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- using Fort23.Core;
- using Fort23.UTool;
- using UnityEngine;
- using UnityEngine.UI;
- namespace Fort23.Mono.Phases
- {
- public class Phase4 : IGuideLogic
- {
- public PlayerGuideManager pgm;
- public BetterList<string> dialogList = new BetterList<string>();
- private bool once = false;
- public Phase4(PlayerGuideManager guideManager)
- {
- this.pgm = guideManager;
- once = true;
- }
- public override void Active()
- {
- base.Active();
- actionList.Add(OnStep401);
- actionList.Add(OnStep402);
- actionList.Add(OnStep403);
- actionList.Add(OnStep404);
- actionList.Add(OnStep405);
- actionList.Add(OnStep406);
- actionList.Add(OnStep407);
- actionList.Add(OnStep408);
- actionList.Add(OnStepEnd);
- }
- public override void Begin()
- {
- guideID = 4;
- guideIdx = -1;
- pgm.isForceDone = false;
- pgm.isTriggerDone = false;
- }
- public override void End()
- {
- }
- public override async CTask Guide()
- {
- if (actionList.Count > guideIdx)
- {
- pgm.ResetPlayerGuide();
- guideIdx++;
- SaveStep(guideIdx);
- await actionList[guideIdx](null);
- }
- else
- {
- LogTool.Error("没有引导了,强制结束。出错步骤,:" + pgm.curPhase + guideIdx);
- pgm.isForceDone = true;
- }
- }
- public override void LogicRelase()
- {
- actionList.Clear();
- }
- public override void LogicUpdate()
- {
- }
- /// <summary>
- /// 点击功法
- /// </summary>
- /// <param name="obj"></param>
- public async CTask OnStep401(UnityEngine.Object obj)
- {
- pgm.StepInit();
- GameObject gameObject = UIManager.Instance.GetComponent<AppBarPanel>().Btn_GongFa.gameObject;
- Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
- Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
- localPos = new Vector2(-30, -755);
- size = new Vector2(78, 97);
- pgm.SetfxTransVisiable(true);
- pgm.SetMaskTarget(gameObject);
- pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
- await pgm.ConfigLogic(401, delegate() { });
- pgm.SetFingerPos(localPos);
- pgm.SetFingerVisiable(true);
- }
- /// <summary>
- /// 框选功法
- /// </summary>
- /// <param name="obj"></param>
- public async CTask OnStep402(UnityEngine.Object obj)
- {
- pgm.StepInit();
- await TimerComponent.Instance.WaitAsync(100);
- Vector2 size = new Vector2(735, 785);
- Vector3 localPos = new Vector2(0, -279);
- pgm.SetfxTransVisiable(true);
- pgm.SetShowFramePosAndSize(localPos, size, 0, null);
- await pgm.ConfigLogic(402, delegate() { pgm.NextGuide(); });
- pgm.SetFingerPos(localPos);
- pgm.SetFingerVisiable(true);
- }
- /// <summary>
- /// 框选功法盘
- /// </summary>
- /// <param name="obj"></param>
- public async CTask OnStep403(UnityEngine.Object obj)
- {
- pgm.StepInit();
- await TimerComponent.Instance.WaitAsync(100);
- pgm.SetfxTransVisiable(true);
- Vector2 size = new Vector2(743, 690);
- Vector2 localPos = new Vector2(0, 461);
- pgm.SetShowFramePosAndSize(localPos, size, 0, null);
- await pgm.ConfigLogic(403, delegate() { pgm.NextGuide(); });
- pgm.SetFingerPos(localPos);
- pgm.SetFingerVisiable(true);
- }
- /// <summary>
- /// 点击调整
- /// </summary>
- /// <param name="obj"></param>
- public async CTask OnStep404(UnityEngine.Object obj)
- {
- pgm.StepInit();
- await TimerComponent.Instance.WaitAsync(100);
- GameObject gameObject =
- UIManager.Instance.GetComponent<SkillSelectPanel>().Btn_Setting.gameObject;
- Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
- Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
- pgm.SetfxTransVisiable(true);
- pgm.SetMaskTarget(gameObject);
- pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
- await pgm.ConfigLogic(404, delegate() { });
- pgm.SetFingerPos(localPos);
- pgm.SetFingerVisiable(true);
- }
- /// <summary>
- /// 点击第二个功法
- /// </summary>
- /// <param name="obj"></param>
- public async CTask OnStep405(UnityEngine.Object obj)
- {
- pgm.StepInit();
- await TimerComponent.Instance.WaitAsync(100);
- GameObject gameObject =
- UIManager.Instance.GetComponent<SkillSelectPanel>()._skillWidgets[1].own;
- Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
- Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
- pgm.SetfxTransVisiable(true);
- pgm.SetMaskTarget(gameObject);
- pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
- await pgm.ConfigLogic(405, delegate() { });
- pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
- pgm.SetFingerVisiable(true);
- }
- /// <summary>
- /// 对话
- /// </summary>
- /// <param name="obj"></param>
- public async CTask OnStep406(UnityEngine.Object obj)
- {
- pgm.StepInit();
- await TimerComponent.Instance.WaitAsync(100);
- await pgm.ConfigLogic(406, delegate() { pgm.NextGuide(); });
- }
- /// <summary>
- /// 这是个{火}功法,把他放在功法盘{火}的附近,会优先释放
- /// </summary>
- /// <param name="obj"></param>
- public async CTask OnStep407(UnityEngine.Object obj)
- {
- pgm.StepInit();
- await TimerComponent.Instance.WaitAsync(100);
- GameObject gameObject =
- UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[6].own;
- Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
- Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
- pgm.SetfxTransVisiable(true);
- pgm.SetMaskTarget(gameObject);
- pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
- await pgm.ConfigLogic(407, delegate() { });
- pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
- pgm.SetFingerVisiable(true);
- }
- /// <summary>
- /// 功法调整完毕,点这里返回
- /// </summary>
- /// <param name="obj"></param>
- public async CTask OnStep408(UnityEngine.Object obj)
- {
- pgm.StepInit();
- await TimerComponent.Instance.WaitAsync(100);
- GameObject gameObject =
- UIManager.Instance.GetComponent<SkillSelectPanel>().guanbi.gameObject;
- Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
- Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
- pgm.SetfxTransVisiable(true);
- pgm.SetMaskTarget(gameObject);
- pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
- await pgm.ConfigLogic(408, delegate() { });
- pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
- pgm.SetFingerVisiable(true);
- }
- public async CTask OnStepEnd(UnityEngine.Object obj)
- {
- pgm.StepInit();
- pgm.SetBlackBaseVisiable(false);
- ForceGuideOver();
- }
- /// <summary>
- /// 引导完成
- /// </summary>
- private void ForceGuideOver()
- {
- pgm.CloseForceGuide();
- pgm.RestGuide();
- }
- }
- }
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