Phase4.cs 12 KB

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  1. using Fort23.Core;
  2. using Fort23.UTool;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. namespace Fort23.Mono.Phases
  6. {
  7. public class Phase4 : IGuideLogic
  8. {
  9. public PlayerGuideManager pgm;
  10. public BetterList<string> dialogList = new BetterList<string>();
  11. private bool once = false;
  12. public Phase4(PlayerGuideManager guideManager)
  13. {
  14. this.pgm = guideManager;
  15. once = true;
  16. }
  17. public override void Active()
  18. {
  19. base.Active();
  20. actionList.Add(OnStep401);
  21. actionList.Add(OnStep402);
  22. actionList.Add(OnStep403);
  23. actionList.Add(OnStep404);
  24. actionList.Add(OnStep405);
  25. actionList.Add(OnStep406);
  26. actionList.Add(OnStep407);
  27. actionList.Add(OnStep408);
  28. actionList.Add(OnStep409);
  29. actionList.Add(OnStep410);
  30. actionList.Add(OnStepEnd);
  31. }
  32. public override void Begin()
  33. {
  34. guideID = 4;
  35. guideIdx = -1;
  36. pgm.isForceDone = false;
  37. pgm.isTriggerDone = false;
  38. }
  39. public override void End()
  40. {
  41. }
  42. public override async CTask Guide()
  43. {
  44. if (actionList.Count > guideIdx)
  45. {
  46. pgm.ResetPlayerGuide();
  47. guideIdx++;
  48. SaveStep(guideIdx);
  49. await actionList[guideIdx](null);
  50. }
  51. else
  52. {
  53. LogTool.Error("没有引导了,强制结束。出错步骤,:" + pgm.curPhase + guideIdx);
  54. pgm.isForceDone = true;
  55. }
  56. }
  57. public override void LogicRelase()
  58. {
  59. actionList.Clear();
  60. }
  61. public override void LogicUpdate()
  62. {
  63. }
  64. /// <summary>
  65. /// 点击功法
  66. /// </summary>
  67. /// <param name="obj"></param>
  68. public async CTask OnStep401(UnityEngine.Object obj)
  69. {
  70. pgm.StepInit();
  71. GameObject gameObject = UIManager.Instance.GetComponent<AppBarPanel>().Btn_GongFa.gameObject;
  72. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  73. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  74. localPos = new Vector2(-30, -755);
  75. size = new Vector2(78, 97);
  76. pgm.SetfxTransVisiable(true);
  77. pgm.SetMaskTarget(gameObject);
  78. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  79. await pgm.ConfigLogic(401, delegate() { });
  80. pgm.SetFingerPos(localPos);
  81. pgm.SetFingerVisiable(true);
  82. }
  83. /// <summary>
  84. /// 框选功法
  85. /// </summary>
  86. /// <param name="obj"></param>
  87. public async CTask OnStep402(UnityEngine.Object obj)
  88. {
  89. pgm.StepInit();
  90. PlayerGuideManager.Instance.SetOnClickMask(true);
  91. await TimerComponent.Instance.WaitAsync(100);
  92. Vector2 size = new Vector2(735, 785);
  93. Vector3 localPos = new Vector2(0, -279);
  94. pgm.SetfxTransVisiable(true);
  95. pgm.SetShowFramePosAndSize(localPos, size, 0, null);
  96. await pgm.ConfigLogic(402, delegate() { pgm.NextGuide(); });
  97. pgm.SetFingerPos(localPos);
  98. pgm.SetFingerVisiable(true);
  99. PlayerGuideManager.Instance.SetOnClickMask(false);
  100. }
  101. /// <summary>
  102. /// 框选功法盘
  103. /// </summary>
  104. /// <param name="obj"></param>
  105. public async CTask OnStep403(UnityEngine.Object obj)
  106. {
  107. pgm.StepInit();
  108. PlayerGuideManager.Instance.SetOnClickMask(true);
  109. await TimerComponent.Instance.WaitAsync(100);
  110. pgm.SetfxTransVisiable(true);
  111. Vector2 size = new Vector2(743, 690);
  112. Vector2 localPos = new Vector2(0, 461);
  113. pgm.SetShowFramePosAndSize(localPos, size, 0, null);
  114. await pgm.ConfigLogic(403, delegate() { pgm.NextGuide(); });
  115. pgm.SetFingerPos(localPos);
  116. pgm.SetFingerVisiable(true);
  117. PlayerGuideManager.Instance.SetOnClickMask(false);
  118. }
  119. /// <summary>
  120. /// 点击调整
  121. /// </summary>
  122. /// <param name="obj"></param>
  123. public async CTask OnStep404(UnityEngine.Object obj)
  124. {
  125. pgm.StepInit();
  126. PlayerGuideManager.Instance.SetOnClickMask(true);
  127. await TimerComponent.Instance.WaitAsync(100);
  128. GameObject gameObject =
  129. UIManager.Instance.GetComponent<SkillSelectPanel>().Btn_Setting.gameObject;
  130. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  131. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  132. pgm.SetfxTransVisiable(true);
  133. pgm.SetMaskTarget(gameObject);
  134. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  135. await pgm.ConfigLogic(404, delegate() { });
  136. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  137. pgm.SetFingerVisiable(true);
  138. PlayerGuideManager.Instance.SetOnClickMask(false);
  139. }
  140. /// <summary>
  141. /// 点击第二个功法
  142. /// </summary>
  143. /// <param name="obj"></param>
  144. public async CTask OnStep405(UnityEngine.Object obj)
  145. {
  146. pgm.StepInit();
  147. PlayerGuideManager.Instance.SetOnClickMask(true);
  148. await TimerComponent.Instance.WaitAsync(100);
  149. SkillSelectPanel skillSelectPanel =
  150. UIManager.Instance.GetComponent<SkillSelectPanel>();
  151. GameObject gameObject = null;
  152. foreach (var skillWidget in skillSelectPanel._skillWidgets)
  153. {
  154. if (skillWidget.skillConfigId.skillConfig.IDGroup == 1405)
