HeroBreakthroughPanel.cs 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558
  1. using System.Collections.Generic;
  2. using Core.Language;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat;
  7. using GameLogic.Hero;
  8. using UnityEngine;
  9. using UnityEngine.UI;
  10. namespace Fort23.Mono
  11. {
  12. [UIBinding(prefab = "HeroBreakthroughPanel")]
  13. public partial class HeroBreakthroughPanel : UIPanel
  14. {
  15. HeroPowerUpConfig heroPowerUpConfig;
  16. List<BreakthroughItemWidget> breakthroughItemWidgets = new List<BreakthroughItemWidget>();
  17. private HeroInfo nextHeroInfo = new HeroInfo();
  18. /// <summary>
  19. /// 1.正常渡劫 2.渡劫预览
  20. /// </summary>
  21. private int type;
  22. private void Init()
  23. {
  24. isPopUi = true;
  25. }
  26. protected override void AddEvent()
  27. {
  28. EventManager.Instance.AddEventListener(CustomEventType.RefenceBreakthrough, RefenceBreakthrough);
  29. }
  30. private void RefenceBreakthrough(IEventData e)
  31. {
  32. RefenceSuccessProbability(PlayerManager.Instance.myHero);
  33. }
  34. protected override void DelEvent()
  35. {
  36. EventManager.Instance.RemoveEventListener(CustomEventType.RefenceBreakthrough, RefenceBreakthrough);
  37. }
  38. public override void AddButtonEvent()
  39. {
  40. Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
  41. Btn_Cancel.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
  42. Btn_Affirm.onClick.AddListener(async () =>
  43. {
  44. if (type == 2)
  45. {
  46. TipMessagePanel.OpenTipMessagePanel("修为等级还未达到,暂不可预览");
  47. return;
  48. }
  49. if (PlayerManager.Instance.myHero.heroData.exp + HeroHerlp.GetHeroExp() < PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
  50. {
  51. return;
  52. }
  53. if (heroPowerUpConfig.DujieLevelbattleID != -1 && !PlayerManager.Instance.myHero.heroData.isCombat)
  54. {
  55. TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel("没有破除心魔");
  56. return;
  57. }
  58. for (var i = 0; i < PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs.Length; i++)
  59. {
  60. bool isHave = false;
  61. for (var i1 = 1; i1 < breakthroughItemWidgets.Count; i1++)
  62. {
  63. if (breakthroughItemWidgets[i1].itemInfo != null && PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs[i] == breakthroughItemWidgets[i1].itemInfo.itemID)
  64. {
  65. isHave = true;
  66. }
  67. }
  68. if (!isHave)
  69. {
  70. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs[i]);
  71. string tips = "缺少" + LanguageManager.Instance.Text(itemConfig.itemName);
  72. TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel(tips);
  73. return;
  74. }
  75. }
  76. //扣除道具
  77. foreach (var breakthroughItemWidget in breakthroughItemWidgets)
  78. {
  79. if (breakthroughItemWidget.itemInfo != null)
  80. {
  81. if (!PlayerManager.Instance.BagController.DeductItem(breakthroughItemWidget.itemInfo.itemID, 1))
  82. {
  83. TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel("道具不足!");
  84. return;
  85. }
  86. }
  87. }
  88. var list = GetBl();
  89. int ramdomValue = Random.Range(1, 101);
  90. //突破成功
  91. if (ramdomValue < list[0])
  92. {
  93. bool isTuPoSuccess = true;
  94. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)
  95. {
  96. if (PlayerManager.Instance.myHero.powerUpConfig.LeijieDamages != null && PlayerManager.Instance.myHero.powerUpConfig.LeijieDamages.Length > 1)
  97. {
  98. ramdomValue = Random.Range(PlayerManager.Instance.myHero.powerUpConfig.LeijieDamages[0], PlayerManager.Instance.myHero.powerUpConfig.LeijieDamages[1]);
