WenYang.cs 14.1 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.Video;

public class WenYang : UIBase
{
    //纹样名称
    public TextMeshProUGUI wenYangName;
    public Image wenYangImage; //纹样图片(闪烁的父载体)
    public GameObject pointItemPrefab; // 纹样闪烁点预制体

    
    public TextMeshProUGUI wenYangIntroduction;
    public Transform contentScrollView;
    
    public Image wenYangExplainCoverImage;
    public Transform explainImageScrollView;

    public Image wenYangColorImage;
    public Image wenYangExplainImage;
    public Image wenWuImage;
    public Image wenWuContainer;
    public TextMeshProUGUI wenWuIntroduction;

    public Image wenYangUnChooseBtn;
    public Image wenYangChooseBtn;
    public Image wenWuUnChooseBtn;
    public Image wenWuChooseBtn;
    
    public Image pre;
    public Image next;

    public Transform itemGrid; // 父对象
    public GameObject itemPrefab; // 预制体
    

    
    //当前选中的纹样
    Dictionary<int, WenYangData> wenYangDataMap = new Dictionary<int, WenYangData>();
    private GameObject current;
    private int currentIndex;
    
    private string choosed = "Choosed";
    private string unchoose = "Unchoose";
    
    int itemWidth = 160;


    void Start()
    {
        StartCoroutine(JsonLoaderManager.LoadJson("https://h5.edcc.cn/QuGouChengWen/json/WenYangData.json","Jsons/WenYangData",data =>
        {
            Debug.Log("最终获取到的 JSON 数据:\n" + data);

            InitWenYang(data);
        }));


    }

    private void InitWenYang(string jsonText)
    {
        int scrollDefaultWidth = 1600;
        int scrollWidth = 0;

        WenYangDataList data = JsonUtility.FromJson<WenYangDataList>(jsonText);

        //初始化纹样,第一个自动选中,并赋值给current
        for (int i = 0; i < data.list.Count; i++) {
            WenYangData wenYangData = data.list[i];
            wenYangDataMap[i] = wenYangData;     
            
            GameObject itemObj = Instantiate(itemPrefab, itemGrid);
            // var choosedObj = itemObj.transform.Find(choosed).gameObject;
            // StartCoroutine(ImageLoader.LoadImage(wenYangData.scrollChooseImage, choosedObj.GetComponent<Image>()));
            
            var unchoosedObj = itemObj.transform.Find(unchoose).gameObject;
            StartCoroutine(ImageLoader.LoadImage(wenYangData.scrollUnChooseImage, unchoosedObj.GetComponent<Image>()));

            var finalI = i;
            itemObj.GetComponent<Button>().onClick.AddListener(() =>
            {
                updateChoosed(finalI,current, itemObj,wenYangData);
            });
            
            


            if (i==0)
            {
                current = itemObj;
                updateChoosed(i,null, current,wenYangData);
            }
            scrollWidth += itemWidth;
        }
        
        if (scrollWidth < scrollDefaultWidth)
        {
            scrollWidth = scrollDefaultWidth;
        }
        
        
        
        RectTransform scrollContentRt = itemGrid.GetComponent<RectTransform>();
        scrollContentRt.sizeDelta = new Vector2(scrollWidth, scrollContentRt.sizeDelta.y);

        
        //纹样文物切换按钮
        wenYangUnChooseBtn.GetComponent<Button>().onClick.AddListener(() =>
        {
            wenYangChooseBtn.gameObject.SetActive(true);
            wenYangUnChooseBtn.gameObject.SetActive(false);
            
            wenWuUnChooseBtn.gameObject.SetActive(true);
            wenWuChooseBtn.gameObject.SetActive(false);
            
            //展示纹样、隐藏文物
            wenYangImage.gameObject.SetActive(true);
            wenWuContainer.gameObject.SetActive(false);
            
            wenWuIntroduction.gameObject.SetActive(false);
            contentScrollView.gameObject.SetActive(true);
        });
                
        //纹样文物切换按钮
        wenWuUnChooseBtn.GetComponent<Button>().onClick.AddListener(() =>
        {
            wenYangChooseBtn.gameObject.SetActive(false);
            wenYangUnChooseBtn.gameObject.SetActive(true);
            
            wenWuUnChooseBtn.gameObject.SetActive(false);
            wenWuChooseBtn.gameObject.SetActive(true);
            
            //隐藏纹样、展示文物
            wenYangImage.gameObject.SetActive(false);
            wenWuContainer.gameObject.SetActive(true);
            
            wenWuIntroduction.gameObject.SetActive(true);
            contentScrollView.gameObject.SetActive(false);
            
            //关闭解析弹窗
            wenYangExplainCoverImage.gameObject.SetActive(false);

        });

