| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161 | using System.Linq;using Core.Language;using Excel2Json;using Fort23.UTool;using GameLogic.Hero;using UnityEngine.UI;namespace Fort23.Mono{    [UIBinding(prefab = "SkillWidget")]    public partial class SkillWidget : ItemWidgetBasic    {        public SkillInfo skillConfigId;        private SkillSelectPanel skillSelectPanel;        private void Init()        {        }        public override void AddEvent()        {        }        public override void DelEvent()        {        }        public override void AddButtonEvent()        {            base.AddButtonEvent();            // myButton.onClick=delegate {            //     skillSelectPanel.SelectSkill(skillConfigId);            // };            // myButton.OnPressAndHold=delegate            // {            //     SkillConfig skillConfig = skillConfigId.skillConfig;            //     SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillConfig.name), LanguageManager.Instance.Text(skillConfig.dec));            // };        }        public void InitSkillWidget(SkillInfo skillId)        {            skillConfigId = skillId;            SkillConfig skillConfig = skillId.skillConfig;            icon.icon_name = skillConfig.icon;            Text_Level.text = skillConfigId.SkillPowerupConfig.ID.ToString() + "级";            Text_SkillName.text = LanguageManager.Instance.Text(skillConfig.name);            for (var i = 0; i < StarRoot.Count; i++)            {                MyImage icon = StarRoot[i] as MyImage;                if (i < skillConfigId.skillConfig.level - 1)                {                    icon.gameObject.SetActive(true);                }                else                {                    icon.gameObject.SetActive(false);                }            }            //金            if (skillConfigId.skillConfig.attribute == 1)            {                ShuXingCsc.ChangeState(0);            }            //木            if (skillConfigId.skillConfig.attribute == 2)            {                ShuXingCsc.ChangeState(1);            }            //水            if (skillConfigId.skillConfig.attribute == 4)            {                ShuXingCsc.ChangeState(2);            }            //火            if (skillConfigId.skillConfig.attribute == 8)            {                ShuXingCsc.ChangeState(3);            }            //土            if (skillConfigId.skillConfig.attribute == 16)            {                ShuXingCsc.ChangeState(4);            }            // for (var i = 0; i < StarRoot.Count; i++)            // {            //     MyImage myImage = StarRoot[i] as MyImage;            //     myImage.gameObject.SetActive(false);            // }            //            // int yinstar = skillConfigId.skillConfig.level - 5;            // for (var i = 0; i < StarRoot.Count; i++)            // {            //     MyImage icon = StarRoot[i] as MyImage;            //     if (skillConfigId.skillConfig.level > 5)            //     {            //         if (i < yinstar)            //         {            //             icon.icon_name = "dec_star_2";            //             icon.gameObject.SetActive(true);            //         }            //         else            //         {            //             icon.icon_name = "dec_gfxingji";            //             icon.gameObject.SetActive(true);            //         }            //     }            //     else            //     {            //         if (i < skillConfigId.skillConfig.level)            //         {            //             icon.icon_name = "dec_gfxingji";            //             icon.gameObject.SetActive(true);            //         }            //     }            // }            switch (skillConfig.SkillType)            {                case 1:                    Text_SkillType.text = "主动";                    csc.ChangeState(0);                    break;                case 5:                    Text_SkillType.text = "被动";                    csc.ChangeState(1);                    break;                case 2:                    Text_SkillType.text = "辅助";                    csc.ChangeState(1);                    break;            }            if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillConfigId))            {                redDotComType01.CustomInit(2, skillConfigId);            }            else            {                redDotComType01.CustomInit(2, null);            }                 }        public override void DormancyObj()        {            Icon_Marsk.gameObject.SetActive(false);            base.DormancyObj();        }    }}
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