lzx 3 днів тому
батько
коміт
4ef62fbe8f
33 змінених файлів з 2511 додано та 1113 видалено
  1. 2 2
      Assets/Art/UIAssets/Button/btn_lingwu.png.meta
  2. 2 2
      Assets/Art/UIAssets/Button/btn_shengji.png.meta
  3. 1 1
      Assets/Art/UIAssets/TextrueJson/gongfa.txt
  4. BIN
      Assets/Art/UIAssets/decorate/dec_diban.png
  5. 203 0
      Assets/Art/UIAssets/decorate/dec_diban.png.meta
  6. BIN
      Assets/Art/UIAssets/decorate/dec_jiantou.png
  7. 203 0
      Assets/Art/UIAssets/decorate/dec_jiantou.png.meta
  8. BIN
      Assets/Art/UIAssets/decorate/dec_shangdiban.png
  9. 203 0
      Assets/Art/UIAssets/decorate/dec_shangdiban.png.meta
  10. BIN
      Assets/Art/UIAssets/decorate/dec_tiaomulandiban.png
  11. 203 0
      Assets/Art/UIAssets/decorate/dec_tiaomulandiban.png.meta
  12. BIN
      Assets/Art/UIAssets/decorate/dec_xiadiban.png
  13. 203 0
      Assets/Art/UIAssets/decorate/dec_xiadiban.png.meta
  14. BIN
      Assets/Art/UIAssets/decorate/dec_zhongdiban.png
  15. 203 0
      Assets/Art/UIAssets/decorate/dec_zhongdiban.png.meta
  16. 3 3
      Assets/Res/UI/AppBarPanel/AppBarPanel.prefab
  17. 4 4
      Assets/Res/UI/DivineSence/BossInfoPanel.prefab
  18. 80 212
      Assets/Res/UI/ShopPanel/EnergyWidget.prefab
  19. 471 0
      Assets/Res/UI/SkillSelectPanel/Btn_UpStar.prefab
  20. 7 0
      Assets/Res/UI/SkillSelectPanel/Btn_UpStar.prefab.meta
  21. 168 69
      Assets/Res/UI/SkillSelectPanel/GongFaUpgradeInfoWidget.prefab
  22. 226 537
      Assets/Res/UI/SkillSelectPanel/GongFaUpgradePanel.prefab
  23. 9 86
      Assets/Res/UI/SkillSelectPanel/SkillSelectPanel.prefab
  24. 2 2
      Assets/Res/UI/SkillSelectPanel/SkillWidget.prefab
  25. 6 1
      Assets/Res/UIAtlas/gongfa.spriteatlasv2
  26. 42 24
      Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs
  27. 41 26
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradeInfoWidget.cs
  28. 11 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradeInfoWidgetData.cs
  29. 180 94
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs
  30. 35 46
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanelData.cs
  31. 3 4
      Assets/Scripts/GameUI/UI/ShopPanel/EnergyWidgetData.cs
  32. 0 0
      Assets/StreamingAssets/assetConfig.txt
  33. 0 0
      UGUIPack/uguiconfig.db

+ 2 - 2
Assets/Art/UIAssets/Button/btn_lingwu.png.meta

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+ 1 - 1
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Різницю між файлами не показано, бо вона завелика
+ 226 - 537
Assets/Res/UI/SkillSelectPanel/GongFaUpgradePanel.prefab


+ 9 - 86
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+ 2 - 2
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+ 6 - 1
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+    - {fileID: 2800000, guid: 52f98dc1c08412c47b031b11d5f3c92b, type: 3}
     - {fileID: 2800000, guid: 5a02bbdeed7d4c24a869162ba8a43756, type: 3}
+    - {fileID: 2800000, guid: ba86d5d3161dba94aaeff92ff7e57d15, type: 3}
     - {fileID: 2800000, guid: 1c9cbf3bcd6bf2747b4302e616928bea, type: 3}
     - {fileID: 2800000, guid: 6607462b8d1a684468a38176cc3b5d19, type: 3}
+    - {fileID: 2800000, guid: 9bfe4fd79eb566f4ea8a19c63dd1f5ec, type: 3}
     - {fileID: 2800000, guid: 26b9c815f60b040449bd1193a2239b56, type: 3}
+    - {fileID: 2800000, guid: 6915812c09980c247b3299784faddfae, type: 3}
   m_IsVariant: 0
   m_IsPlaceholder: 0

