.UI.ShowUI<UIPetInfoWindow>();
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LoadGame().Forget();
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}
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public async UniTask LoadGame()
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@ -0,0 +1,10 @@
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using TEngine;
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namespace GameLogic
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{
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[EventInterface(EEventGroup.GroupUI)]
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public interface UIPetInfoRecInterface
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{
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void OnOpenPetPreviewUI(string petName, string petType, string ownName, string zone, string number);
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 7c329055b202bd14fa895d9e28d32fa8
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@ -5,6 +5,7 @@ using TEngine;
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using TMPro;
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using System.Security.Policy;
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using Lightbug.Utilities;
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using NodeCanvas.DialogueTrees;
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namespace GameLogic
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{
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@ -13,6 +14,7 @@ namespace GameLogic
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{
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#region 脚本工具生成的代码
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private Button m_btnPetImg;
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private Image m_imgPet;
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private TMP_InputField m_tmpinputPetName;
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private Button m_btnSelectType;
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private TextMeshProUGUI m_tmptextType;
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@ -24,6 +26,7 @@ namespace GameLogic
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protected override void ScriptGenerator()
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{
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m_btnPetImg = FindChildComponent<Button>("BackGround/Group/Pet/Background/CenterPhoto/Background/ImageGroup/m_btnPetImg");
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m_imgPet = FindChildComponent<Image>("BackGround/Group/Pet/Background/CenterPhoto/Background/ImageGroup/m_imgPet");
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m_tmpinputPetName = FindChildComponent<TMP_InputField>("BackGround/Group/Pet/Background/PetInput/m_tmpinputPetName");
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m_btnSelectType = FindChildComponent<Button>("BackGround/Group/Pet/Background/PetInput/m_btnSelectType");
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m_tmptextType = FindChildComponent<TextMeshProUGUI>("BackGround/Group/Pet/Background/PetInput/m_btnSelectType/m_tmptextType");
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@ -43,6 +46,8 @@ namespace GameLogic
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private async UniTaskVoid OnClickPetImgBtn() // 开启摄像头拍照,给宠物拍照
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{
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await UniTask.Yield();
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m_imgPet.gameObject.SetActive(true);
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m_btnPetImg.gameObject.SetActive(false);
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}
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private async UniTaskVoid OnClickSelectTypeBtn()
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{
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@ -85,36 +90,43 @@ namespace GameLogic
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private void OpenPetPreviewUI()
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{
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GameModule.UI.ShowUI<UIARPreviewWindow>();
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GameModule.UI.CloseUI<UIARPetInfoRecWindow>();
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// 触发事件
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GameEvent.Send<string, string, string, string, string>("UIPetInfoRecInterface", m_tmpinputPetName.text, m_tmptextType.text, m_tmpinputOwnName.text, m_tmptextZone.text, m_tmpinputNumber.text);
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}
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// 检查宠物信息填入
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private void CheckPetInfoInputFunc()
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{
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if(string.IsNullOrEmpty(m_tmpinputPetName.text))
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if (string.IsNullOrEmpty(m_tmpinputPetName.text))
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{
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Debug.LogError("请填入宠物名字");
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return;
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}
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else if(m_tmptextType.text == "ワ恁寁ⅲ笱")
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else if (m_tmptextType.text == "请选择品种")
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{
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Debug.LogError("请选择品种");
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return;
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}
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else if(string.IsNullOrEmpty(m_tmpinputOwnName.text))
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else if (string.IsNullOrEmpty(m_tmpinputOwnName.text))
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{
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Debug.LogError("请填入宠物主人名字");
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return;
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}
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else if(m_tmptextZone.text == "ワ恁寁華Е華硊")
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else if (m_tmptextZone.text == "请选择地区地址")
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{
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Debug.LogError("请选择地区地址");
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return;
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}else if(string.IsNullOrEmpty(m_tmpinputNumber.text))
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}
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else if (string.IsNullOrEmpty(m_tmpinputNumber.text))
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{
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Debug.LogError("请输入宠物主人号码");
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return;
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}
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else if (m_tmpinputNumber.text.Length != 11 || m_tmpinputNumber.text[0] != '1')
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{
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Debug.LogError("请输入以 1 开头的 11 位手机号码");
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return;
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}
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else
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{
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OpenPetPreviewUI();
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@ -3,6 +3,7 @@ using UnityEngine;
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using UnityEngine.UI;
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using TEngine;
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using TMPro;
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using UnityEditor;
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namespace GameLogic
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{
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@ -37,6 +38,25 @@ namespace GameLogic
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}
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#endregion
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protected override async void OnCreate()
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{
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base.OnCreate();
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RegisterEvent();
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}
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protected override void RegisterEvent()
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{
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base.RegisterEvent();
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// 注册事件监听
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GameEvent.AddEventListener<string, string, string, string, string>(
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"UIPetInfoRecInterface",
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(petName, petType, ownName, zone, number) =>
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{
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PetInfoPreviewSetFunc(petName, petType, ownName, zone, number);
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});
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}
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/// <summary>
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/// 预览信息
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@ -46,13 +66,15 @@ namespace GameLogic
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/// <param name="PetOwnName">宠物主人名字</param>
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/// <param name="PetOwnOri">宠物主人地址</param>
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/// <param name="PetOwnNumber">宠物主人号码</param>
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public void PetInfoPreviewSetFunc(string PetName, string PetType, string PetOwnName, string PetOwnOri, string PetOwnNumber)
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private void PetInfoPreviewSetFunc(string PetName, string PetType, string PetOwnName, string PetOwnOri, string PetOwnNumber)
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{
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this.m_tmptextPetName.text = PetName;
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this.m_tmptextPetType.text = PetType;
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this.m_tmptextOwnName.text = PetOwnName;
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this.m_tmptextPetOwnOri.text = PetOwnOri;
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this.m_tmptextPetOwnNum.text = PetOwnNumber;
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GameModule.UI.CloseUI<UIARPetInfoRecWindow>();
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}
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}
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}
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@ -37,6 +37,9 @@ namespace GameLogic
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private async UniTaskVoid OnClickAddtionPetBtn() // 新增宠物
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{
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await UniTask.Yield();
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GameModule.UI.ShowUI<UIARPetInfoRecWindow>();
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GameModule.UI.CloseUI<UIPetInfoWindow>();
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}
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private async UniTaskVoid OnClickCancleBtn() // 取消删除
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{
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