文章目录
- 功能包括
- 如何使用
功能包括
-
红点数据本地持久化
-
如果子节点有红点,父节点也要显示红点,父节点红点数为子节点红点数的和;
-
当子节点红点更新时,对应的父节点也要更新;
-
当所有子节点都没有红点时,父节点才不显示红点、
-
红点的显示方式分三种:
1.带数字的,每次经过要减1
2.不带数字只显示红点的
3.不带数字但是红点上显示感叹号的
如何使用
把这三个脚本复制到项目中
你没有这个类CryptoPrefs用PlayerPrefs代替即可
RedPointTree
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using Newtonsoft.Json; // 引入Json.NET库进行序列化和反序列化
/// <summary>
/// 节点名
/// </summary>
public enum ENodeNames
{Shop,Map,User,SongBtn,SongBtn_Event,VipBtn,
}
public class RedPointDataDTO
{public string Name { get; set; }public int PassCnt { get; set; }public int EnCnt { get; set; }public int RedPointCnt { get; set; }// 如果有必要,也可以添加子节点数据,但需确保不包含Unity特有的类型public List<RedPointDataDTO> Children { get; set; } = new List<RedPointDataDTO>();
}
public class RedPointTree : MonoSingleton<RedPointTree>
{/// <summary>/// 字显示为!/// </summary>public int MaxNum = 999;/// <summary>/// 字不显示/// </summary>public int NullNum = 998;private RedPointNode root;private const string RED_POINT_PREFS_KEY = "RedPointData";/// <summary>/// 保存红点数据到CryptoPrefs/// </summary>public void SaveRedPoints(){// 将红点树转换为可序列化的字符串var dto = ConvertToDto(this.root);string jsonData = JsonConvert.SerializeObject(dto, Formatting.None);CryptoPrefs.SetString(RED_POINT_PREFS_KEY, jsonData);CryptoPrefs.Save();}private RedPointDataDTO ConvertToDto(RedPointNode node){var dto = new RedPointDataDTO{Name = node.name,PassCnt = node.passCnt,EnCnt = node.enCnt,RedPointCnt = node.redpoinCnt};foreach (var child in node.children.Values){dto.Children.Add(ConvertToDto(child));}return dto;}/// <summary>/// 从CryptoPrefs加载红点数据/// </summary>public void LoadRedPoints(){if (CryptoPrefs.HasKey(RED_POINT_PREFS_KEY)){// 从CryptoPrefs加载并反序列化红点数据string jsonData = CryptoPrefs.GetString(RED_POINT_PREFS_KEY);var dto = JsonConvert.DeserializeObject<RedPointDataDTO>(jsonData);// 清空当前树结构,避免数据叠加this.root.children.Clear();this.root = ConvertFromDto(dto);}}private RedPointNode ConvertFromDto(RedPointDataDTO dto){var node = new RedPointNode(dto.Name);node.passCnt = dto.PassCnt;node.enCnt = dto.EnCnt;node.redpoinCnt = dto.RedPointCnt;foreach (var childDto in dto.Children){var childNode = ConvertFromDto(childDto);node.children[childDto.Name] = childNode;}return node;}public RedPointTree() {root=new RedPointNode("Root");}/// <summary>/// 初始化/// </summary>public new void Init(){LoadRedPoints(); // 先尝试加载已有的红点数据if (this.root == null){//创建根节点this.root = new RedPointNode("Root");}// 构建前缀树foreach (var name in Enum.GetNames(typeof(ENodeNames))){this.InsterNode(name);}//测试塞入红点数据// ChangeRedPointCnt(ENodeNames.SongBtn.ToString(), 20);// ChangeRedPointCnt(ENodeNames.SongBtn_Event.ToString(), 1);// ChangeRedPointCnt(ENodeNames.User.ToString(), 999);// ChangeRedPointCnt(ENodeNames.Card.ToString(), 1);// ChangeRedPointCnt(ENodeNames.Shop.ToString(), 1);}/// <summary>/// 插入节点/// </summary>/// <param name="name"></param>public void InsterNode(string name){if (string.IsNullOrEmpty(name)){return;}if (SearchNode(name) != null){//如果已经存在 则不重复插入GameLog.Log("你已经插入了该节点" + name);return;}//node从根节点出发RedPointNode node = root;node.passCnt += 1;//将名字按|符合分割string[] pathList = name.Split('_');foreach (var path in pathList){if(!node.children.ContainsKey(path)){node.children.Add(path, RedPointNode.New(path));}node = node.children[path];node.passCnt = node.passCnt+1;}node.enCnt = node.enCnt + 1;}/// <summary>/// 查询节点是否在树中并返回节点/// </summary>/// <param name="name"></param>/// <returns></returns>public RedPointNode SearchNode(string name){if (string.IsNullOrEmpty(name)){return null;}RedPointNode node=this.root;string[] pathList=name.Split('_');foreach (var path in pathList){if(!node.children.ContainsKey(path)){return null;}node = node.children[path];}if (node.enCnt > 0){return node;}return null;}/// <summary>/// 删除节点/// </summary>/// <param name="name"></param>public void DeleteNode(string name){if (SearchNode(name) == null){return;}RedPointNode node= this.root;node.passCnt = node.passCnt - 1;string[] pathList = name.Split('_');foreach (var path in pathList){RedPointNode childNode = node.children[path];childNode.passCnt = childNode.passCnt - 1;if (childNode.passCnt == 0){//如果该节点没有任何孩子,则直接删除node.children.Remove(path);return;}node = childNode;}node.enCnt=node.enCnt - 1;}/// <summary>/// 修改节点的和点数/// </summary>/// <param name="name">红点名字</param>/// <param name="delta">增量</param>public void ChangeRedPointCnt(string name, int delta){RedPointNode targetNode = SearchNode(name);if (targetNode == null){return;}//如果是减红点 并且和点数不够减了 则调整delta 使其不减为0if (delta < 0 && targetNode.redpoinCnt + delta < 0){delta = -targetNode.redpoinCnt;}RedPointNode node=this.root;string[] pathList= name.Split('_');foreach (var path in pathList){RedPointNode childNode = node.children[path];childNode.redpoinCnt = childNode.redpoinCnt + delta;node = childNode;//调用回调函数foreach (var cb in node.updateCb.Values){cb?.Invoke(node.redpoinCnt);}}// 在更新红点计数后保存数据SaveRedPoints();}/// <summary>/// 直接设置当前红点的数值/// </summary>/// <param name="name"></param>/// <param name="delta"></param>public void SetRedPointCnt(string name, int delta){RedPointNode targetNode = SearchNode(name);if (targetNode == null){return;}RedPointNode node=this.root;string[] pathList= name.Split('_');foreach (var path in pathList){RedPointNode childNode = node.children[path];childNode.redpoinCnt = delta;node = childNode;//调用回调函数foreach (var cb in node.updateCb.Values){cb?.Invoke(node.redpoinCnt);}}// 在更新红点计数后保存数据SaveRedPoints();}/// <summary>/// 设置红点更新回调函数/// </summary>/// <param name="name">节点名</param>/// <param name="key">回调key 自定义字符串</param>/// <param name="cb">回调函数</param>public void SetCallBack(string name, string key, Action<int> cb){RedPointNode node=SearchNode(name);if (node == null){return;}if (!node.updateCb.ContainsKey(key)){node.updateCb.Add(key, cb); }else{node.updateCb[key] = cb;}}/// <summary>/// 查询节点红点数/// </summary>/// <param name="name"></param>/// <returns></returns>public int GetRedPointCnt(string name){RedPointNode node=SearchNode(name);if (node == null){return 0;}return node.redpoinCnt;}
}
RedPointNode
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class RedPointNode
{/// <summary>/// 节点名/// </summary>public string name;/// <summary>/// 节点被经过的次数/// </summary>public int passCnt = 0;/// <summary>/// 节点作为尾结点的次数/// </summary>public int enCnt = 0;/// <summary>/// 红点数/// </summary>public int redpoinCnt = 0;public Dictionary<string, RedPointNode> children ;public Dictionary<string, Action<int>> updateCb ;public RedPointNode(string name){this.name = name;this.passCnt = 0;this.enCnt = 0;this.redpoinCnt = 0;this.children = new Dictionary<string, RedPointNode>();this.updateCb = new Dictionary<string, Action<int>>();}public static RedPointNode New(string name){return new RedPointNode(name);}
}
RedPointMono
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;public class RedPointMono : MonoBehaviour
{public ENodeNames NodeName;public Text RedPointText;private void Awake(){RedPointTree.Instance.SetCallBack(NodeName.ToString(), this.gameObject.name, (redpointCnt) => { UpdateRedPoint(redpointCnt); });}void OnEnable(){//RedPointText = transform.GetChild(0).transform.GetComponent<Text>();UpdateRedPoint(RedPointTree.Instance.GetRedPointCnt(NodeName.ToString()));}private void OnDestroy(){//注销红点回调RedPointTree.Instance.SetCallBack(NodeName.ToString(), this.gameObject.name, null);}//更新红点private void UpdateRedPoint(int redpointCnt){//throw new NotImplementedException();if (redpointCnt>=RedPointTree.Instance.MaxNum){RedPointText.text = "!";}else if (redpointCnt==RedPointTree.Instance.NullNum){RedPointText.text = "";}else{RedPointText.text = redpointCnt.ToString();}gameObject.SetActive(redpointCnt > 0);}
}
然后红点结构是这样的
因为是基于前缀树的,父子节点关系在这里体现
SongBtn,//父节点
SongBtn_Event,//子节点
这样当SongBtn_Event有红点的时候SongBtn也会有
参考链接:https://blog.csdn.net/linxinfa/article/details/121899276