+ 42 - 24
Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs

@@ -39,7 +39,6 @@ namespace Fort23.Mono
 
         public void InitSkillWidget(SkillInfo skillId)
         {
-           
             skillConfigId = skillId;
             SkillConfig skillConfig = skillId.skillConfig;
             icon.icon_name = skillConfig.icon;
@@ -47,39 +46,52 @@ namespace Fort23.Mono
             Text_Level.text = skillConfigId.SkillPowerupConfig.ID.ToString() + "级";
             Text_SkillName.text = LanguageManager.Instance.Text(skillConfig.name);
 
-            for (var i = 0; i < StarRoot.Count; i++)
-            {
-                MyImage myImage = StarRoot[i] as MyImage;
-                myImage.gameObject.SetActive(false);
-            }
-
-            int yinstar = skillConfigId.skillConfig.level - 5;
             for (var i = 0; i < StarRoot.Count; i++)
             {
                 MyImage icon = StarRoot[i] as MyImage;
-                if (skillConfigId.skillConfig.level > 5)
+                if (i < skillConfigId.skillConfig.level - 1)
                 {
-                    if (i < yinstar)
-                    {
-                        icon.icon_name = "dec_star_2";
-                        icon.gameObject.SetActive(true);
-                    }
-                    else
-                    {
-                        icon.icon_name = "dec_gfxingji";
-                        icon.gameObject.SetActive(true);
-                    }
+                    icon.gameObject.SetActive(true);
                 }
                 else
                 {
-                    if (i < skillConfigId.skillConfig.level)
-                    {
-                        icon.icon_name = "dec_gfxingji";
-                        icon.gameObject.SetActive(true);
-                    }
+                    icon.gameObject.SetActive(false);
                 }
             }
 
+            // for (var i = 0; i < StarRoot.Count; i++)
+            // {
+            //     MyImage myImage = StarRoot[i] as MyImage;
+            //     myImage.gameObject.SetActive(false);
+            // }
+            //
+            // int yinstar = skillConfigId.skillConfig.level - 5;
+            // for (var i = 0; i < StarRoot.Count; i++)
+            // {
+            //     MyImage icon = StarRoot[i] as MyImage;
+            //     if (skillConfigId.skillConfig.level > 5)
+            //     {
+            //         if (i < yinstar)
+            //         {
+            //             icon.icon_name = "dec_star_2";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //         else
+            //         {
+            //             icon.icon_name = "dec_gfxingji";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //     }
+            //     else
+            //     {
+            //         if (i < skillConfigId.skillConfig.level)
+            //         {
+            //             icon.icon_name = "dec_gfxingji";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //     }
+            // }
+
             switch (skillConfig.SkillType)
             {
                 case 1:
@@ -93,5 +105,11 @@ namespace Fort23.Mono
                     break;
             }
         }
+
+        public override void DormancyObj()
+        {
+            Icon_Marsk.gameObject.SetActive(false);
+            base.DormancyObj();
+        }
     }
 }

+ 41 - 26
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradeInfoWidget.cs

@@ -32,11 +32,11 @@ namespace Fort23.Mono
 
             if (_skillInfo.skillConfig.level <= currentSkillInfo.skillConfig.level)
             {
-                own.transform.RecoverColor();
+                Icon_Marsk.gameObject.SetActive(false);
             }
             else
             {
-                own.transform.Gray();
+                Icon_Marsk.gameObject.SetActive(true);
             }
 
             if (_skillInfo.skillConfig.level == currentSkillInfo.skillConfig.level + 1)
@@ -49,39 +49,54 @@ namespace Fort23.Mono
             }
 
