HeroUITools.cs 7.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223
  1. using System;
  2. using System.Collections.Generic;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Bag;
  7. using UnityEngine;
  8. using UnityEngine.UI;
  9. namespace Fort23.Mono
  10. {
  11. public static class HeroUITools
  12. {
  13. public static WidgetHero GetCloseHero(List<WidgetHero> widgetHeroes, WidgetHero widgetHero, bool isNext)
  14. {
  15. int idx = widgetHeroes.IndexOf(widgetHero);
  16. if (isNext && idx < widgetHeroes.Count - 1)
  17. {
  18. return widgetHeroes[idx + 1];
  19. }
  20. if (!isNext && idx > 0)
  21. {
  22. return widgetHeroes[idx - 1];
  23. }
  24. return null;
  25. }
  26. /// <summary>
  27. /// 获取技能参数
  28. /// </summary>
  29. /// <param name="skillConfig"></param>
  30. /// <returns></returns>
  31. public static object[] GetSkillParam(SkillConfig skillConfig)
  32. {
  33. object[] data = null;
  34. if (skillConfig.SkillType == 5)
  35. {
  36. data = new object[skillConfig.addPropertyValue.Length];
  37. for (int j = 0; j < skillConfig.addPropertyValue.Length; j++)
  38. {
  39. data[j] = skillConfig.addPropertyValue[j];
  40. }
  41. }
  42. else
  43. {
  44. data = new object[skillConfig.effectValue.Length];
  45. for (int j = 0; j < skillConfig.effectValue.Length; j++)
  46. {
  47. data[j] = skillConfig.effectValue[j];
  48. }
  49. }
  50. return data;
  51. }
  52. /// <summary>
  53. /// 更新对应职业的装备图标
  54. /// 该方法调用后,可以把装备了的职业装备, 显示到指定的UI(eqsUIObj)上
  55. /// </summary>
  56. /// <param name="zy">职业类型</param>
  57. /// <param name="eqsUIObj">装备的icon</param>
  58. public static async void UpdateZyEqIcon(int zy, List<object> eqsUIObj, string poolName = "eq", float size = 1, Action action = null)
  59. {
  60. List<ItemInfo> eqList = PlayerManager.Instance.eqController.equipZyEqDic[zy];
  61. for (int i=0; i < 5; i++)
  62. {
  63. bool empty = true;
  64. ItemInfo eqInfo = null;
  65. foreach (ItemInfo itemInfo in eqList)
  66. {
  67. if (itemInfo.eqInfo.basicEquipConfig.Type == i + 1)
  68. {
  69. empty = false;
  70. eqInfo = itemInfo;
  71. break;
  72. }
  73. }
  74. GameObject eqGo = eqsUIObj[0] as GameObject;
  75. WidgetItem eqItem = await UIManager.Instance.
  76. CreateGComponentForObject<WidgetItem>(eqGo, null, isInstance:true, poolName:poolName, root:eqGo.transform.parent.GetComponent<RectTransform>());
  77. eqItem.transform.localScale = new Vector3(size, size, size);
  78. if (empty)
  79. {
  80. LogTool.Log(zy + "---" + i + "空");
  81. eqItem.SetEmpty(action);
  82. }
  83. else
  84. {
  85. eqItem.InitWidget(eqInfo, action);
  86. }
  87. eqItem.numObj.SetActive(false);
  88. }
  89. }
  90. public static string GetEquipmentIconName(ItemInfo eqItem)
  91. {
  92. int q = 1;
  93. if (eqItem.eqInfo.quality > 3 && eqItem.eqInfo.quality <= 4)
  94. {
  95. q = 2;
  96. }
  97. else if (eqItem.eqInfo.quality > 4)
  98. {
  99. q = 3;
  100. }
  101. string eqIcon = "icon_eq_" +
  102. eqItem.eqInfo.basicEquipConfig.profession + "_" +
  103. eqItem.eqInfo.basicEquipConfig.Type + "_" +
  104. q;
  105. // switch (eqItem.eqInfo.basicEquipConfig.profession)
  106. return eqIcon;
  107. }
  108. /// <summary>
  109. /// 根据星级,显示不同的数量的星星和样子
  110. /// </summary>
  111. /// <param name="stars"></param>
  112. /// <param name="starGrade"></param>
  113. public static void SetStarShow(List<object> stars, int starGrade)
  114. {
  115. // 最大星级展示个数(6星,只显示一颗星星,换颜色)
  116. int maxShowStar = 5;
  117. // 计算 当前星级 应该用什么星星的表现
  118. int group = (starGrade - 1) / maxShowStar;
  119. int i = 1;
  120. int showCount = (starGrade - 1) % maxShowStar + 1;
  121. foreach (GameObject star in stars)
  122. {
  123. SetStarImg(group, star);
  124. // 根据星级显示星星
  125. if (showCount >= i)
  126. {
  127. star.SetActive(true);
  128. }
  129. else
  130. {
  131. star.SetActive(false);
  132. }
  133. i++;
  134. }
  135. SimpleLayout.Layout(stars, LayoutType.Horizontal);
  136. }
  137. private static void SetStarImg(int group, GameObject starObj)
  138. {
  139. MyImage image = starObj.GetComponent<MyImage>();
  140. // 执行对应的逻辑 (0)GradeIcon_Star_s_Yellow (1)GradeIcon_Star_s_Premium
  141. switch (group)
  142. {
  143. case 0: // n = 1~5
  144. image.icon_name = "dec_star";
  145. break;
  146. case 1: // n = 6~10
  147. image.icon_name = "dec_star_2";
  148. break;
  149. default: // 其他情况
  150. LogTool.Error("超出设计表现");
  151. //image.icon_name = "dec_star";
  152. break;
  153. }
  154. }
  155. /// <summary>
  156. /// 修改指定 GameObject 和其所有子对象的 Layer
  157. /// </summary>
  158. /// <param name="obj">目标 GameObject</param>
  159. /// <param name="newLayer">新的 Layer 值</param>
  160. public static void ChangeLayerRecursively(GameObject obj, int newLayer)
  161. {
  162. if (obj == null || obj.layer == newLayer) return;
  163. // 修改当前对象的 Layer
  164. obj.layer = newLayer;
  165. // 遍历所有子对象,递归修改
  166. foreach (Transform child in obj.transform)
  167. {
  168. ChangeLayerRecursively(child.gameObject, newLayer);
  169. }
  170. }
  171. public static string GetZyIcon(int zy)
  172. {
  173. string iconZhiYe = "";
  174. switch (zy)
  175. {
  176. case 1 :
  177. iconZhiYe = "icon_zy_Shield";
  178. break;
  179. case 2 :
  180. iconZhiYe = "icon_zy_Hat";
  181. break;
  182. case 3 :
  183. iconZhiYe = "icon_zy_Potion";
  184. break;
  185. case 4 :
  186. iconZhiYe = "icon_zy_Bow";
  187. break;
  188. }
  189. return iconZhiYe;
  190. }
  191. }
  192. }