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Merge branch 'master' of http://192.168.123.2:3000/ck/XiuXianGame

DESKTOP-FB72PO8\Administrator 18 小時之前
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0f2e8426d8

+ 91 - 1
Assets/Res/UI/SkillSelectPanel/GongFaUpgradePanel.prefab

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@@ -2754,7 +2844,7 @@ RectTransform:
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   m_AnchorMax: {x: 0.5, y: 0.5}
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+ 96 - 0
Assets/Res/UI/SkillSelectPanel/SkillSelectPanel.prefab

@@ -2675,7 +2675,102 @@ MonoBehaviour:
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   m_AnchorMin: {x: 0.5, y: 0.5}

+ 13 - 2
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -84,7 +84,7 @@ namespace Fort23.Mono
             UpdateSkillWidget();
             UpdateRoad();
 
-            CloseSelect();
+            // CloseSelect();
             return base.AsyncInit(uiData);
         }
 
@@ -524,6 +524,9 @@ namespace Fort23.Mono
                 skillKongWidget.OnClick = OnClickSkillKongWidget;
                 allKongSkill.Add(skillKongWidget);
             }
+
+
+            ChangeFuZhuYingXiang();
         }
 
 
@@ -801,7 +804,8 @@ namespace Fort23.Mono
                 {
                     if (allKongSkill[i].SkillInfo != null)
                     {
-                        allKongSkill[i].SelectState(true);
+                        if(selectSkillConfig.skillConfig.SkillType == allKongSkill[i].SkillInfo.skillConfig.SkillType)
+                            allKongSkill[i].SelectState(true);
                     }
                 }
             }
@@ -832,9 +836,14 @@ namespace Fort23.Mono
         private void ChangeFuZhuYingXiang()
         {
             yingxiang.Clear();
+            float addcd = 0;
             for (int i = 0; i < allKongSkill.Count; i++)
             {
                 allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
+                if (allKongSkill[i].SkillInfo != null)
+                {
+                    addcd += allKongSkill[i].SkillInfo.skillConfig.addcd;
+                }
 
                 if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 && allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
                 {
@@ -859,6 +868,8 @@ namespace Fort23.Mono
             {
                 allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
             }
+
+            Text_Cd.text = "功法盘CD:" + ((PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum * PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000) + addcd);
         }
 
         public List<int> GetNumbers(int start, float offset)

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanelData.cs

@@ -305,6 +305,17 @@ namespace Fort23.Mono
 	      return _Sv;
 	     }
 	   }
+	  private Text _Text_Cd;
+	  public Text Text_Cd
+	   {
+	   get{
+	      if (_Text_Cd == null)
+	       {
+	         _Text_Cd  = GetUIUnit<Text>("Text_Cd"); 
+	       }
+	      return _Text_Cd;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 17 - 14
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradeInfoWidget.cs

@@ -9,6 +9,8 @@ namespace Fort23.Mono
     public partial class GongFaUpgradeInfoWidget : UIComponent
     {
         private SkillInfo _skillInfo;
+        
+        private SkillInfo currentSkillInfo;
 
         private void Init()
         {
@@ -26,9 +28,10 @@ namespace Fort23.Mono
         {
         }
 
-        public void CustomInit(SkillInfo currentSkillInfo, SkillInfo skillInfo)
+        public void CustomInit(SkillInfo currentSkillInfo, SkillInfo skillInfo,bool isUp)
         {
             _skillInfo = skillInfo;
+            this.currentSkillInfo = currentSkillInfo;
 
             if (_skillInfo.skillConfig.level <= currentSkillInfo.skillConfig.level)
             {
@@ -39,21 +42,9 @@ namespace Fort23.Mono
                 Icon_Marsk.gameObject.SetActive(true);
             }
 
-            if (_skillInfo.skillConfig.level == currentSkillInfo.skillConfig.level + 1)
-            {
-                Icon_Select.gameObject.SetActive(true);
-            }
-            else
-            {
-                Icon_Select.gameObject.SetActive(false);
-            }
+     
 
             Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillInfo.skillConfig.PromoteLan), skillInfo.skillConfig.PromoteLanPara);
-            // for (var i = 0; i < StarRoot.Count; i++)
-            // {
-            //     MyImage myImage = StarRoot[i] as MyImage;
-            //     myImage.gameObject.SetActive(false);
-            // }
             
             for (var i = 0; i < StarRoot.Count; i++)
             {
@@ -99,6 +90,18 @@ namespace Fort23.Mono
             // }
         }
 
+        public void SelectWidget(bool isUp)
+        {
+            if (_skillInfo.skillConfig.level == currentSkillInfo.skillConfig.level + 1 && isUp)
+            {
+                Icon_Select.gameObject.SetActive(true);
+            }
+            else
+            {
+                Icon_Select.gameObject.SetActive(false);
+            }
+        }
+
         public override void DormancyObj()
         {
             _skillInfo = null;

+ 47 - 4
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs

@@ -35,6 +35,7 @@ namespace Fort23.Mono
             isAddStack = true;
             IsShowAppBar = false;
         }
+
         public async override CTask GetFocus()
         {
             // await AppBarPanel.OpenPanel(this);
@@ -166,14 +167,13 @@ namespace Fort23.Mono
             Text_Level1.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
             Text_Level.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
 
