SkillSelectPanel.cs 37 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Core.Language;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat;
  9. using GameLogic.Combat.CombatTool;
  10. using GameLogic.Hero;
  11. using UnityEngine;
  12. namespace Fort23.Mono
  13. {
  14. [UIBinding(prefab = "SkillSelectPanel")]
  15. public partial class SkillSelectPanel : UIPanel, IScrollListContent
  16. {
  17. private bool _isSelectSkill;
  18. private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
  19. List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
  20. private SkillInfo selectSkillConfig;
  21. private bool isAlter;
  22. private int type1 = 0;
  23. private int type2 = 0;
  24. public SkillInfo[] allUseSkill;
  25. private int currenRoadSkilId;
  26. /// <summary>
  27. /// 1.执行升级逻辑 2.执行更换逻辑
  28. /// </summary>
  29. private int infoType = 1;
  30. SkillInfo currentSelectedSkill;
  31. public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()
  32. {
  33. CombatDrive.Instance.CombatController.isUpdate = false;
  34. SkillSelectPanel skillSelectPanel =
  35. await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  36. return skillSelectPanel;
  37. }
  38. public async override CTask GetFocus()
  39. {
  40. if (infoType == 1)
  41. {
  42. await AppBarPanel.OpenPanel(this);
  43. }
  44. else if (infoType == 2)
  45. {
  46. AppBarPanel.ClosePanel();
  47. }
  48. // AppBarPanel.OpenPanel(this);
  49. await base.GetFocus();
  50. }
  51. public override CTask LoseFocus()
  52. {
  53. // AppBarPanel.ClosePanel();
  54. return base.LoseFocus();
  55. }
  56. private void Init()
  57. {
  58. isAddStack = true;
  59. IsShowAppBar = true;
  60. }
  61. protected override void AddEvent()
  62. {
  63. }
  64. protected override void DelEvent()
  65. {
  66. }
  67. public override CTask<bool> AsyncInit(object[] uiData)
  68. {
  69. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  70. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  71. UpdateSkillWidget();
  72. UpdateRoad();
  73. // CloseSelect();
  74. return base.AsyncInit(uiData);
  75. }
  76. public override void AddButtonEvent()
  77. {
  78. Btn_OneKyChange.onClick.AddListener(() =>
  79. {
  80. for (var i = 0; i < allUseSkill.Length; i++)
  81. {
  82. allUseSkill[i] = null;
  83. }
  84. SkillInfo[] skills = new SkillInfo[5];
  85. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  86. for (var i = 0; i < allSkill.Count; i++)
  87. {
  88. //金
  89. if (allSkill[i].skillConfig.attribute == 1)
  90. {
  91. if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
  92. {
  93. skills[0] = allSkill[i];
  94. }
  95. }
  96. //木
  97. if (allSkill[i].skillConfig.attribute == 2)
  98. {
  99. if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
  100. {
  101. skills[1] = allSkill[i];
  102. }
  103. }
  104. //水
  105. if (allSkill[i].skillConfig.attribute == 4)
  106. {
  107. if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
  108. {
  109. skills[2] = allSkill[i];
  110. }
  111. }
  112. //火
  113. if (allSkill[i].skillConfig.attribute == 8)
  114. {
  115. if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
  116. {
  117. skills[3] = allSkill[i];
  118. }
  119. }
  120. //土
  121. if (allSkill[i].skillConfig.attribute == 16)
  122. {
  123. if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
  124. {
  125. skills[4] = allSkill[i];
  126. }
  127. }
  128. }
  129. for (var i = 0; i < allKongSkill.Count; i++)
  130. {
  131. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  132. }
  133. for (var i = 0; i < indexList.Count; i++)
  134. {
  135. if (skills[i] == null)
  136. continue;
  137. if (!IsMainGongFaChange(skills[i].skillConfig))
  138. continue;
  139. if (!IsPassiveGongFaChange(skills[i].skillConfig))
  140. continue;
  141. allKongSkill[indexList[i][0]].SetSKill(skills[i]);
