HeroDetailPanel.cs 4.2 KB

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  1. using Common.Utility.CombatEvent;
  2. using Core.Language;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Bag;
  7. using GameLogic.Hero;
  8. using UnityEngine.UI;
  9. using Utility;
  10. namespace Fort23.Mono
  11. {
  12. [UIBinding(prefab = "HeroDetailPanel" )]
  13. public partial class HeroDetailPanel : UIPanel
  14. {
  15. private HeroInfo heroInfo;
  16. private void Init()
  17. {
  18. // InitHeroDetailPanel();
  19. }
  20. protected override void AddEvent()
  21. {
  22. }
  23. protected override void DelEvent()
  24. {
  25. }
  26. public override void AddButtonEvent()
  27. {
  28. btnBack.onClick.AddListener(OnClickClose);
  29. btnUpgrade.onClick.AddListener(OnClickUpgrade);
  30. btnPromote.onClick.AddListener(OnClickPromote);
  31. }
  32. private void OnClickPromote()
  33. {
  34. if (PlayerManager.Instance.gameConstantConfig.maxStar <= heroInfo.star.Value)
  35. {
  36. LogTool.Log("已到达最高星级:" + PlayerManager.Instance.gameConstantConfig.maxStar);
  37. return;
  38. }
  39. heroInfo.Promote();
  40. UpdateAttributeUI();
  41. HeroUITools.SetStarShow(stars, heroInfo.star.Value);
  42. SendEvent(HeroUpType.Promote);
  43. }
  44. private void OnClickUpgrade()
  45. {
  46. if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  47. {
  48. LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  49. return;
  50. }
  51. if (BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp))
  52. {
  53. heroInfo.Upgrade();
  54. UpdateAttributeUI();
  55. SendEvent(HeroUpType.Level);
  56. }
  57. }
  58. /// <summary>
  59. /// 发送英雄提升的事件
  60. /// </summary>
  61. /// <param name="upType">提升类型:升级、升星等.</param>
  62. private void SendEvent(HeroUpType upType)
  63. {
  64. HeroPowerUpEventData data = new HeroPowerUpEventData();
  65. data.heroModelID = heroInfo.modelID;
  66. data.upType = upType;
  67. PlayerManager.Instance.lastHeroInfo = heroInfo;
  68. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  69. if (upType == HeroUpType.Level)
  70. {
  71. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  72. }
  73. else if (upType == HeroUpType.Promote)
  74. {
  75. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  76. }
  77. }
  78. private void OnClickClose()
  79. {
  80. UIManager.Instance.HideUIUIPanel(this);
  81. }
  82. public void InitHeroDetailPanel(HeroInfo heroInfo)
  83. {
  84. this.heroInfo = heroInfo;
  85. iconZhiYe.icon_name = heroInfo.iconZhiYe;
  86. heroName.text = LanguageManager.Instance.Text(heroInfo.modelConfig.name);
  87. HeroUITools.SetStarShow(stars, heroInfo.star.Value);
  88. switch (heroInfo.modelConfig.rarity)
  89. {
  90. case 1:
  91. heroRarity.text = LanguageManager.Instance.Text(32);
  92. break;
  93. case 2:
  94. heroRarity.text = LanguageManager.Instance.Text(31);
  95. break;
  96. case 3:
  97. heroRarity.text = LanguageManager.Instance.Text(30);
  98. break;
  99. default:
  100. LogTool.Error("找不到hero的稀有度:" + heroInfo.modelConfig.ID);
  101. break;
  102. }
  103. UpdateAttributeUI();
  104. }
  105. public void UpdateAttributeUI()
  106. {
  107. txtHP.text = heroInfo.hp.Value.ToStringEx();
  108. txtATK.text = heroInfo.attack.Value.ToStringEx();
  109. txtDEF.text = heroInfo.defense.Value.ToStringEx();
  110. txtSHANBI.text = heroInfo.shanbi.Value.ToStringEx();
  111. txtLv.text = heroInfo.level.Value.ToStringEx();
  112. txtExpGain.text = heroInfo.expGain.Value.ToStringEx();
  113. }
  114. }
  115. }