  99. //渡劫失败
  100. if (ramdomValue >= PlayerManager.Instance.myHero.hp.Value)
  101. {
  102. isTuPoSuccess = false;
  103. RemoveHeroItem(list[1]);
  104. TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel("雷劫失败");
  105. await tipMessage.UIClosed();
  106. }
  107. }
  108. }
  109. if (isTuPoSuccess)
  110. {
  111. await UpHero();
  112. }
  113. }
  114. //失败
  115. else
  116. {
  117. RemoveHeroItem(list[1]);
  118. TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel("突破失败");
  119. await tipMessage.UIClosed();
  120. }
  121. UIManager.Instance.HideUIUIPanel(this);
  122. });
  123. Btn_StartCombat.onClick.AddListener(() =>
  124. {
  125. if (type == 2)
  126. return;
  127. if (PlayerManager.Instance.myHero.heroData.isCombat)
  128. return;
  129. // UIManager.Instance.HindCurrAllShowPanel();
  130. CombatDrive.Instance.LoadLevelBattleCombat(heroPowerUpConfig.DujieLevelbattleID,true,
  131. delegate(bool isWin)
  132. {
  133. LogTool.Log("战斗完成" + isWin);
  134. if (isWin)
  135. {
  136. PlayerManager.Instance.myHero.heroData.isCombat = true;
  137. AccountFileInfo.Instance.SavePlayerData();
  138. Btn_StartCombat.gameObject.SetActive(false);
  139. CombatTrue.gameObject.SetActive(true);
  140. RefenceSuccessProbability(PlayerManager.Instance.myHero);
  141. // UIManager.Instance.ShowLastHindAllShowPanel();
  142. }
  143. });
  144. });
  145. }
  146. private void RemoveHeroItem(int failBl)
  147. {
  148. //扣除失败后的经验
  149. float failbl = failBl == 0 ? PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce : (float)(PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce * failBl * 0.01f);
  150. int failXw = (int)(PlayerManager.Instance.myHero.powerUpConfig.levelUpExp * failbl * 0.01f);
  151. int allexp = HeroHerlp.GetHeroExp();
  152. PlayerManager.Instance.myHero.heroData.exp += allexp;
  153. PlayerManager.Instance.myHero.heroData.exp -= failXw;
  154. PlayerManager.Instance.myHero.heroData.upTime = TimeHelper.ClientNow();
  155. PlayerManager.Instance.myHero.heroData.isCombat = false;
  156. AccountFileInfo.Instance.SavePlayerData();
  157. }
  158. private async CTask UpHero()
  159. {
  160. var heroAttributData = HeroHerlp.GetHeroChageHeroAttributeData(PlayerManager.Instance.myHero, nextHeroInfo);
  161. PlayerManager.Instance.myHero.Upgrade();
  162. HeroBreakthroughSuccessPanel heroBreakthroughSuccessPanel = await HeroBreakthroughSuccessPanel.OpenPanel(heroAttributData);
  163. await heroBreakthroughSuccessPanel.UIClosed();
  164. }
  165. public async CTask CustomInit()
  166. {
  167. type = 1;
  168. heroPowerUpConfig = PlayerManager.Instance.myHero.powerUpConfig;
  169. nextHeroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, PlayerManager.Instance.myHero.heroData.heroPowerId + 1);
  170. Text_CurrrentJIngjie.text = LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) +
  171. LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) +
  172. LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2]);
  173. Text_NextJinfjie.text = LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[0]) +
  174. LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[1]) +
  175. LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[2]);
  176. if (heroPowerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)
  177. {
  178. Text_TitleName.text = "渡劫";
  179. Text_Affirm.text = "逆天而行";
  180. Text_AffirmTips.text = "是否确认渡劫";
  181. if (heroPowerUpConfig.LeijieDamages != null && heroPowerUpConfig.LeijieDamages.Length > 1)