  142. allUseSkill[indexList[i][0]] = skills[i];
  143. }
  144. isAlter = true;
  145. UpdateSkillWidget();
  146. BaoChun();
  147. });
  148. Btn_ChangeOk.onClick.AddListener(() =>
  149. {
  150. ChangeInfoType(1);
  151. if (isAlter)
  152. {
  153. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  154. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  155. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  156. AccountFileInfo.Instance.SavePlayerData();
  157. }
  158. isAlter = false;
  159. });
  160. Btn_Info.onClick.AddListener(async () =>
  161. {
  162. if (currentSelectedSkill != null)
  163. {
  164. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill);
  165. await gongFaUpgradePanel.UIClosed();
  166. Sort(type1, type2);
  167. }
  168. });
  169. Btn_ChangeRoad.onClick.AddListener(() =>
  170. {
  171. SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
  172. {
  173. if (skillId != currenRoadSkilId && skillId != 0)
  174. {
  175. currenRoadSkilId = skillId;
  176. isAlter = true;
  177. UpdateRoad();
  178. }
  179. });
  180. });
  181. Btn_Setting.onClick.AddListener(() => { ChangeInfoType(2); });
  182. Btn_Jin.onClick.AddListener(() =>
  183. {
  184. if (type2 == 1)
  185. {
  186. type2 = 0;
  187. }
  188. else
  189. {
  190. type2 = 1;
  191. }
  192. Sort(type1, type2);
  193. });
  194. Btn_Mu.onClick.AddListener(() =>
  195. {
  196. if (type2 == 2)
  197. {
  198. type2 = 0;
  199. }
  200. else
  201. {
  202. type2 = 2;
  203. }
  204. Sort(type1, type2);
  205. });
  206. Btn_Shui.onClick.AddListener(() =>
  207. {
  208. if (type2 == 4)
  209. {
  210. type2 = 0;
  211. }
  212. else
  213. {
  214. type2 = 4;
  215. }
  216. Sort(type1, type2);
  217. });
  218. Btn_Huo.onClick.AddListener(() =>
  219. {
  220. if (type2 == 8)
  221. {
  222. type2 = 0;
  223. }
  224. else
  225. {
  226. type2 = 8;
  227. }
  228. Sort(type1, type2);
  229. });
  230. Btn_Tu.onClick.AddListener(() =>
  231. {
  232. if (type2 == 16)
  233. {
  234. type2 = 0;
  235. }
  236. else
  237. {
  238. type2 = 16;
  239. }
  240. Sort(type1, type2);
  241. });
  242. Btn_All.onClick.AddListener(() =>
  243. {
  244. type1 = 0;
  245. Sort(type1, type2);
  246. });
  247. Btn_ZhuDong.onClick.AddListener(() =>
  248. {
  249. type1 = 1;
  250. Sort(type1, type2);
  251. });
  252. Btn_FuZu.onClick.AddListener(() =>
  253. {
  254. type1 = 2;
  255. Sort(type1, type2);
  256. });
  257. Btn_BeiDong.onClick.AddListener(() =>
  258. {
  259. type1 = 5;
  260. Sort(type1, type2);
  261. });
  262. guanbi.onClick.AddListener(() =>
  263. {
  264. if (infoType == 2)
  265. {
  266. ChangeInfoType(1);
  267. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  268. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  269. for (var i = 0; i < allKongSkill.Count; i++)
  270. {
  271. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  272. allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
  273. }
  274. UpdateSkillWidget();
  275. UpdateRoad();
  276. }
  277. else
  278. {
  279. // UIManager.Instance.HideUIUIPanel(this);
  280. }
  281. });
  282. Btn_RemoveGongFa.onClick.AddListener(() =>
  283. {
  284. // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  285. allUseSkill[dianjiSkillKongWidget.index] = null;
  286. dianjiSkillKongWidget.Cleared();
  287. isAlter = true;
  288. UpdateSkillWidget();
  289. CloseSelect();
  290. BaoChun();
  291. showSkillInfo.Sort(Sort);
  292. Content.Init(this, showSkillInfo.Count);
  293. });
  294. Sv.onValueChanged.AddListener((s) =>
  295. {
  296. if (currentSelectedSkill == null)
  297. {
  298. return;
  299. }
  300. Btn_Info.transform.SetAsLastSibling();
  301. });
  302. }
  303. private void UpdateRoad()
  304. {
  305. if (currenRoadSkilId != 0)
  306. {
