using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Combat.Hero.Turntable; using GameLogic.Combat.Skill; using UnityEngine; namespace Fort23.Mono { [UIBinding(prefab = "gf_widget")] public partial class gf_widget : UIComponent { public SkillSlots SkillBasic; public float jd; public int useCount; private void Init() { } public override void AddEvent() { CombatEventManager.Instance.AddEventListener(CombatEventType.SkillSlotsAlter, SkillSlotsAlter); } public override void DelEvent() { CombatEventManager.Instance.RemoveEventListener(CombatEventType.SkillSlotsAlter, SkillSlotsAlter); } public void SkillSlotsAlter(IEventData eventData) { SkillSlotsAlterEventData skillSlotsAlterEventData = (SkillSlotsAlterEventData)eventData; if (skillSlotsAlterEventData.SkillSlots == SkillBasic) { SetUIInfo(); } } public override void AddButtonEvent() { } private void SetUIInfo() { if (SkillBasic.SkillBasic == null) { gf_icon.color = Color.white; return; } if (SkillBasic.SkillBasic.SelfSkillConfig.SkillType==2) { gf_icon.color = new Color(0.81f, 0.21f, 1f); return; } // useCount= SkillBasic.UseCount; switch (SkillBasic.SkillBasic.SelfSkillConfig.attribute) { case 1: gf_icon.color = new Color(1f, 0.98f, 0.09f); break; case 2: gf_icon.color = new Color(0.17f, 1f, 0.35f); break; case 4: gf_icon.color = new Color(0.19f, 0.51f, 1f); break; case 8: gf_icon.color = new Color(1f, 0.19f, 0.04f); break; case 16: gf_icon.color = new Color(1f, 0.65f, 0.17f); break; } } public void InitWidget(SkillSlots SkillBasic) { this.SkillBasic = SkillBasic; SetUIInfo(); } } }