             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);
-            }
-
-            int yinstar = skillInfo.skillConfig.level - 5;
+            // 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++)
             {
                 MyImage icon = StarRoot[i] as MyImage;
-                if (skillInfo.skillConfig.level > 5)
+                if ( i < skillInfo.skillConfig.level-1)
                 {
-                  
-                    if (i < yinstar)
-                    {
-                        icon.icon_name = "dec_star_2";
-                        icon.gameObject.SetActive(true);
-                    }
-                    else
-                    {
-                        icon.icon_name = "dec_star_1";
-                        icon.gameObject.SetActive(true);
-                    }
+                    icon.gameObject.SetActive(true);
+                
                 }
                 else
                 {
-                    if (i < skillInfo.skillConfig.level)
-                    {
-                        icon.icon_name = "dec_star_1";
-                        icon.gameObject.SetActive(true);
-                    }
+                    icon.gameObject.SetActive(false);
                 }
             }
+            
+
+            // int yinstar = skillInfo.skillConfig.level - 5;
+            // for (var i = 0; i < StarRoot.Count; i++)
+            // {
+            //     MyImage icon = StarRoot[i] as MyImage;
+            //     if (skillInfo.skillConfig.level > 5)
+            //     {
+            //       
+            //         if (i < yinstar)
+            //         {
+            //             icon.icon_name = "dec_star_2";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //         else
+            //         {
+            //             icon.icon_name = "dec_gfxingji";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //     }
+            //     else
+            //     {
+            //         if (i < skillInfo.skillConfig.level)
+            //         {
+            //             icon.icon_name = "dec_gfxingji";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //     }
+            // }
         }
 
         public override void DormancyObj()

+ 11 - 0
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradeInfoWidgetData.cs

@@ -41,6 +41,17 @@ namespace Fort23.Mono
 	      return _Icon_Select;
 	     }
 	   }
+	  private GameObject _Icon_Marsk;
+	  public GameObject Icon_Marsk
+	   {
+	   get{
+	      if (_Icon_Marsk == null)
+	       {
+	         _Icon_Marsk  = GetUIUnit<GameObject>("Icon_Marsk"); 
+	       }
+	      return _Icon_Marsk;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 180 - 94
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs

@@ -5,6 +5,7 @@ using Excel2Json;
 using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Hero;
+using GameLogic.Player;
 using UnityEngine;
 using UnityEngine.UI;
 using Utility;
@@ -21,7 +22,13 @@ namespace Fort23.Mono
         private List<SkillPowerupConfig> _skillPowerupConfigs;
         private SkillConstant skillConstant;
 
-        bool isUpgrade = false;
+        List<ItemWidgetType1> _itemWidgetType1 = new List<ItemWidgetType1>();
+
+        List<EnergyWidget> _energyWidgets = new List<EnergyWidget>();
+
+        bool isUpStar = false;
+
+        bool isUpGrad = false;
 
         private void Init()
         {
@@ -41,12 +48,11 @@ namespace Fort23.Mono
         {
             Btn_Back.onClick.AddListener(() =>
             {
-                if (isUpgrade)
+                if (isUpStar || isUpGrad)
                 {
-                    isUpgrade = false;
-                    Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(185.0133f, 76.141f);
-                    Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(-137.8784f, -704.8f);
-                    Btn_UpGrade.gameObject.SetActive(true);
+                    isUpStar = false;
+                    isUpGrad = false;
+                    UpdateStarBtn();
                     return;
                 }
 
@@ -61,6 +67,13 @@ namespace Fort23.Mono
                     return;
                 }
 
+                if (!isUpGrad)
+                {
+                    isUpGrad = true;
+                    UpdateStarBtn();
+                    return;
+                }
+
                 if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
                 {
                     TipMessagePanel.OpenTipMessagePanel("已经满级!");
@@ -74,10 +87,22 @@ namespace Fort23.Mono
                     return;
                 }
 