  307. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
  308. Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
  309. }
  310. else
  311. {
  312. Text_RoadName.text = "未选择";
  313. }
  314. //
  315. }
  316. private void BaoChun()
  317. {
  318. // ChangeInfoType(1);
  319. // if (isAlter)
  320. {
  321. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  322. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  323. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  324. AccountFileInfo.Instance.SavePlayerData();
  325. }
  326. isAlter = false;
  327. }
  328. private void ChangeInfoType(int type)
  329. {
  330. if (type == 1)
  331. {
  332. GongFaSettingRoot.SetActive(false);
  333. infoType = 1;
  334. Btn_Setting.gameObject.SetActive(true);
  335. CloseSelect();
  336. AppBarPanel.OpenPanel(this);
  337. Text_FuZhuGongFaCount.transform.parent.gameObject.SetActive(false);
  338. }
  339. else if (type == 2)
  340. {
  341. GongFaSettingRoot.SetActive(true);
  342. infoType = 2;
  343. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  344. Btn_Setting.gameObject.SetActive(false);
  345. AppBarPanel.ClosePanel();
  346. Text_FuZhuGongFaCount.transform.parent.gameObject.SetActive(true);
  347. }
  348. }
  349. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  350. List<List<int>> indexList = new List<List<int>>()
  351. {
  352. new List<int>() { 0, 1, 9 }, //金
  353. new List<int>() { 4, 5, 3 }, //木
  354. new List<int>() { 2, 3, 1 }, //水
  355. new List<int>() { 6, 7, 5 }, //火
  356. new List<int>() { 8, 9, 7 }, //土
  357. };
  358. private void Sort(int type1, int type2)
  359. {
  360. //先排序类型在排属性
  361. if (type1 == 0)
  362. {
  363. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  364. }
  365. else if (type1 == 1)
  366. {
  367. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  368. }
  369. else if (type1 == 2)
  370. {
  371. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  372. }
  373. else if (type1 == 5)
  374. {
  375. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  376. }
  377. if (type2 == 0)
  378. {
  379. Icon_Select.gameObject.SetActive(false);
  380. }
  381. else if (type2 == 1)
  382. {
  383. Icon_Select.transform.position = Btn_Jin.transform.position;
  384. Icon_Select.gameObject.SetActive(true);
  385. }
  386. else if (type2 == 2)
  387. {
  388. Icon_Select.transform.position = Btn_Mu.transform.position;
  389. Icon_Select.gameObject.SetActive(true);
  390. }
  391. else if (type2 == 4)
  392. {
  393. Icon_Select.transform.position = Btn_Shui.transform.position;
  394. Icon_Select.gameObject.SetActive(true);
  395. }
  396. else if (type2 == 8)
  397. {
  398. Icon_Select.transform.position = Btn_Huo.transform.position;
  399. Icon_Select.gameObject.SetActive(true);
  400. }
  401. else if (type2 == 16)
  402. {
  403. Icon_Select.transform.position = Btn_Tu.transform.position;
  404. Icon_Select.gameObject.SetActive(true);
  405. }
  406. //0代表全部
  407. if (type1 == 0)
  408. {
  409. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  410. }
  411. else
  412. {
  413. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill
  414. .Where(s => s.skillConfig.SkillType == type1).ToList();
  415. }
  416. if (type2 == 0)
  417. {
  418. }
  419. else
  420. {
  421. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  422. }
  423. CloseSelect();
  424. showSkillInfo.Sort(Sort);
  425. Content.Init(this, showSkillInfo.Count);
  426. }
  427. private int Sort(SkillInfo type1, SkillInfo type2)
  428. {
  429. if (allUseSkill.Contains(type1) && !allUseSkill.Contains(type2))
  430. {
  431. return -1;
  432. }
  433. if (!allUseSkill.Contains(type1) && allUseSkill.Contains(type2))
  434. {
  435. return 1;
  436. }
  437. return 0;
  438. }
  439. public override async CTask Open()
  440. {
  441. await base.Open();
  442. Sort(type1, type2);