  155. {
  156. gameObject = skillWidget.own;
  157. break;
  158. }
  159. }
  160. // GameObject gameObject =
  161. // UIManager.Instance.GetComponent<SkillSelectPanel>()._skillWidgets[1].own;
  162. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  163. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  164. pgm.SetfxTransVisiable(true);
  165. pgm.SetMaskTarget(gameObject);
  166. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  167. await pgm.ConfigLogic(405, delegate() { });
  168. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  169. pgm.SetFingerVisiable(true);
  170. PlayerGuideManager.Instance.SetOnClickMask(false);
  171. }
  172. /// <summary>
  173. /// 对话
  174. /// </summary>
  175. /// <param name="obj"></param>
  176. public async CTask OnStep406(UnityEngine.Object obj)
  177. {
  178. pgm.StepInit();
  179. PlayerGuideManager.Instance.SetOnClickMask(true);
  180. await TimerComponent.Instance.WaitAsync(100);
  181. PlayerGuideManager.Instance.SetOnClickMask(false);
  182. await pgm.ConfigLogic(406, delegate() { pgm.NextGuide(); });
  183. }
  184. /// <summary>
  185. /// 这是个{火}功法,把他放在功法盘{火}的附近,会优先释放
  186. /// </summary>
  187. /// <param name="obj"></param>
  188. public async CTask OnStep407(UnityEngine.Object obj)
  189. {
  190. pgm.StepInit();
  191. PlayerGuideManager.Instance.SetOnClickMask(true);
  192. await TimerComponent.Instance.WaitAsync(100);
  193. GameObject gameObject =
  194. UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[5].own;
  195. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  196. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  197. pgm.SetfxTransVisiable(true);
  198. pgm.SetMaskTarget(gameObject);
  199. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  200. await pgm.ConfigLogic(407, delegate() { });
  201. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  202. pgm.SetFingerVisiable(true);
  203. PlayerGuideManager.Instance.SetOnClickMask(false);
  204. }
  205. /// <summary>
  206. /// 上辅助功法
  207. /// </summary>
  208. /// <param name="obj"></param>
  209. public async CTask OnStep408(UnityEngine.Object obj)
  210. {
  211. pgm.StepInit();
  212. PlayerGuideManager.Instance.SetOnClickMask(true);
  213. await TimerComponent.Instance.WaitAsync(100);
  214. SkillSelectPanel skillSelectPanel =
  215. UIManager.Instance.GetComponent<SkillSelectPanel>();
  216. GameObject gameObject = null;
  217. foreach (var skillWidget in skillSelectPanel._skillWidgets)
  218. {
  219. if (skillWidget.skillConfigId.skillConfig.IDGroup == 2006)
  220. {
  221. gameObject = skillWidget.own;
  222. break;
  223. }
  224. }
  225. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  226. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  227. pgm.SetfxTransVisiable(true);
  228. pgm.SetMaskTarget(gameObject);
  229. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  230. await pgm.ConfigLogic(408, delegate() { });
  231. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  232. pgm.SetFingerVisiable(true);
  233. PlayerGuideManager.Instance.SetOnClickMask(false);
  234. }
  235. /// <summary>
  236. ///
  237. /// </summary>
  238. /// <param name="obj"></param>
  239. public async CTask OnStep409(UnityEngine.Object obj)
  240. {
  241. pgm.StepInit();
  242. PlayerGuideManager.Instance.SetOnClickMask(true);
  243. await TimerComponent.Instance.WaitAsync(100);
  244. GameObject gameObject =
  245. UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[6].own;
  246. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  247. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  248. pgm.SetfxTransVisiable(true);
  249. pgm.SetMaskTarget(gameObject);
  250. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  251. await pgm.ConfigLogic(409, delegate() { });
  252. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  253. pgm.SetFingerVisiable(true);
  254. PlayerGuideManager.Instance.SetOnClickMask(false);
  255. }
  256. /// <summary>
  257. /// 功法调整完毕,点这里返回
  258. /// </summary>
  259. /// <param name="obj"></param>
  260. public async CTask OnStep410(UnityEngine.Object obj)
  261. {
  262. pgm.StepInit();
  263. PlayerGuideManager.Instance.SetOnClickMask(true);
  264. await TimerComponent.Instance.WaitAsync(100);
  265. GameObject gameObject =
  266. UIManager.Instance.GetComponent<SkillSelectPanel>().guanbi.gameObject;
  267. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  268. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  269. pgm.SetfxTransVisiable(true);
  270. pgm.SetMaskTarget(gameObject);
  271. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  272. await pgm.ConfigLogic(410, delegate() { });
  273. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  274. pgm.SetFingerVisiable(true);
  275. PlayerGuideManager.Instance.SetOnClickMask(false);
  276. }
  277. public async CTask OnStepEnd(UnityEngine.Object obj)
  278. {
  279. pgm.StepInit();
  280. pgm.SetBlackBaseVisiable(false);
  281. ForceGuideOver();
  282. }
  283. /// <summary>
  284. /// 引导完成
  285. /// </summary>
  286. private void ForceGuideOver()
  287. {
  288. pgm.CloseForceGuide();
  289. pgm.RestGuide();
  290. }
  291. }
  292. }