-                if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[0], _skillInfo.SkillPowerupConfig.LevelupItemNum[0]))
+                for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
                 {
-                    TipMessagePanel.OpenTipMessagePanel("道具不足!");
-                    return;
+                    if (!PlayerManager.Instance.BagController.IsEnough(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
+                    {
+                        TipMessagePanel.OpenTipMessagePanel("道具不足!");
+                        return;
+                    }
+                }
+
+                for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
+                {
+                    if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
+                    {
+                        TipMessagePanel.OpenTipMessagePanel("道具不足!");
+                        return;
+                    }
                 }
 
                 _skillInfo.SkillData.level++;
@@ -88,12 +113,10 @@ namespace Fort23.Mono
 
             Btn_UpStar.onClick.AddListener(() =>
             {
-                if (!isUpgrade)
+                if (!isUpStar)
                 {
-                    isUpgrade = true;
-                    Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(569.34f, 76.141f);
-                    Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(54.285f, -704.8f);
-                    Btn_UpGrade.gameObject.SetActive(false);
+                    isUpStar = true;
+                    UpdateStarBtn();
                     return;
                 }
 
@@ -142,51 +165,8 @@ namespace Fort23.Mono
 
             skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
 
-            if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
-            {
-                Btn_UpGrade.gameObject.transform.Gray(true);
-                HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
-                UpGradeRoot.SetActive(false);
-                Text_UpGrade.gameObject.SetActive(true);
-                Text_UpGrade.text = $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}";
-            }
-            else
-            {
-                Btn_UpGrade.gameObject.transform.RecoverColor();
-                if (skillConfig.level < 10)
-                {
-                    UpGradeRoot.SetActive(true);
-                    Text_UpGrade.gameObject.SetActive(false);
-                    ItemConfig upStarItemConfig = ConfigComponent.Instance.Get<ItemConfig>(skillConfig.PieceID);
-                    Icon_UpstarIcon.icon_name = upStarItemConfig.icon;
-                    int count = skillConstant.SkillPromoteNeedPieceNum[skillConfig.level];
-                    Text_UpStarCount.text = $"{count}/{PlayerManager.Instance.BagController.GetItemCount(skillConfig.PieceID)}";
-                }
-                else
-                {
-                    UpGradeRoot.SetActive(false);
-                    Text_UpGrade.gameObject.SetActive(true);
-                    Text_UpGrade.text = $"已满级";
-                }
-            }
-
-
-            if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
-            {
-                UpStarRoot.SetActive(true);
-                Text_UpStar.gameObject.SetActive(false);
-                ItemConfig upGradeItemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.SkillPowerupConfig.LevelupItem[0]);
-
-                Icon_UpstarIcon.icon_name = upGradeItemConfig.icon;
-
-                Text_UpGradeItemCount.text = $"{_skillInfo.SkillPowerupConfig.LevelupItemNum[0]}/{PlayerManager.Instance.BagController.GetItemCount(upGradeItemConfig.ID)}";
-            }
-            else
-            {
-                UpStarRoot.SetActive(false);
-                Text_UpStar.gameObject.SetActive(true);
-                Text_UpStar.text = $"已满星";
-            }
+            
+            UpdateStarBtn();
 