  182. {
  183. LeiJieRooot.gameObject.SetActive(true);
  184. Text_LeiJieHarm.text = $"{heroPowerUpConfig.LeijieDamages[0]}-{heroPowerUpConfig.LeijieDamages[1]}";
  185. Text_HeroHp.text = PlayerManager.Instance.myHero.hp.Value.ToString();
  186. if (PlayerManager.Instance.myHero.hp.Value < heroPowerUpConfig.LeijieDamages[0])
  187. {
  188. Text_HeroHp.color = Color.red;
  189. }
  190. else
  191. {
  192. Text_HeroHp.color = Color.black;
  193. }
  194. }
  195. else
  196. {
  197. LeiJieRooot.gameObject.SetActive(false);
  198. }
  199. }
  200. else
  201. {
  202. Text_AffirmTips.text = "是否确认突破";
  203. Text_Affirm.text = "突破";
  204. Text_TitleName.text = "突破";
  205. LeiJieRooot.gameObject.SetActive(false);
  206. }
  207. if (heroPowerUpConfig.DujieLevelbattleID != -1)
  208. {
  209. CombatRoot.gameObject.SetActive(true);
  210. if (PlayerManager.Instance.myHero.heroData.isCombat)
  211. {
  212. Btn_StartCombat.gameObject.SetActive(false);
  213. CombatTrue.gameObject.SetActive(true);
  214. }
  215. else
  216. {
  217. Btn_StartCombat.gameObject.SetActive(true);
  218. CombatTrue.gameObject.SetActive(false);
  219. }
  220. }
  221. else
  222. {
  223. CombatRoot.gameObject.SetActive(false);
  224. }
  225. RefenceSuccessProbability(PlayerManager.Instance.myHero);
  226. Btn_Affirm.transform.RecoverColor();
  227. using (CTaskAwaitBuffer<BreakthroughItemWidget> cTaskAwaitBuffer = new CTaskAwaitBuffer<BreakthroughItemWidget>())
  228. {
  229. for (int i = 0; i < 1 + heroPowerUpConfig.DujieMustItemIDs.Length + heroPowerUpConfig.DujieItemIDs.Length; i++)
  230. {
  231. cTaskAwaitBuffer.AddTask(UIManager.Instance.CreateGComponent<BreakthroughItemWidget>(null, Content));
  232. }
  233. breakthroughItemWidgets = await cTaskAwaitBuffer.WaitAll();
  234. breakthroughItemWidgets[0].CustomInit(1, 0);
  235. //必选道具
  236. for (var i = 0; i < heroPowerUpConfig.DujieMustItemIDs.Length; i++)
  237. {
  238. breakthroughItemWidgets[i + 1].CustomInit(2, heroPowerUpConfig.DujieMustItemIDs[i]);
  239. }
  240. //可选道具
  241. for (var i = 0; i < heroPowerUpConfig.DujieItemIDs.Length; i++)
  242. {
  243. breakthroughItemWidgets[i + heroPowerUpConfig.DujieMustItemIDs.Length + 1].CustomInit(2, heroPowerUpConfig.DujieItemIDs[i]);
  244. }
  245. for (var i = 0; i < breakthroughItemWidgets.Count; i++)
  246. {
  247. breakthroughItemWidgets[i].transform.anchoredPosition = new Vector2((breakthroughItemWidgets[i].transform.sizeDelta.x + 48) * i, 0);
  248. }
  249. Content.sizeDelta = new Vector2((breakthroughItemWidgets[0].transform.sizeDelta.x + 48) * breakthroughItemWidgets.Count, 200);
  250. }
  251. }
  252. private void RefenceSuccessProbability(HeroInfo hero)
  253. {
  254. bool isCan = true;
  255. if (heroPowerUpConfig.DujieLevelbattleID != -1 && !hero.heroData.isCombat)
  256. {
  257. isCan = false;
  258. }
  259. for (var i = 0; i < hero.powerUpConfig.DujieMustItemIDs.Length; i++)
  260. {
  261. bool isHave = false;
  262. for (var i1 = 1; i1 < breakthroughItemWidgets.Count; i1++)
  263. {
  264. if (breakthroughItemWidgets[i1].itemInfo != null && hero.powerUpConfig.DujieMustItemIDs[i] == breakthroughItemWidgets[i1].itemInfo.itemID)
  265. {
  266. isHave = true;
  267. }
  268. }
  269. if (!isHave)
  270. {
  271. isCan = false;
  272. break;
  273. }
  274. }
  275. int failXw = 0;
  276. float failbl = 0;
  277. int successBl = 0;
  278. var list = GetBl();