  443. for (int i = 0; i < 5; i++)
  444. {
  445. double hd = i * 72 * Math.PI / 180f;
  446. double a = Math.Cos(hd);
  447. double b = -Math.Sin(hd);
  448. double c = Math.Sin(hd);
  449. double d = a;
  450. double x = a * 0 + b * 116;
  451. double y = c * 0 + d * 116;
  452. int index = i;
  453. WuXingGongFaWidget widget =
  454. await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot,
  455. poolName: "132");
  456. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  457. widget.ShowWidget(index);
  458. widget.transform.localScale = new Vector3(1.8f, 1.8f, 1.8f);
  459. _wuXingGongFaWidgets.Add(widget);
  460. }
  461. for (int i = 0; i < 10; i++)
  462. {
  463. int index = i;
  464. double hd = (36 * i) * Math.PI / 180f;
  465. double a = Math.Cos(hd);
  466. double b = -Math.Sin(hd);
  467. double c = Math.Sin(hd);
  468. double d = a;
  469. double x = a * 0 + b * 190;
  470. double y = c * 0 + d * 190;
  471. Vector2 pos = new Vector2((float)x, (float)y);
  472. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  473. kongdongs.gameObject,
  474. null, SkillKongWeiRoot,
  475. isInstance: true);
  476. skillKongWidget.InitWidget(index, this);
  477. skillKongWidget.SetSKill(allUseSkill[index]);
  478. skillKongWidget.transform.anchoredPosition = pos;
  479. skillKongWidget.OnClick = OnClickSkillKongWidget;
  480. allKongSkill.Add(skillKongWidget);
  481. }
  482. ChangeFuZhuYingXiang();
  483. }
  484. private SkillKongWidget dianjiSkillKongWidget;
  485. private async void OnClickSkillKongWidget(ItemWidgetBasic obj)
  486. {
  487. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  488. if (infoType == 1)
  489. {
  490. if (skillKongWidget.SkillInfo == null)
  491. return;
  492. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillKongWidget.SkillInfo);
  493. await gongFaUpgradePanel.UIClosed();
  494. Sort(type1, type2);
  495. return;
  496. }
  497. Btn_Info.transform.SetParent(transform);
  498. Btn_Info.gameObject.SetActive(false);
  499. currentSelectedSkill = skillKongWidget.SkillInfo;
  500. // SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  501. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
  502. {
  503. return;
  504. }
  505. //直接上功法
  506. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  507. {
  508. if (selectSkillConfig.skillConfig.SkillType == 1)
  509. {
  510. if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  511. {
  512. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  513. CloseSelect();
  514. return;
  515. }
  516. }
  517. if (selectSkillConfig.skillConfig.SkillType == 2)
  518. {
  519. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  520. {
  521. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  522. CloseSelect();
  523. return;
  524. }
  525. }
  526. isAlter = true;
  527. skillKongWidget.SetSKill(selectSkillConfig);
  528. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  529. CloseSelect();
  530. BaoChun();
  531. showSkillInfo.Sort(Sort);
  532. Content.Init(this, showSkillInfo.Count);
  533. }
  534. //替换功法
  535. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  536. {
  537. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
  538. // {
  539. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  540. // {
  541. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  542. // CloseSelect();
  543. // return;
  544. // }
  545. // }
  546. //
  547. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
  548. // {
  549. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  550. // {
  551. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  552. // CloseSelect();
  553. // return;
  554. // }
  555. // }
  556. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) &&
  557. allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  558. {