        //纹样解析按钮
        wenYangImage.GetComponent<Button>().onClick.AddListener(() =>
        {
            bool isActive = wenYangExplainCoverImage.gameObject.activeSelf;
            wenYangExplainCoverImage.gameObject.SetActive(!isActive); // 取反后赋值
        });
        wenYangExplainCoverImage.GetComponent<Button>().onClick.AddListener(() =>
        {
            wenYangExplainCoverImage.gameObject.SetActive(true);
        });
    
        //文物放大按钮
        wenWuImage.GetComponent<Button>().onClick.AddListener(() =>
        {
            ImageViewerManager.Instance.ShowImage(wenYangDataMap[currentIndex].wenWuImage);
        });



        
        
        pre.GetComponent<Button>().onClick.AddListener(() =>
        {
            Debug.Log("pre");
            int index = current.transform.GetSiblingIndex();
            if (index > 0)
            {
                // 获取上一个兄弟节点
                Transform previous = current.transform.parent.GetChild(index - 1);
                updateChoosed(index - 1,current, previous.gameObject,wenYangDataMap[index - 1]);
                // 滚动到所在位置
                ScrollToItem(previous.GetComponent<RectTransform>(), itemGrid.GetComponentInParent<ScrollRect>());
            }
        });
        next.GetComponent<Button>().onClick.AddListener(() =>
        {
            Debug.Log("next");
            int index = current.transform.GetSiblingIndex();
            int siblingCount = current.transform.parent.childCount;

            if (index < siblingCount - 1)
            {
                // 获取下一个兄弟节点
                Transform nextSibling = current.transform.parent.GetChild(index + 1);
                updateChoosed(index + 1,current, nextSibling.gameObject,wenYangDataMap[index + 1]);
                // 滚动到所在位置
                ScrollToItem(nextSibling.GetComponent<RectTransform>(), itemGrid.GetComponentInParent<ScrollRect>());
            }
        });
    }

    // Update is called once per frame
    void Update()
    {
    }

    public void ShowLog()
    {
        Debug.Log("this is UI: " + gameObject.name);
    }

    protected override void CloseComplete()
    {
        base.CloseComplete();
        Debug.Log("关闭完成:  " + gameObject.name);
    }

    protected override void OpenComplete()
    {
        base.OpenComplete();
        Debug.Log("打开完成:  " + gameObject.name);
    }

    private void SetChoosed(GameObject obj)
    {
        if (!obj)
        {
            return;
        }
        var choosedObj = obj.transform.Find(choosed).gameObject;
        if (choosedObj != null) 
            choosedObj.SetActive(true);
        
        // var unchoosedObj = obj.transform.Find(unchoose).gameObject;
        // if (unchoosedObj != null) 
        //     unchoosedObj.SetActive(false);
    }
    
    private void SetUnchoose(GameObject obj)
    {
        if (!obj)
        {
            return;
        }
        var choosedObj = obj.transform.Find(choosed).gameObject;
        if (choosedObj != null) 
            choosedObj.SetActive(false);
        
        // var unchoosedObj = obj.transform.Find(unchoose).gameObject;
        // if (unchoosedObj != null) 
        //     unchoosedObj.SetActive(true);
    }
    
    /**
     * 功能描述: 更改选中的纹样 
     * @param unChooseObj 未选中的纹样
     * @param chooseObj 选中的纹样
     * @param wenYangData 选中的纹样数据
     * @author wangQc
     * @date 2025/7/7 13:59
     */
    private void updateChoosed(int currentIndex,GameObject unChooseObj, GameObject chooseObj,WenYangData wenYangData)
    {
        this.currentIndex = currentIndex;
        SetUnchoose(unChooseObj);
        SetChoosed(chooseObj);
        // 更新 current 引用
        current =chooseObj;
        //更新详情页的文案 图片等
        WenYangUpdate(wenYangData);
        //初始化纹样图片上的点
        InitWenYangPoints(wenYangData);
    }
    
    
    /**
     * 功能描述: 初始化纹样图片上的点
     * @author wangQc
     * @date 2025/7/8 13:53
     */
    private void InitWenYangPoints(WenYangData wenYangData)
    {
        foreach (Transform child in wenYangImage.transform)
        {
            Destroy(child.gameObject);
        }
        //初始化纹样图片上的点
        var wenYangPoints = wenYangData.wenYangPoints;
        if (null!=wenYangPoints)
        {
            foreach (var wenYangPoint in wenYangPoints)
            {
                GameObject point = Instantiate(pointItemPrefab, wenYangImage.transform);
                //定位点的坐标
                point.transform.localPosition = new Vector3(wenYangPoint.x, wenYangPoint.y, 0);
                //闪烁动效
                point.transform.DOScale(1.5f, 2f).SetLoops(-1, LoopType.Yoyo).SetEase(Ease.InOutSine);

