SkillSelectPanel.cs 4.1 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Fort23.Core;
  4. using GameLogic.Hero;
  5. using UnityEngine;
  6. namespace Fort23.Mono
  7. {
  8. [UIBinding(prefab = "SkillSelectPanel")]
  9. public partial class SkillSelectPanel : UIPanel
  10. {
  11. private bool _isSelectSkill;
  12. private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
  13. private SkillInfo selectSkillConfig;
  14. private bool isAlter;
  15. public static async CTask OpenSkillSelectPanel()
  16. {
  17. await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  18. }
  19. private void Init()
  20. {
  21. }
  22. protected override void AddEvent()
  23. {
  24. }
  25. protected override void DelEvent()
  26. {
  27. }
  28. public override void AddButtonEvent()
  29. {
  30. guanbi.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
  31. }
  32. public override async CTask Open()
  33. {
  34. await base.Open();
  35. allKongSkill.Clear();
  36. UIManager.Instance.DormancyAllGComponent<SkillKongWidget>();
  37. UIManager.Instance.DormancyAllGComponent<SkillWidget>();
  38. int[] allSkill = new[] { 10011, 20011, 11011, 12011, 13011, 5010011, 5011011, 5012011, 5013011, 5014011,5015011};
  39. for (int i = 0; i < allSkill.Length; i++)
  40. {
  41. int id = allSkill[i];
  42. SkillWidget skillWidget = await UIManager.Instance.CreateGComponentForObject<SkillWidget>(SkillWidget,
  43. null, SkillWidgetRoot,
  44. isInstance: true);
  45. SkillInfo skillInfo = new SkillInfo(id, 1);
  46. skillWidget.InitSkillWidget(skillInfo, this);
  47. }
  48. Vector2 dir = new Vector2(0, 1);
  49. for (int i = 0; i < 10; i++)
  50. {
  51. int index = i;
  52. double hd = (36 * i) * Math.PI / 180f;
  53. double a = Math.Cos(hd);
  54. double b = -Math.Sin(hd);
  55. double c = Math.Sin(hd);
  56. double d = a;
  57. double x = a * 0 + b * 114;
  58. double y = c * 0 + d * 114;
  59. Vector2 pos = new Vector2((float)x, (float)y);
  60. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  61. kongdongs.gameObject,
  62. null, SkillKongWeiRoot,
  63. isInstance: true);
  64. skillKongWidget.InitWidget(index, this);
  65. skillKongWidget.SetSKill(PlayerManager.Instance.GetSkillInfo(index));
  66. skillKongWidget.transform.anchoredPosition = pos;
  67. allKongSkill.Add(skillKongWidget);
  68. }
  69. }
  70. public void SelectSkill(SkillInfo skillConfig)
  71. {
  72. selectSkillConfig = skillConfig;
  73. _isSelectSkill = true;
  74. for (int i = 0; i < allKongSkill.Count; i++)
  75. {
  76. allKongSkill[i].SelectState(true);
  77. }
  78. }
  79. private void CloseSelect()
  80. {
  81. _isSelectSkill = false;
  82. selectSkillConfig = null;
  83. for (int i = 0; i < allKongSkill.Count; i++)
  84. {
  85. allKongSkill[i].SelectState(false);
  86. }
  87. }
  88. public void SelectKongSkill(SkillKongWidget skillKongWidget)
  89. {
  90. isAlter = true;
  91. if (!_isSelectSkill || selectSkillConfig == null)
  92. {
  93. PlayerManager.Instance.RemoveSkillInfo(skillKongWidget.index);
  94. skillKongWidget.Cleared();
  95. return;
  96. }
  97. skillKongWidget.SetSKill(selectSkillConfig);
  98. selectSkillConfig.index= skillKongWidget.index;
  99. PlayerManager.Instance.allUseSkill[skillKongWidget.index]=(selectSkillConfig);
  100. CloseSelect();
  101. }
  102. public override void Hide()
  103. {
  104. base.Hide();
  105. if (isAlter)
  106. {
  107. PlayerManager.Instance.SaveUseSkill();
  108. }
  109. isAlter = false;
  110. }
  111. }
  112. }