  279. failbl = list[1] == 0 ? hero.powerUpConfig.FailureExpReduce : (float)(hero.powerUpConfig.FailureExpReduce * list[1] * 0.01f);
  280. successBl = list[0];
  281. if (isCan)
  282. {
  283. // var list = GetBl();
  284. //
  285. // failbl = list[1] == 0 ? PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce : (float)(PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce * list[1] * 0.01f);
  286. // successBl = list[0];
  287. if (hero.powerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)
  288. {
  289. Text_AffirmTips.text = "是否确认渡劫";
  290. }
  291. else
  292. {
  293. Text_AffirmTips.text = "是否确认突破";
  294. }
  295. }
  296. else
  297. {
  298. //提示需要什么道具
  299. string tips = "需要 破除心魔 ";
  300. foreach (var dujieMustItemID in hero.powerUpConfig.DujieMustItemIDs)
  301. {
  302. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(dujieMustItemID);
  303. tips += " " + LanguageManager.Instance.Text(itemConfig.itemName);
  304. }
  305. if (hero.powerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)
  306. {
  307. Text_AffirmTips.text = tips;
  308. }
  309. else
  310. {
  311. Text_AffirmTips.text = tips;
  312. }
  313. //
  314. // failbl = PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce;
  315. // successBl = 0;
  316. }
  317. failXw = (int)(hero.powerUpConfig.levelUpExp * failbl * 0.01f);
  318. Text_FailDesc.text = $"失败损失修为:{failXw}修为";
  319. Text_SucceedDesc.text = $"成功几率:{successBl}%";
  320. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_AffirmTips.GetComponent<RectTransform>());
  321. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_AffirmTips.transform.parent.GetComponent<RectTransform>());
  322. }
  323. private List<int> GetBl()
  324. {
  325. int succesAllBl = 0;
  326. int failAllBl = 0;
  327. if (heroPowerUpConfig.DujieLevelbattleID != -1 && PlayerManager.Instance.myHero.heroData.isCombat)
  328. {
  329. succesAllBl += heroPowerUpConfig.DujieRateviaBattle;
  330. }
  331. foreach (var breakthroughItemWidget in breakthroughItemWidgets)
  332. {
  333. if (breakthroughItemWidget.itemInfo != null)
  334. {
  335. if (breakthroughItemWidget.itemInfo.config.itemTag == 3)
  336. {
  337. succesAllBl += breakthroughItemWidget.itemInfo.config.associateVlaue[2];
  338. failAllBl += breakthroughItemWidget.itemInfo.config.associateVlaue[3];
  339. }
  340. else
  341. {
  342. succesAllBl += breakthroughItemWidget.itemInfo.config.associateVlaue[2];
  343. }
  344. }
  345. }
  346. return new List<int> { succesAllBl, failAllBl };
  347. }
  348. public async static CTask<HeroBreakthroughPanel> OpenPanel()
  349. {
  350. HeroBreakthroughPanel heroBreakthroughPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughPanel>(null,UILayer.Top,isFocus:false);
  351. heroBreakthroughPanel.CustomInit();
  352. return heroBreakthroughPanel;
  353. }
  354. //渡劫预览
  355. public async static CTask<HeroBreakthroughPanel> OpenPanel1(HeroInfo heroInfo1)
  356. {
  357. HeroBreakthroughPanel heroBreakthroughPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughPanel>(null);
  358. heroBreakthroughPanel.CustomInit(heroInfo1);
  359. return heroBreakthroughPanel;
  360. }
  361. public async CTask CustomInit(HeroInfo heroInfo1)
  362. {
  363. type = 2;
  364. heroPowerUpConfig = heroInfo1.powerUpConfig;
  365. nextHeroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, heroInfo1.heroData.heroPowerId + 1);
  366. Text_CurrrentJIngjie.text = LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) +
  367. LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) +