            }
        }
    }

    
    
    private void ScrollToItem(RectTransform target, ScrollRect scrollRect)
    {
        if (target == null || scrollRect == null) return;
    
        // 强制刷新布局,确保 UI 位置是最新的
        // Canvas.ForceUpdateCanvases();
    
        bool fullyVisible = IsFullyVisible(target, scrollRect.viewport);
        if (fullyVisible) return;
        
        float x = target.anchoredPosition.x;
        Debug.Log("rectX: " + x);
       
        float offset =  -(x-724);
        offset=offset>-800?-800:offset;
        
    
        RectTransform content = scrollRect.content;
        Vector2 anchoredPosition = content.anchoredPosition;
        anchoredPosition.x = offset;
        content.anchoredPosition = anchoredPosition;
        
        
    }

    /// <summary>
    /// 判断 target RectTransform 是否完全在 viewport RectTransform 可视范围内
    /// </summary>
    bool IsFullyVisible(RectTransform target, RectTransform viewport)
    {
        // 1. 先拿到 target 的四个世界角点
        Vector3[] worldCorners = new Vector3[4];
        target.GetWorldCorners(worldCorners);

        // 2. 拿到 viewport 的本地矩形
        Rect rect = viewport.rect;

        // 3. 把每个角点转换到 viewport 的本地坐标系中,检查是否都在 rect 里
        for (int i = 0; i < 4; i++)
        {
            // worldCorners[i] 是世界坐标
            Vector3 localPos = viewport.InverseTransformPoint(worldCorners[i]);

            // 如果任何一个角点不在 viewport.rect 范围内,就说明没有完全可见
            if (localPos.x < rect.xMin || localPos.x > rect.xMax ||
                localPos.y < rect.yMin || localPos.y > rect.yMax)
            {
                return false;
            }
        }

        // 都在范围内,说明完全可见
        return true;
    }

    //纹样更新
    public void WenYangUpdate(WenYangData wenYangData)
    {
        wenYangName.text = wenYangData.name;
        //默认显示纹样大图
        StartCoroutine(ImageLoader.LoadImage( wenYangData.wenYangImage, wenYangImage));
        wenYangImage.SetNativeSize();
        //文物图片
        StartCoroutine(ImageLoader.LoadImage(wenYangData.wenWuImage, wenWuImage, (width, height) => {
            Debug.Log($"图片原始宽高 = {width} x {height}");

            float maxWidth = 600f;
            float maxHeight = 600f;

            float widthRatio = maxWidth / width;
            float heightRatio = maxHeight / height;

            // 取较小的缩放因子,保证不超出限制,并始终进行缩放(无论放大或缩小)
            float scaleFactor = Mathf.Min(widthRatio, heightRatio);

            float finalWidth = width * scaleFactor;
            float finalHeight = height * scaleFactor;

            wenWuImage.rectTransform.sizeDelta = new Vector2(finalWidth, finalHeight);

            Debug.Log($"最终显示宽高 = {finalWidth} x {finalHeight}");
        }));

        // wenWuImage.SetNativeSize();
        
        //文物简介
        wenWuIntroduction.text = wenYangData.wenWuIntroduction;
        
        //简介/结构布局
        wenYangIntroduction.text = "纹样简介:\n" + wenYangData.wenYangIntroduction + "\n\n结构布局:\n" + wenYangData.wenYangStructure;
        //根据文字长度计算滑动块的高度
        var height = wenYangIntroduction.preferredHeight;
        var rectTransform = contentScrollView.GetComponent<RectTransform>();
        rectTransform.sizeDelta= new Vector2(rectTransform.sizeDelta.x, height+140);
        
        
        //颜色
        StartCoroutine(ImageLoader.LoadImage( wenYangData.wenYangColorImage, wenYangColorImage));

        //解析图片
        StartCoroutine(ImageLoader.LoadImage( wenYangData.wenYangExplainImage, wenYangExplainImage));
        //根据解析图片高度设置滑动块高度
        var explainHeight = wenYangExplainImage.preferredHeight;
        var explainRectTransform = explainImageScrollView.GetComponent<RectTransform>();
        explainRectTransform.sizeDelta= new Vector2(explainRectTransform.sizeDelta.x, explainHeight);
            
        wenYangImage.gameObject.SetActive(true);
        wenWuContainer.gameObject.SetActive(false);
        wenYangExplainCoverImage.gameObject.SetActive(false);
        
        contentScrollView.gameObject.SetActive(true);
        
        wenWuIntroduction.gameObject.SetActive(false);
        
        wenYangChooseBtn.gameObject.SetActive(true);
        wenYangUnChooseBtn.gameObject.SetActive(false);
        wenWuChooseBtn.gameObject.SetActive(false);
        wenWuUnChooseBtn.gameObject.SetActive(true);
        
        

    }

}