-            Text_SkillCd.text = $"功法运作周期:{skillConfig.cd}转";
+            Text_SkillCd.text = $"加功法盘速度:{skillConfig.addcd}秒";
 
             skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
 
 
             UpdateStarBtn();
 
-
             Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
             Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name) + " ";
             LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.GetComponent<RectTransform>());
@@ -253,9 +253,9 @@ namespace Fort23.Mono
             {
                 if (configs[i].level == 1)
                     continue;
-                SkillInfo skillInfo1 = new SkillInfo(configs[i].IDGroup, _skillInfo.SkillPowerupConfig.ID,configs[i].level);
+                SkillInfo skillInfo1 = new SkillInfo(configs[i].IDGroup, _skillInfo.SkillPowerupConfig.ID, configs[i].level);
                 GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
-                gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
+                gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1, false);
                 _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
             }
         }
@@ -281,6 +281,33 @@ namespace Fort23.Mono
             {
                 if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
                 {
+                    AccountFileInfo.SkillData skillData = new AccountFileInfo.SkillData();
+                    skillData.id = _skillInfo.SkillData.id;
+                    skillData.level = _skillInfo.SkillData.level + 1;
+                    skillData.star = _skillInfo.SkillData.star;
+
+                    SkillInfo nextSkillInfo = new SkillInfo(skillData);
+
+                    string[] effs = new string[_skillInfo.effectValue.Length];
+                    for (var i = 0; i < _skillInfo.effectValue.Length; i++)
+                    {
+                        if (_skillInfo.effectValue[i] == nextSkillInfo.effectValue[i])
+                        {
+                            effs[i] = _skillInfo.effectValue[i].ToString();
+                        }
+                        else
+                        {
+                            effs[i] = $"{_skillInfo.effectValue[i].ToString()}<color=green>→({nextSkillInfo.effectValue[i]})</color>";
+                        }
+                    }
+
+
+                    Text_NextLevel.gameObject.SetActive(true);
+                    Text_NextLevel.text = $"{_skillInfo.skillConfig.level}级  →  {nextSkillInfo.skillConfig.level}级";
+
+
+                    Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), effs);
+
                     Btn_UpStar.gameObject.SetActive(false);
                     if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
                     {
@@ -305,10 +332,14 @@ namespace Fort23.Mono
                             energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
                             _energyWidgets.Add(energyWidget);
                         }
+
+                        Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), _skillInfo.effectValue);
                     }
                 }
                 else
                 {
+                    Text_NextLevel.gameObject.SetActive(true);
+                    Text_NextLevel.text = $"{_skillInfo.skillConfig.level}级  →  Max级";
                     Text_UpGrade.text = "已满级";
                     Btn_UpStar.gameObject.SetActive(false);
                     UpGradeItemRoot.SetActive(false);
@@ -318,6 +349,11 @@ namespace Fort23.Mono
 
             if (isUpStar)
             {
+                foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
+                {
+                    gongFaUpgradeInfoWidget.SelectWidget(true);
+                }
+
                 if (_skillInfo.skillConfig.level < 6)
                 {
                     Btn_UpStar.gameObject.transform.RecoverColor();
@@ -352,6 +388,13 @@ namespace Fort23.Mono
                 Text_UpStar.text = "领悟";
                 Text_UpGrade.text = "升级";
                 Btn_UpGrade.gameObject.transform.RecoverColor();
+                foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
+                {
+                    gongFaUpgradeInfoWidget.SelectWidget(false);
+                }
+
+                Text_NextLevel.gameObject.SetActive(false);
+                Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), _skillInfo.effectValue);
             }
 
             LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.GetComponent<RectTransform>());

+ 14 - 3
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanelData.cs

@@ -30,13 +30,13 @@ namespace Fort23.Mono
 	      return _Icon_GongFaIcon;
 	     }
 	   }
-	  private List<object> _StarRoot;
-	  public List<object> StarRoot
+	  private List<MyImage> _StarRoot;
+	  public List<MyImage> StarRoot
 	   {
 	   get{
 	      if (_StarRoot == null)
 	       {
-	         _StarRoot  = GetUIUnit<List<object>>("StarRoot"); 
+	         _StarRoot  = GetUIUnit<List<MyImage>>("StarRoot"); 
 	       }
 	      return _StarRoot;
 	     }
@@ -228,6 +228,17 @@ namespace Fort23.Mono
 	      return _Text_UpGrade;
 	     }
 	   }
+	  private Text _Text_NextLevel;
+	  public Text Text_NextLevel
+	   {
+	   get{
+	      if (_Text_NextLevel == null)
+	       {
+	         _Text_NextLevel  = GetUIUnit<Text>("Text_NextLevel"); 
+	       }
+	      return _Text_NextLevel;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 1 - 1
Assets/Scripts/GameUI/UI/ItemDetailsPanel/GongFaDetailsPanel.cs

@@ -126,7 +126,7 @@ namespace Fort23.Mono
                     continue;
                 SkillInfo skillInfo1 = new SkillInfo(configs[i].IDGroup, _skillInfo.SkillPowerupConfig.ID, configs[i].level);
                 GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
-                gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
+                gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1,false);
                 _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
             }
         }