  368. LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2]);
  369. Text_NextJinfjie.text = LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[0]) +
  370. LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[1]) +
  371. LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[2]);
  372. if (heroPowerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)
  373. {
  374. Text_TitleName.text = "渡劫预览";
  375. Text_Affirm.text = "逆天而行";
  376. Text_AffirmTips.text = "是否确认渡劫";
  377. if (heroPowerUpConfig.LeijieDamages != null && heroPowerUpConfig.LeijieDamages.Length > 1)
  378. {
  379. LeiJieRooot.gameObject.SetActive(true);
  380. Text_LeiJieHarm.text = $"{heroPowerUpConfig.LeijieDamages[0]}-{heroPowerUpConfig.LeijieDamages[1]}";
  381. Text_HeroHp.text = PlayerManager.Instance.myHero.hp.Value.ToString();
  382. if (PlayerManager.Instance.myHero.hp.Value < heroPowerUpConfig.LeijieDamages[0])
  383. {
  384. Text_HeroHp.color = Color.red;
  385. }
  386. else
  387. {
  388. Text_HeroHp.color = Color.black;
  389. }
  390. }
  391. else
  392. {
  393. LeiJieRooot.gameObject.SetActive(false);
  394. }
  395. }
  396. else
  397. {
  398. Text_AffirmTips.text = "是否确认突破";
  399. Text_Affirm.text = "突破";
  400. Text_TitleName.text = "突破";
  401. LeiJieRooot.gameObject.SetActive(false);
  402. }
  403. if (heroPowerUpConfig.DujieLevelbattleID != -1)
  404. {
  405. CombatRoot.gameObject.SetActive(true);
  406. if (heroInfo1.heroData.isCombat)
  407. {
  408. Btn_StartCombat.gameObject.SetActive(false);
  409. CombatTrue.gameObject.SetActive(true);
  410. }
  411. else
  412. {
  413. Btn_StartCombat.gameObject.SetActive(true);
  414. CombatTrue.gameObject.SetActive(false);
  415. }
  416. }
  417. else
  418. {
  419. CombatRoot.gameObject.SetActive(false);
  420. }
  421. RefenceSuccessProbability(heroInfo1);
  422. Btn_Affirm.transform.Gray(false);
  423. using (CTaskAwaitBuffer<BreakthroughItemWidget> cTaskAwaitBuffer = new CTaskAwaitBuffer<BreakthroughItemWidget>())
  424. {
  425. for (int i = 0; i < 1 + heroPowerUpConfig.DujieMustItemIDs.Length + heroPowerUpConfig.DujieItemIDs.Length; i++)
  426. {
  427. cTaskAwaitBuffer.AddTask(UIManager.Instance.CreateGComponent<BreakthroughItemWidget>(null, Content));
  428. }
  429. breakthroughItemWidgets = await cTaskAwaitBuffer.WaitAll();
  430. breakthroughItemWidgets[0].CustomInit(1, 0);
  431. //必选道具
  432. for (var i = 0; i < heroPowerUpConfig.DujieMustItemIDs.Length; i++)
  433. {
  434. breakthroughItemWidgets[i + 1].CustomInit(2, heroPowerUpConfig.DujieMustItemIDs[i]);
  435. }
  436. //可选道具
  437. for (var i = 0; i < heroPowerUpConfig.DujieItemIDs.Length; i++)
  438. {
  439. breakthroughItemWidgets[i + heroPowerUpConfig.DujieMustItemIDs.Length + 1].CustomInit(2, heroPowerUpConfig.DujieItemIDs[i]);
  440. }
  441. for (var i = 0; i < breakthroughItemWidgets.Count; i++)
  442. {
  443. breakthroughItemWidgets[i].transform.anchoredPosition = new Vector2((breakthroughItemWidgets[i].transform.sizeDelta.x + 48) * i, 0);
  444. }
  445. Content.sizeDelta = new Vector2((breakthroughItemWidgets[0].transform.sizeDelta.x + 48) * breakthroughItemWidgets.Count, 200);
  446. }
  447. }
  448. public override void Close()
  449. {
  450. foreach (var breakthroughItemWidget in breakthroughItemWidgets)
  451. {
  452. UIManager.Instance.DormancyGComponent(breakthroughItemWidget);
  453. }
  454. breakthroughItemWidgets.Clear();
  455. heroPowerUpConfig = default;
  456. type = 0;
  457. base.Close();
  458. }
  459. }
  460. }