SentimentInfoPanel.cs 13 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Core.Audio;
  4. using Core.Language;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using UnityEngine.UI;
  9. using Utility;
  10. namespace Fort23.Mono
  11. {
  12. [UIBinding(prefab = "SentimentInfoPanel")]
  13. public partial class SentimentInfoPanel : UIPanel
  14. {
  15. AccountFileInfo.SentimentProperty curretnSentimentProperty;
  16. // private EnergyWidget energyWidget;
  17. private AccountFileInfo.SentimentData sentimentData;
  18. List<SentimentEffectWidget> sentimentEffectWidgets = new List<SentimentEffectWidget>();
  19. private List<SentimentEffectConfig> _sentimentEffectConfigs;
  20. private List<SentimentEffectConfig> currentGroupSentimentEffectConfigs;
  21. public SentimentEffectWidget mainSentimentEffectWidget;
  22. private SentimentEffectWidget currentSentimentEffectWidget;
  23. private ItemWidgetType1 _itemWidgetType1;
  24. TitlePanel _titlePanel;
  25. private void Init()
  26. {
  27. isAddStack = true;
  28. }
  29. public async override CTask GetFocus()
  30. {
  31. AppBarPanel.OpenPanel(this);
  32. await base.GetFocus();
  33. }
  34. protected override void AddEvent()
  35. {
  36. }
  37. protected override void DelEvent()
  38. {
  39. }
  40. public override void AddButtonEvent()
  41. {
  42. Btn_Rest.onClick.AddListener(() =>
  43. {
  44. foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
  45. {
  46. int count = 0;
  47. int itemid = 0;
  48. for (int i = 0; i < sentimentDataSentimentProperty.level; i++)
  49. {
  50. int level1 = sentimentData.sentimentProperties[0].level <= 0
  51. ? 1
  52. : sentimentData.sentimentProperties[0].level;
  53. int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
  54. var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
  55. itemid = sentimentEffectConfig1.upConstItemId;
  56. count += sentimentEffectConfig1.upConstCount;
  57. }
  58. PlayerManager.Instance.BagController.AddItem(itemid, count);
  59. sentimentDataSentimentProperty.level = 0;
  60. }
  61. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  62. {
  63. sentimentEffectWidget.CustomInit(sentimentEffectWidget.sentimentProperty);
  64. }
  65. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  66. {
  67. sentimentEffectWidget.UpdateXian();
  68. }
  69. UpdateRestBtn();
  70. PlayerManager.Instance.myHero.ComputeHeroInfo();
  71. AccountFileInfo.Instance.SavePlayerData();
  72. });
  73. Btn_LingWu.onClick.AddListener(() =>
  74. {
  75. if (curretnSentimentProperty == null)
  76. {
  77. return;
  78. }
  79. if (currentSentimentEffectWidget.lastSentimentWidget != null &&
  80. currentSentimentEffectWidget.lastSentimentWidget.sentimentProperty.level <
  81. currentSentimentEffectWidget.sentimentEffectConfig.unlockLevel)
  82. {
  83. TipMessagePanel.OpenTipMessagePanel("前置节点没有解锁");
  84. AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav");
  85. return;
  86. }
  87. if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
  88. {
  89. TipMessagePanel.OpenTipMessagePanel("已经达到最大等级");
  90. AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav");
  91. return;
  92. }
  93. int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
  94. int conFigId = curretnSentimentProperty.groupId * 10 + level;
  95. SentimentEffectConfig sentimentEffectConfig =
  96. ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  97. if (!PlayerManager.Instance.BagController.DeductItem(sentimentEffectConfig.upConstItemId,
  98. sentimentEffectConfig.upConstCount))
  99. {
  100. ItemSourcePanel.OpenPanel(sentimentEffectConfig.upConstItemId);
  101. AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav");
  102. return;
  103. }
  104. AudioManager.Instance.PlayAudio("ui_tycg.wav");
  105. curretnSentimentProperty.level++;
  106. AccountFileInfo.Instance.SavePlayerData();
  107. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  108. {
  109. sentimentEffectWidget.UpdateXian();
  110. }
  111. UpdateRestBtn();
  112. UpdateUi();
  113. PlayerManager.Instance.myHero.ComputeHeroInfo();
  114. currentSentimentEffectWidget.CustomInit(curretnSentimentProperty);
  115. });
  116. }
  117. public int MapNumber(int input)
  118. {
  119. if (input >= 1 && input <= 3)
  120. {
  121. return 0;
  122. }
  123. else if (input >= 4 && input <= 6)
  124. {
  125. return 1;
  126. }
  127. else if (input >= 7 && input <= 9)
  128. {
  129. return 2;
  130. }
  131. else
  132. {
  133. return -1;
  134. }
  135. }
  136. public async override CTask<bool> AsyncInit(object[] uiData)
  137. {
  138. sentimentData = uiData[0] as AccountFileInfo.SentimentData;
  139. _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>().ToList();
  140. mainSentimentEffectWidget =
  141. await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget,
  142. null);
  143. mainSentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
  144. mainSentimentEffectWidget.OnClick = OnClick;
  145. int level1 = sentimentData.sentimentProperties[0].level <= 0
  146. ? 1
  147. : sentimentData.sentimentProperties[0].level;