  559. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  560. CloseSelect();
  561. return;
  562. }
  563. if (!IsMainGongFaChange(selectSkillConfig.skillConfig) &&
  564. allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  565. {
  566. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  567. CloseSelect();
  568. return;
  569. }
  570. // if (selectSkillConfig.skillConfig.SkillType == 1)
  571. // {
  572. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  573. // {
  574. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  575. // CloseSelect();
  576. // return;
  577. // }
  578. // }
  579. //
  580. // if (selectSkillConfig.skillConfig.SkillType == 2)
  581. // {
  582. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  583. // {
  584. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  585. // CloseSelect();
  586. // return;
  587. // }
  588. // }
  589. isAlter = true;
  590. allUseSkill[skillKongWidget.SkillInfo.index] = null;
  591. skillKongWidget.SetSKill(selectSkillConfig);
  592. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  593. skillKongWidget.SetSKill(selectSkillConfig);
  594. CloseSelect();
  595. BaoChun();
  596. showSkillInfo.Sort(Sort);
  597. Content.Init(this, showSkillInfo.Count);
  598. }
  599. else
  600. {
  601. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  602. {
  603. CloseSelect();
  604. return;
  605. }
  606. //交换功法
  607. if (dianjiSkillKongWidget == null)
  608. {
  609. dianjiSkillKongWidget = skillKongWidget;
  610. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  611. Btn_RemoveGongFa.gameObject.SetActive(true);
  612. Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;
  613. Btn_Info.gameObject.SetActive(true);
  614. SelectSkill(skillKongWidget.SkillInfo, false, false);
  615. // BaoChun();
  616. }
  617. else
  618. {
  619. isAlter = true;
  620. if (skillKongWidget.SkillInfo != null)
  621. {
  622. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  623. allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
  624. }
  625. else
  626. {
  627. allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
  628. dianjiSkillKongWidget.Cleared();
  629. }
  630. skillKongWidget.SetSKill(selectSkillConfig);
  631. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  632. CloseSelect();
  633. BaoChun();
  634. }
  635. }
  636. UpdateSkillWidget();
  637. }
  638. public void SelectSkill(SkillInfo skillConfig, bool max, bool isClick)
  639. {
  640. for (int i = 0; i < allKongSkill.Count; i++)
  641. {
  642. allKongSkill[i].SelectState(false);
  643. }
  644. if (!max)
  645. {
  646. // if (isClick)
  647. // {
  648. // int index = 0;
  649. //
  650. // //金
  651. // if (skillConfig.skillConfig.attribute == 1)
  652. // {
  653. // index = 0;
  654. // }
  655. //
  656. // //木
  657. // if (skillConfig.skillConfig.attribute == 2)
  658. // {
  659. // index = 1;
  660. // }
  661. //
  662. // //水
  663. // if (skillConfig.skillConfig.attribute == 4)
  664. // {
  665. // index = 2;
  666. // }
  667. //
  668. // //火
  669. // if (skillConfig.skillConfig.attribute == 8)
  670. // {
  671. // index = 3;
  672. // }
  673. //
  674. // //土
  675. // if (skillConfig.skillConfig.attribute == 16)
  676. // {
  677. // index = 4;
  678. // }
  679. //
  680. // bool isSuccess = false;
  681. //
  682. // //先上对应位置
  683. // foreach (var i in indexList[index])
  684. // {
  685. // if (allKongSkill[i].SkillInfo == null)
  686. // {
  687. // allKongSkill[i].SetSKill(skillConfig);
  688. // allUseSkill[i] = skillConfig;
  689. // isSuccess = true;
  690. // break;
  691. // }
  692. // }
  693. //
  694. // //对应位置已经上了 ,就随便找给位置上
  695. // if (!isSuccess)
  696. // {
  697. // for (var i = 0; i < allKongSkill.Count; i++)
  698. // {
  699. // if (allKongSkill[i].SkillInfo == null)
  700. // {
  701. // allKongSkill[i].SetSKill(skillConfig);