 
             Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
@@ -195,66 +175,77 @@ namespace Fort23.Mono
             switch (skillConfig.attribute)
             {
                 case 1:
-                    Icon_Attribute.GetComponent<CustomStateController>().ChangeState(0);
-                    Text_Attribute.text = "金";
+                    Icon_Attribute.icon_name = "dec_jin";
                     break;
                 case 2:
-                    Icon_Attribute.GetComponent<CustomStateController>().ChangeState(1);
-                    Text_Attribute.text = "木";
+                    Icon_Attribute.icon_name = "dec_mu";
                     break;
                 case 4:
-                    Icon_Attribute.GetComponent<CustomStateController>().ChangeState(2);
-                    Text_Attribute.text = "水";
+                    Icon_Attribute.icon_name = "dec_shui";
                     break;
                 case 8:
-                    Icon_Attribute.GetComponent<CustomStateController>().ChangeState(3);
-                    Text_Attribute.text = "火";
+                    Icon_Attribute.icon_name = "dec_huo";
                     break;
                 case 16:
-                    Icon_Attribute.GetComponent<CustomStateController>().ChangeState(4);
-                    Text_Attribute.text = "土";
+                    Icon_Attribute.icon_name = "dec_tu";
                     break;
             }
-
-            for (var i = 0; i < StarRoot.Count; i++)
-            {
-                MyImage myImage = StarRoot[i] as MyImage;
-                myImage.gameObject.SetActive(false);
-            }
-
-            int yinstar = skillInfo.skillConfig.level - 5;
+            
             for (var i = 0; i < StarRoot.Count; i++)
             {
                 MyImage icon = StarRoot[i] as MyImage;
-                if (skillInfo.skillConfig.level > 5)
+                if ( i < skillInfo.skillConfig.level-1)
                 {
-                    if (i < yinstar)
-                    {
-                        icon.icon_name = "dec_star_2";
-                        icon.gameObject.SetActive(true);
-                    }
-                    else
-                    {
-                        icon.icon_name = "dec_star_1";
-                        icon.gameObject.SetActive(true);
-                    }
+                    icon.gameObject.SetActive(true);
+                
                 }
                 else
                 {
-                    if (i < skillInfo.skillConfig.level)
-                    {
-                        icon.icon_name = "dec_star_1";
-                        icon.gameObject.SetActive(true);
-                    }
+                    icon.gameObject.SetActive(false);
                 }
             }
 
+            // for (var i = 0; i < StarRoot.Count; i++)
+            // {
+            //     MyImage myImage = StarRoot[i] as MyImage;
+            //     myImage.gameObject.SetActive(false);
+            // }
+            //
+            // int yinstar = skillInfo.skillConfig.level - 5;
+            // for (var i = 0; i < StarRoot.Count; i++)
+            // {
+            //     MyImage icon = StarRoot[i] as MyImage;
+            //     if (skillInfo.skillConfig.level > 5)
+            //     {
+            //         if (i < yinstar)
+            //         {
+            //             icon.icon_name = "dec_star_2";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //         else
+            //         {
+            //             icon.icon_name = "dec_gfxingji";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //     }
+            //     else
+            //     {
+            //         if (i < skillInfo.skillConfig.level)
+            //         {
+            //             icon.icon_name = "dec_gfxingji";
+            //             icon.gameObject.SetActive(true);
+            //         }
+            //     }
+            // }
+
 
             List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
             configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
 
             for (var i = 0; i < configs.Count; i++)
             {
+                if(configs[i].level == 1)
+                    continue;
                 SkillInfo skillInfo1 = new SkillInfo(configs[i].ID, _skillInfo.SkillPowerupConfig.ID);
                 GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
                 gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
@@ -262,6 +253,95 @@ namespace Fort23.Mono
             }
         }
 
