WuXingGongFaWidget.cs 7.3 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Skill;
  6. using GameLogic.Player;
  7. using UnityEngine;
  8. namespace Fort23.Mono
  9. {
  10. [UIBinding(prefab = "WuXingGongFaWidget")]
  11. public partial class WuXingGongFaWidget : UIComponent
  12. {
  13. public int index;
  14. private SkillBasic currUseSkill;
  15. // private List<DengDaiSkillWidget> currDengDaiSkill = new List<DengDaiSkillWidget>();
  16. public WuXingType huangDaoWuXingType;
  17. private void Init()
  18. {
  19. }
  20. public override void AddEvent()
  21. {
  22. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
  23. CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
  24. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
  25. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
  26. CombatEventManager.Instance.AddEventListener(CombatEventType.FillInSkillSlots, FillInSkillSlots);
  27. }
  28. public override void DelEvent()
  29. {
  30. CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
  31. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
  32. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
  33. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
  34. CombatEventManager.Instance.RemoveEventListener(CombatEventType.FillInSkillSlots, FillInSkillSlots);
  35. }
  36. public override void AddButtonEvent()
  37. {
  38. }
  39. public void ShowWidget(int index)
  40. {
  41. this.index = index;
  42. switch (index)
  43. {
  44. case 0:
  45. huangDaoWuXingType= WuXingType.Gold;
  46. myImage.icon_name = "dec_jin";
  47. // Name.text = "金";
  48. // myImage.color = new Color(1f, 0.98f, 0.09f);
  49. break;
  50. case 1:
  51. // Name.text = "水";
  52. huangDaoWuXingType= WuXingType.Water;
  53. // myImage.color = new Color(0.19f, 0.51f, 1f);
  54. myImage.icon_name = "dec_shui";
  55. break;
  56. case 2:
  57. // Name.text = "木";
  58. // myImage.color = new Color(0.17f, 1f, 0.35f);
  59. myImage.icon_name = "dec_mu";
  60. huangDaoWuXingType= WuXingType.Wood;
  61. break;
  62. case 3:
  63. // Name.text = "火";
  64. // myImage.color = new Color(1f, 0.19f, 0.04f);
  65. myImage.icon_name = "dec_huo";
  66. huangDaoWuXingType= WuXingType.Fire;
  67. break;
  68. case 4:
  69. // Name.text = "土";
  70. // myImage.color = new Color(1f, 0.65f, 0.17f);
  71. myImage.icon_name = "dec_tu";
  72. huangDaoWuXingType= WuXingType.Earth;
  73. break;
  74. }
  75. }
  76. private void FillInSkillSlots(IEventData iEventData)
  77. {
  78. FillInSkillSlotsEventData fillInSkillSlotsEventData = iEventData as FillInSkillSlotsEventData;
  79. if (fillInSkillSlotsEventData.SkillBasic.CombatHeroEntity.IsEnemy)
  80. {
  81. return;
  82. }
  83. // for (int i = 0; i < currDengDaiSkill.Count; i++)
  84. // {
  85. // DengDaiSkillWidget skillWidget = currDengDaiSkill[i];
  86. // if (currDengDaiSkill[i].SkillBasic == fillInSkillSlotsEventData.SkillBasic)
  87. // {
  88. // UIManager.Instance.DormancyGComponent(skillWidget);
  89. // currDengDaiSkill.RemoveAt(i);
  90. // }
  91. // }
  92. }
  93. private async void UseSkillFinish(IEventData iEventData)
  94. {
  95. UseSkillFinishEventData combatUseSkillEventData = iEventData as UseSkillFinishEventData;
  96. if (combatUseSkillEventData.SkillBasic.CombatHeroEntity.IsEnemy)
  97. {
  98. return;
  99. }
  100. SkillBasic skillBasic = combatUseSkillEventData.SkillBasic;
  101. bool isOk = IsMyWuXing(skillBasic.wuXingType);
  102. if (!isOk)
  103. {
  104. return;
  105. }
  106. useSkillIcon.gameObject.SetActive(false);
  107. // DengDaiSkillWidget dengDaiSkillWidget =
  108. // await UIManager.Instance.CreateGComponentForObject<DengDaiSkillWidget>(DengDaiSkillWidget, null,
  109. // root: dengDaiSkill, isInstance: true);
  110. // dengDaiSkillWidget.ShowWidget(skillBasic);
  111. // currDengDaiSkill.Add(dengDaiSkillWidget);
  112. }
  113. private bool IsMyWuXing(WuXingType wuXingType)
  114. {
  115. bool isOk = false;
  116. switch (wuXingType)
  117. {
  118. case WuXingType.Gold:
  119. if (index == 0)
  120. {
  121. isOk = true;
  122. }
  123. break;
  124. case WuXingType.Water:
  125. if (index == 1)
  126. {
  127. isOk = true;
  128. }
  129. break;
  130. case WuXingType.Wood:
  131. if (index == 2)
  132. {
  133. isOk = true;
  134. }
  135. break;
  136. case WuXingType.Fire:
  137. if (index == 3)
  138. {
  139. isOk = true;
  140. }
  141. break;
  142. case WuXingType.Earth:
  143. if (index == 4)
  144. {
  145. isOk = true;
  146. }
  147. break;
  148. }
  149. return isOk;
  150. }
  151. private void UseSkill(IEventData iEventData)
  152. {
  153. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  154. if (!combatUseSkillEventData.useSkill.CombatHeroEntity.IsEnemy)
  155. {
  156. bool isOk = IsMyWuXing(combatUseSkillEventData.useSkill.wuXingType);
  157. if (isOk)
  158. {
  159. currUseSkill = combatUseSkillEventData.useSkill;
  160. useSkillIcon.gameObject.SetActive(true);
  161. useSkillIcon.icon_name = combatUseSkillEventData.useSkill.SelfSkillConfig.icon;
  162. }
  163. }
  164. }
  165. private void AddUseGongFa(IEventData iEventData)
  166. {
  167. AddUseGongFaEventData addUseGongFaEventData = iEventData as AddUseGongFaEventData;
  168. if (!addUseGongFaEventData.SkillBasic.CombatHeroEntity.IsEnemy)
  169. {
  170. bool isOk = IsMyWuXing(addUseGongFaEventData.SkillBasic.wuXingType);
  171. if (isOk)
  172. {
  173. uitween.Play("show", false);
  174. }
  175. }
  176. }
  177. private void HeroHpUpdate(IEventData iEventData)
  178. {
  179. CombatHeroInfo combatHeroInfo = CombatController.currActiveCombat
  180. .playerHeroEntity.CurrCombatHeroInfo;
  181. }
  182. }
  183. }