  148. int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
  149. var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
  150. if (_titlePanel == null)
  151. {
  152. _titlePanel = await TitlePanel.OpenPanel(new List<int>() { sentimentEffectConfig1.upConstItemId });
  153. }
  154. else
  155. {
  156. _titlePanel.CustomInit(new List<int>() { sentimentEffectConfig1.upConstItemId });
  157. }
  158. return await base.AsyncInit(uiData);
  159. }
  160. public async override CTask Show()
  161. {
  162. await base.Show();
  163. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  164. {
  165. UIManager.Instance.DormancyGComponent(sentimentEffectWidget);
  166. }
  167. sentimentEffectWidgets.Clear();
  168. foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
  169. {
  170. int level = sentimentDataSentimentProperty.level <= 0 ? 1 : sentimentDataSentimentProperty.level;
  171. int conFigId = sentimentDataSentimentProperty.groupId * 10 + level;
  172. var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  173. int index = MapNumber(sentimentEffectConfig.pos);
  174. SentimentEffectWidget sentimentEffectWidget1 =
  175. await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]);
  176. sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
  177. sentimentEffectWidget1.OnClick = OnClick;
  178. sentimentEffectWidgets.Add(sentimentEffectWidget1);
  179. if (currentSentimentEffectWidget == null)
  180. {
  181. sentimentEffectWidget1.OnPointerClick();
  182. }
  183. }
  184. UpdateRestBtn();
  185. foreach (var rectTransform in Root)
  186. {
  187. LayoutRebuilder.ForceRebuildLayoutImmediate(rectTransform);
  188. }
  189. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  190. {
  191. int level = sentimentEffectWidget.sentimentProperty.level <= 0
  192. ? 1
  193. : sentimentEffectWidget.sentimentProperty.level;
  194. int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 10 + level;
  195. var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  196. SentimentEffectWidget sentimentEffectWidget1 = null;
  197. if (sentimentEffectConfig.lastSentimentEffectId == -1)
  198. {
  199. sentimentEffectWidget1 = mainSentimentEffectWidget;
  200. }
  201. else
  202. {
  203. sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s =>
  204. s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId);
  205. }
  206. sentimentEffectWidget.CreatXian(XianRoot, sentimentEffectWidget1);
  207. }
  208. }
  209. private void UpdateRestBtn()
  210. {
  211. bool isCanRest = false;
  212. foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
  213. {
  214. if (sentimentDataSentimentProperty.level >= 1)
  215. {
  216. isCanRest = true;
  217. }
  218. }
  219. Btn_Rest.gameObject.SetActive(isCanRest);
  220. }
  221. private async void UpdateUi()
  222. {
  223. int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
  224. int conFigId = curretnSentimentProperty.groupId * 10 + level;
  225. SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  226. currentGroupSentimentEffectConfigs = _sentimentEffectConfigs
  227. .Where(se => se.groupId == sentimentEffectConfig.groupId).ToList();
  228. Text_Name.text = LanguageManager.Instance.Text(sentimentEffectConfig.name);
  229. Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(sentimentEffectConfig.massge),
  230. sentimentEffectConfig.effectVale);
  231. UIManager.Instance.DormancyGComponent(_itemWidgetType1);
  232. _itemWidgetType1 = null;
  233. _itemWidgetType1 =
  234. await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null);
  235. _itemWidgetType1.CustomInit(sentimentEffectConfig.upConstItemId, sentimentEffectConfig.upConstCount);
  236. if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
  237. {
  238. Text_CurrentLevel.text = $"{curretnSentimentProperty.level}级 ";
  239. Text_NextLevel.text = $"MAX级";
  240. }
  241. else
  242. {
  243. Text_CurrentLevel.text = $"{curretnSentimentProperty.level}级 ";
  244. Text_NextLevel.text = $"{curretnSentimentProperty.level + 1}级";
  245. }
  246. }
  247. private void OnClick(ItemWidgetBasic obj)
  248. {
  249. SentimentEffectWidget sentimentEffectWidget = obj as SentimentEffectWidget;
  250. currentSentimentEffectWidget = sentimentEffectWidget;
  251. curretnSentimentProperty = sentimentEffectWidget.sentimentProperty;
  252. Text_EffectName.text = LanguageManager.Instance.Text(sentimentEffectWidget.sentimentEffectConfig.name);
  253. UpdateUi();
  254. }
  255. public static async CTask OpenPanel(AccountFileInfo.SentimentData sentimentData)
  256. {
  257. await UIManager.Instance.LoadAndOpenPanel<SentimentInfoPanel>(null, uiData: new object[] { sentimentData });
  258. }
  259. public async override CTask Close()
  260. {
  261. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  262. {
  263. UIManager.Instance.DormancyGComponent(sentimentEffectWidget);
  264. }
  265. sentimentEffectWidgets.Clear();
  266. currentSentimentEffectWidget = null;
  267. curretnSentimentProperty = null;
  268. // UIManager.Instance.DormancyGComponent(energyWidget);
  269. // energyWidget = null;
  270. await base.Close();
  271. }
  272. }
  273. }