+        private async CTask UpdateStarBtn()
+        {
+            foreach (var itemWidgetType1 in _itemWidgetType1)
+            {
+                UIManager.Instance.DormancyGComponent(itemWidgetType1);
+            }
+
+            _itemWidgetType1.Clear();
+
+            foreach (var energyWidget in _energyWidgets)
+            {
+                UIManager.Instance.DormancyGComponent(energyWidget);
+            }
+
+            _energyWidgets.Clear();
+
+
+            if (isUpGrad)
+            {
+                if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
+                {
+                    Btn_UpStar.gameObject.SetActive(false);
+                    UpGradeItemRoot.SetActive(true);
+                    for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
+                    {
+                        ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
+                        itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
+                        _itemWidgetType1.Add(itemWidgetType1);
+
+                        EnergyWidget energyWidget =
+                            await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
+                        energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
+                        _energyWidgets.Add(energyWidget);
+                    }
+                }
+                else
+                {
+                    Btn_UpStar.gameObject.SetActive(true);
+                    UpGradeItemRoot.SetActive(false);
+                }
+            }
+
+
+            // if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
+            // {
+            //     Btn_UpStar.gameObject.transform.Gray(true);
+            // }
+            // else
+            // {
+            //     Btn_UpStar.gameObject.transform.RecoverColor();
+
+            if (isUpStar)
+            {
+                if (_skillInfo.skillConfig.level < 6)
+                {
+                    Btn_UpGrade.gameObject.SetActive(false);
+                    UpStarItemRoot.SetActive(true);
+                    int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
+                    ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpStarItemRoot.GetComponent<RectTransform>(), isInstance: true);
+                    itemWidgetType1.CustomInit(_skillInfo.skillConfig.PieceID, count);
+                    _itemWidgetType1.Add(itemWidgetType1);
+
+                    EnergyWidget energyWidget =
+                        await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
+                    energyWidget.CustomInit(_skillInfo.skillConfig.PieceID);
+                    _energyWidgets.Add(energyWidget);
+                }
+                else
+                {
+                    Btn_UpGrade.gameObject.SetActive(true);
+                    UpStarItemRoot.SetActive(false);
+                }
+            }
+            else
+            {
+                Btn_UpGrade.gameObject.SetActive(true);
+                UpStarItemRoot.SetActive(false);
+            }
+            // }
+
+            if (!isUpGrad && !isUpStar)
+            {
+                Btn_UpGrade.gameObject.SetActive(true);
+                Btn_UpStar.gameObject.SetActive(true);
+                UpStarItemRoot.SetActive(false);
+                UpGradeItemRoot.SetActive(false);
+            }
+        }
+
         public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
         {
             GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
@@ -276,8 +356,14 @@ namespace Fort23.Mono
                 UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
             }
 
+            foreach (var itemWidgetType1 in _itemWidgetType1)
+            {
+                UIManager.Instance.DormancyGComponent(itemWidgetType1);
+            }
+
+            _itemWidgetType1.Clear();
             _gongFaUpgradeInfoWidgets.Clear();
-            isUpgrade = false;
+            isUpStar = false;
             base.Close();
         }
     }

