Petition-to-the-Gods-V3/Assets/Scripts/Server/ServerGameTalkingPanel.cs
2025-11-18 14:54:11 +08:00

219 lines
5.8 KiB
C#

using System;
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
public class ServerGameTalkingPanel : MonoBehaviour
{
public static ServerGameTalkingPanel Instance;
public GameObject introPanel;
public GameObject playPanel;
public VideoPlayer introVideoPlayer;
public RawImage introRawImage;
public TMP_InputField playInputField;
public TMP_Text playChatText;
public Button playSendButton;
public TMP_Text statusText;
public Button sample1Button;
public Button sample2Button;
public Button sample3Button;
public Button sample4Button;
public Button sample5Button;
private int gameTimeCountdownSecVal = 100;
private string[] sampleTexts = {
"汝行街上,見一老嫗跌倒,身旁五千金鈔隨風散。若只得一瞬之舉,汝先救人,抑或先拾錢?",
"汝見一孩以假幣買食,攤主未覺。若揭穿,孩餓;若不言,誤教。汝何選?",
"友人誤將重物砸壞汝物,卻以為無人知曉。汝心明白真相,是當面直言,還是靜默讓他安?",
"汝於雨夜撞傷野貓,車無損,人未見。汝會停車查看,抑或遠去以免麻煩?",
"汝在工廠,知上司指示排放廢水入河,若揭發,恐遭解雇;若隱瞞,公司利潤倍增。汝何解?"
};
private void Awake()
{
Instance = this;
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
SetupIntroVideoPlayer();
if (playSendButton)
{
playSendButton.onClick.AddListener(playSendButton_onClick);
}
if (sample1Button)
{
sample1Button.onClick.AddListener(sample1Button_onClick);
}
if (sample2Button)
{
sample2Button.onClick.AddListener(sample2Button_onClick);
}
if (sample3Button)
{
sample3Button.onClick.AddListener(sample3Button_onClick);
}
if (sample4Button)
{
sample4Button.onClick.AddListener(sample4Button_onClick);
}
if (sample5Button)
{
sample5Button.onClick.AddListener(sample5Button_onClick);
}
}
private void sample5Button_onClick()
{
playInputField.text = sampleTexts[4];
}
private void sample4Button_onClick()
{
playInputField.text = sampleTexts[3];
}
private void sample3Button_onClick()
{
playInputField.text = sampleTexts[2];
}
private void sample2Button_onClick()
{
playInputField.text = sampleTexts[1];
}
private void sample1Button_onClick()
{
playInputField.text = sampleTexts[0];
}
public void init()
{
processStep(1);
if (introVideoPlayer)
{
introVideoPlayer.Play();
}
}
void SetupIntroVideoPlayer()
{
if (introVideoPlayer != null)
{
// 設置影片結束事件
introVideoPlayer.loopPointReached += OnIntroVideoFinished;
// 設置影片顯示
if (introVideoPlayer != null)
{
introVideoPlayer.targetTexture = null;
introVideoPlayer.renderMode = VideoRenderMode.RenderTexture;
RenderTexture rt = new RenderTexture(1920, 1080, 24);
introVideoPlayer.targetTexture = rt;
introRawImage.texture = rt;
}
}
}
void OnIntroVideoFinished(VideoPlayer vp)
{
Debug.Log("影片播放完成");
//StartCoroutine(LoadNextScene());
processStep(2);
}
public void onReceivedChatMessage(string message)
{
playChatText.text = "-信眾-<br>" + message + "<br>" + playChatText.text;
}
private void playSendButton_onClick()
{
if (playInputField.text.Length > 0)
{
if (NetworkMessageHandler.Instance)
{
NetworkMessageHandler.Instance.SendMessageToClient("gameTalkingGodSay", playInputField.text);
}
playChatText.text = "<align=\"right\"><color=#63584A>-神明-<br>" + playInputField.text + "</color></align><br>" + playChatText.text;
playInputField.text = "";
}
}
IEnumerator GameTimeCountdown()
{
yield return new WaitForSeconds(1f);
if (gameTimeCountdownSecVal == 100)
{
if (NetworkMessageHandler.Instance)
{
NetworkMessageHandler.Instance.SendMessageToClient("gameTalkingStart", "");
}
}
gameTimeCountdownSecVal--;
statusText.text = "倒計時 : <color=\"red\">" + gameTimeCountdownSecVal.ToString() + "</color>s";
if (gameTimeCountdownSecVal > 0)
{
StartCoroutine(GameTimeCountdown());
}
else
{
if (ServerWorkSceneController.Instance)
{
ServerWorkSceneController.Instance.processStep(17); // go to gameWaittingPanel
}
}
}
void processStep(int step)
{
if (introPanel)
{
introPanel.SetActive(step == 1);
if (step == 1)
{
gameTimeCountdownSecVal = 100;
}
}
if (playPanel)
{
playPanel.SetActive(step == 2);
if (step == 2)
{
playChatText.text = "";
if (statusText.text == "--")
{
statusText.text = "倒計時 : <color=\"red\">" + gameTimeCountdownSecVal.ToString() + "</color>s";
StartCoroutine(GameTimeCountdown());
}
}
}
}
// Update is called once per frame
void Update()
{
}
}