  702. // allUseSkill[i] = skillConfig;
  703. // break;
  704. // }
  705. // }
  706. // }
  707. //
  708. // if (isSuccess)
  709. // {
  710. // BaoChun();
  711. // ChangeFuZhuYingXiang();
  712. // UpdateSkillWidget();
  713. // showSkillInfo.Sort(Sort);
  714. // Content.Init(this, showSkillInfo.Count);
  715. // }
  716. // else
  717. // {
  718. // for (int i = 0; i < allKongSkill.Count; i++)
  719. // {
  720. // allKongSkill[i].SelectState(true);
  721. // }
  722. // }
  723. // }
  724. // else
  725. {
  726. selectSkillConfig = skillConfig;
  727. _isSelectSkill = true;
  728. for (int i = 0; i < allKongSkill.Count; i++)
  729. {
  730. allKongSkill[i].SelectState(true);
  731. }
  732. }
  733. }
  734. else
  735. {
  736. selectSkillConfig = skillConfig;
  737. _isSelectSkill = true;
  738. for (int i = 0; i < allKongSkill.Count; i++)
  739. {
  740. if (allKongSkill[i].SkillInfo != null)
  741. {
  742. if (selectSkillConfig.skillConfig.SkillType == allKongSkill[i].SkillInfo.skillConfig.SkillType)
  743. allKongSkill[i].SelectState(true);
  744. }
  745. }
  746. }
  747. }
  748. List<int> yingxiang = new List<int>();
  749. private void CloseSelect()
  750. {
  751. _isSelectSkill = false;
  752. selectSkillConfig = null;
  753. dianjiSkillKongWidget = null;
  754. Btn_RemoveGongFa.gameObject.SetActive(false);
  755. Btn_Info.transform.SetParent(transform);
  756. Btn_Info.gameObject.SetActive(false);
  757. currentSelectedSkill = null;
  758. for (int i = 0; i < allKongSkill.Count; i++)
  759. {
  760. allKongSkill[i].SelectState(false);
  761. }
  762. ChangeFuZhuYingXiang();
  763. }
  764. private void ChangeFuZhuYingXiang()
  765. {
  766. yingxiang.Clear();
  767. float addcd = 0;
  768. for (int i = 0; i < allKongSkill.Count; i++)
  769. {
  770. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
  771. if (allKongSkill[i].SkillInfo != null)
  772. {
  773. addcd += allKongSkill[i].SkillInfo.skillConfig.addcd;
  774. }
  775. if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 &&
  776. allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
  777. {
  778. foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)
  779. {
  780. if (f != 0)
  781. {
  782. var nubs = GetNumbers(i, f);
  783. foreach (var nub in nubs)
  784. {
  785. if (!yingxiang.Contains(nub))
  786. {
  787. yingxiang.Add(nub);
  788. }
  789. }
  790. }
  791. }
  792. }
  793. }
  794. foreach (var i in yingxiang)
  795. {
  796. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
  797. }
  798. Text_Cd.text = "功法盘运行周期:" +
  799. ((PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum *
  800. PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000) + addcd) + "s";
  801. }
  802. public List<int> GetNumbers(int start, float offset)
  803. {
  804. List<int> indexs = new List<int>();
  805. for (int i = 0; i < Math.Abs(offset); i++)
  806. {
  807. if (offset >= 0)
  808. {
  809. indexs.Add(SafeMod(start + i + 1));
  810. }
  811. else
  812. {
  813. indexs.Add(SafeMod(start - i - 1));
  814. }
  815. }
  816. // 确保结果在0-9范围内(循环数组)
  817. int SafeMod(int n) => (n % 10 + 10) % 10;
  818. return indexs;
  819. }
  820. public override void Hide()
  821. {
  822. base.Hide();
  823. CombatDrive.Instance.CombatController.isUpdate = true;
  824. }
  825. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  826. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  827. {
  828. if (index < 0 || index >= showSkillInfo.Count)
  829. return null;
  830. SkillInfo skillInfo = showSkillInfo[index];
  831. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  832. skillWidget.InitSkillWidget(skillInfo);
  833. skillWidget.OnClick = OnClick;
  834. if (allUseSkill.Contains(skillWidget.skillConfigId))
  835. {
  836. skillWidget.Icon_Marsk.SetActive(true);
  837. }