+ 35 - 46
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanelData.cs

@@ -129,92 +129,81 @@ namespace Fort23.Mono
 	      return _Btn_UpGrade;
 	     }
 	   }
-	  private MyImage _Icon_UpstarIcon;
-	  public MyImage Icon_UpstarIcon
-	   {
-	   get{
-	      if (_Icon_UpstarIcon == null)
-	       {
-	         _Icon_UpstarIcon  = GetUIUnit<MyImage>("Icon_UpstarIcon"); 
-	       }
-	      return _Icon_UpstarIcon;
-	     }
-	   }
-	  private Text _Text_UpGradeItemCount;
-	  public Text Text_UpGradeItemCount
+	  private GameObject _UpStarRoot;
+	  public GameObject UpStarRoot
 	   {
 	   get{
-	      if (_Text_UpGradeItemCount == null)
+	      if (_UpStarRoot == null)
 	       {
-	         _Text_UpGradeItemCount  = GetUIUnit<Text>("Text_UpGradeItemCount"); 
+	         _UpStarRoot  = GetUIUnit<GameObject>("UpStarRoot"); 
 	       }
-	      return _Text_UpGradeItemCount;
+	      return _UpStarRoot;
 	     }
 	   }
-	  private Text _Text_UpStarCount;
-	  public Text Text_UpStarCount
+	  private Text _Text_SkillCd;
+	  public Text Text_SkillCd
 	   {
 	   get{
-	      if (_Text_UpStarCount == null)
+	      if (_Text_SkillCd == null)
 	       {
-	         _Text_UpStarCount  = GetUIUnit<Text>("Text_UpStarCount"); 
+	         _Text_SkillCd  = GetUIUnit<Text>("Text_SkillCd"); 
 	       }
-	      return _Text_UpStarCount;
+	      return _Text_SkillCd;
 	     }
 	   }
-	  private Text _Text_UpStar;
-	  public Text Text_UpStar
+	  private GameObject _ItemWidgetType1Gam;
+	  public GameObject ItemWidgetType1Gam
 	   {
 	   get{
-	      if (_Text_UpStar == null)
+	      if (_ItemWidgetType1Gam == null)
 	       {
-	         _Text_UpStar  = GetUIUnit<Text>("Text_UpStar"); 
+	         _ItemWidgetType1Gam  = GetUIUnit<GameObject>("ItemWidgetType1Gam"); 
 	       }
-	      return _Text_UpStar;
+	      return _ItemWidgetType1Gam;
 	     }
 	   }
-	  private Text _Text_UpGrade;
-	  public Text Text_UpGrade
+	  private GameObject _UpStarItemRoot;
+	  public GameObject UpStarItemRoot
 	   {
 	   get{
-	      if (_Text_UpGrade == null)
+	      if (_UpStarItemRoot == null)
 	       {
-	         _Text_UpGrade  = GetUIUnit<Text>("Text_UpGrade"); 
+	         _UpStarItemRoot  = GetUIUnit<GameObject>("UpStarItemRoot"); 
 	       }
-	      return _Text_UpGrade;
+	      return _UpStarItemRoot;
 	     }
 	   }
-	  private GameObject _UpGradeRoot;
-	  public GameObject UpGradeRoot
+	  private GameObject _UpGradeItemRoot;
+	  public GameObject UpGradeItemRoot
 	   {
 	   get{
-	      if (_UpGradeRoot == null)
+	      if (_UpGradeItemRoot == null)
 	       {
-	         _UpGradeRoot  = GetUIUnit<GameObject>("UpGradeRoot"); 
+	         _UpGradeItemRoot  = GetUIUnit<GameObject>("UpGradeItemRoot"); 
 	       }
-	      return _UpGradeRoot;
+	      return _UpGradeItemRoot;
 	     }
 	   }
-	  private GameObject _UpStarRoot;
-	  public GameObject UpStarRoot
+	  private MyImage _Icon_Attribute;
+	  public MyImage Icon_Attribute
 	   {
 	   get{
-	      if (_UpStarRoot == null)
+	      if (_Icon_Attribute == null)
 	       {
-	         _UpStarRoot  = GetUIUnit<GameObject>("UpStarRoot"); 
+	         _Icon_Attribute  = GetUIUnit<MyImage>("Icon_Attribute"); 
 	       }
-	      return _UpStarRoot;
+	      return _Icon_Attribute;
 	     }
 	   }
-	  private Text _Text_SkillCd;
-	  public Text Text_SkillCd
+	  private RectTransform _EnergyRoot;
+	  public RectTransform EnergyRoot
 	   {
 	   get{
-	      if (_Text_SkillCd == null)
+	      if (_EnergyRoot == null)
 	       {
-	         _Text_SkillCd  = GetUIUnit<Text>("Text_SkillCd"); 
+	         _EnergyRoot  = GetUIUnit<RectTransform>("EnergyRoot"); 
 	       }
-	      return _Text_SkillCd;
+	      return _EnergyRoot;
 	     }
 	   }
 	  #endregion 自定义数据结束 

+ 3 - 4
Assets/Scripts/GameUI/UI/ShopPanel/EnergyWidgetData.cs

@@ -2,7 +2,6 @@ using Fort23.Core;
 using Fort23.UTool;
 using UnityEngine.UI;
 using UnityEngine;
-using TMPro;
 using System.Collections.Generic;
 namespace Fort23.Mono
 {
@@ -20,13 +19,13 @@ namespace Fort23.Mono
 	      return _Icon_Energy;
 	     }
 	   }
-	  private TextMeshProUGUI _Text_Count;
-	  public TextMeshProUGUI Text_Count
+	  private Text _Text_Count;
+	  public Text Text_Count
 	   {
 	   get{
 	      if (_Text_Count == null)
 	       {
-	         _Text_Count  = GetUIUnit<TextMeshProUGUI>("Text_Count"); 
+	         _Text_Count  = GetUIUnit<Text>("Text_Count"); 
 	       }
 	      return _Text_Count;
 	     }

Різницю між файлами не показано, бо вона завелика
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


Різницю між файлами не показано, бо вона завелика
+ 0 - 0
UGUIPack/uguiconfig.db


Деякі файли не було показано, через те що забагато файлів було змінено