using System.Collections.Generic; using Excel2Json; using Fort23.Core; using Fort23.UTool; namespace Fort23.Mono { [UIBinding(prefab = "TaoismPanel")] public partial class TaoismPanel : UIPanel { private List allSkill = new List(); private int index; private int myHeroTaoismSkillId; public static async CTask OpenTaoismPanel() { TaoismPanel taoismPanel = await UIManager.Instance.LoadAndOpenPanel(null, UILayer.Middle); taoismPanel.OpenPanel(); } private void Init() { } protected override void AddEvent() { } protected override void DelEvent() { } public override void AddButtonEvent() { ok.onClick.AddListener(Ok); next.onClick.AddListener(Netx); } protected void Ok() { if (PlayerManager.Instance.myHero.TaoismSkillId != myHeroTaoismSkillId) { PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(myHeroTaoismSkillId); } UIManager.Instance.HideUIUIPanel(this); } private void Netx() { index++; if (index >= allSkill.Count) { index = 0; } ShowNextSkill(); } public void OpenPanel() { index = 0; SkillConfig[] skillConfigs = ConfigComponent.Instance.GetAll(); int id = PlayerManager.Instance.myHero.TaoismSkillId; for (int i = 0; i < skillConfigs.Length; i++) { SkillConfig skillConfig = skillConfigs[i]; if (skillConfig.SkillType == 4) { allSkill.Add(skillConfig); } if (id == skillConfig.ID) { index = allSkill.Count - 1; } } ShowNextSkill(); } protected void ShowNextSkill() { SkillConfig skillConfig = allSkill[index]; myHeroTaoismSkillId = skillConfig.ID; massge.text = skillConfig.dec; } } }