  838. else
  839. {
  840. skillWidget.Icon_Marsk.SetActive(false);
  841. }
  842. _skillWidgets.Add(skillWidget);
  843. return skillWidget;
  844. }
  845. private void UpdateSkillWidget()
  846. {
  847. foreach (var skillWidget in _skillWidgets)
  848. {
  849. if (allUseSkill.Contains(skillWidget.skillConfigId))
  850. {
  851. skillWidget.Icon_Marsk.SetActive(true);
  852. }
  853. else
  854. {
  855. skillWidget.Icon_Marsk.SetActive(false);
  856. }
  857. }
  858. Text_GongFaCount.text =
  859. $"功法数量:{GetMainGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum}";
  860. Text_FuZhuGongFaCount.text =
  861. $"辅助功法:{GetPassiveGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum}";
  862. }
  863. private async void OnClick(ItemWidgetBasic obj)
  864. {
  865. SkillWidget skillWidget = obj as SkillWidget;
  866. if (infoType == 1)
  867. {
  868. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  869. await gongFaUpgradePanel.UIClosed();
  870. Sort(type1, type2);
  871. }
  872. else if (infoType == 2)
  873. {
  874. CloseSelect();
  875. Btn_Info.transform.SetParent(ContentRoot);
  876. Btn_Info.transform.position = skillWidget.InfoPos.position;
  877. Btn_Info.gameObject.SetActive(true);
  878. currentSelectedSkill = skillWidget.skillConfigId;
  879. if (allUseSkill.Contains(skillWidget.skillConfigId))
  880. {
  881. return;
  882. }
  883. Btn_RemoveGongFa.gameObject.SetActive(false);
  884. if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) ||
  885. !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
  886. {
  887. SelectSkill(skillWidget.skillConfigId, true, true);
  888. }
  889. else
  890. {
  891. SelectSkill(skillWidget.skillConfigId, false, true);
  892. }
  893. }
  894. }
  895. /// <summary>
  896. /// 获得主功法数量
  897. /// </summary>
  898. /// <returns></returns>
  899. private int GetMainGongFaCount()
  900. {
  901. int count = 0;
  902. for (var i = 0; i < allUseSkill.Length; i++)
  903. {
  904. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)
  905. {
  906. count++;
  907. }
  908. }
  909. return count;
  910. }
  911. /// <summary>
  912. /// 获得被动功法数量
  913. /// </summary>
  914. /// <returns></returns>
  915. private int GetPassiveGongFaCount()
  916. {
  917. int count = 0;
  918. for (var i = 0; i < allUseSkill.Length; i++)
  919. {
  920. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)
  921. {
  922. count++;
  923. }
  924. }
  925. return count;
  926. }
  927. private bool IsMainGongFaChange(SkillConfig s)
  928. {
  929. if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum ||
  930. s.SkillType != 1)
  931. {
  932. return true;
  933. }
  934. else
  935. {
  936. return false;
  937. }
  938. }
  939. private bool IsPassiveGongFaChange(SkillConfig s)
  940. {
  941. if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum ||
  942. s.SkillType != 2)
  943. {
  944. return true;
  945. }
  946. else
  947. {
  948. return false;
  949. }
  950. }
  951. public void HindIScorllListWidget(IScorllListWidget widget)
  952. {
  953. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  954. _skillWidgets.Remove(widget as SkillWidget);
  955. }
  956. public override void Close()
  957. {
  958. foreach (var skillWidget in _skillWidgets)
  959. {
  960. UIManager.Instance.DormancyGComponent(skillWidget);
  961. }
  962. _skillWidgets.Clear();
  963. foreach (var skillKongWidget in allKongSkill)
  964. {
  965. UIManager.Instance.DormancyGComponent(skillKongWidget);
  966. }
  967. allKongSkill.Clear();
  968. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  969. {
  970. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  971. }
  972. Icon_Select.gameObject.SetActive(false);
  973. _wuXingGongFaWidgets.Clear();
  974. CloseSelect();
  975. // ChangeInfoType(1);
  976. base.Close();
  977. }
  978. }
  979. }