HeroDetailPanel.cs 12 KB

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  1. using Animancer;
  2. using Animancer.TransitionLibraries;
  3. using Common.Utility.CombatEvent;
  4. using Core.Language;
  5. using Core.Utility;
  6. using Excel2Json;
  7. using Fort23.Core;
  8. using Fort23.UTool;
  9. using GameLogic.Bag;
  10. using GameLogic.Hero;
  11. using UnityEngine;
  12. using UnityEngine.AI;
  13. using UnityEngine.UI;
  14. using Utility;
  15. namespace Fort23.Mono
  16. {
  17. [UIBinding(prefab = "HeroDetailPanel" )]
  18. public partial class HeroDetailPanel : UIPanel
  19. {
  20. private HeroInfo heroInfo;
  21. private void Init()
  22. {
  23. // InitHeroDetailPanel();
  24. }
  25. protected override void AddEvent()
  26. {
  27. }
  28. protected override void DelEvent()
  29. {
  30. }
  31. public override void AddButtonEvent()
  32. {
  33. btnBack.onClick.AddListener(OnClickClose);
  34. btnUpgrade.onClick.AddListener(OnClickUpgrade);
  35. btnPromote.onClick.AddListener(OnClickPromote);
  36. btnSkill.onClick.AddListener(OnClickSkill);
  37. }
  38. public SkillUIComponent skillUIComponent;
  39. private async void OnClickSkill()
  40. {
  41. skillUIComponent = await UIManager.Instance.CreateGComponent<SkillUIComponent>(null, poolName:"SkillUIComponent",
  42. root:transform);
  43. skillUIComponent.InitUI(heroInfo);
  44. }
  45. private async void OnClickPromote()
  46. {
  47. if (PlayerManager.Instance.gameConstantConfig.maxStar <= heroInfo.star.Value)
  48. {
  49. LogTool.Log("已到达最高星级:" + PlayerManager.Instance.gameConstantConfig.maxStar);
  50. return;
  51. }
  52. upPre = await UIManager.Instance.CreateGComponentForObject<HeroPowerUpPre>(objHeroPowerUpPre,
  53. delegate(HeroPowerUpPre pre)
  54. {
  55. EnterUpgradePre(2);
  56. pre.OpenPromotePre(heroInfo);
  57. }, root: rtBottom);
  58. // heroInfo.modelConfig.itemID
  59. if (BagController.Instance.DeductItem(heroInfo.modelConfig.itemID, heroInfo.promoteConfig.costCount))
  60. {
  61. heroInfo.Promote();
  62. PlayerManager.Instance.SaveHeroData(heroInfo);
  63. UpdateAttributeUI();
  64. HeroUITools.SetStarShow(stars, heroInfo.star.Value);
  65. SendEvent(HeroUpType.Promote);
  66. }
  67. }
  68. private void EnterPromotePre()
  69. {
  70. }
  71. private void ExitPromotePre()
  72. {
  73. }
  74. /// <summary>
  75. /// 是否打开了升级/升星的预览界面
  76. /// </summary>
  77. public bool isOpenPre;
  78. private byte curPreTyp;
  79. private async void OnClickUpgrade()
  80. {
  81. HeroUpResultType resultType = PlayerManager.Instance.heroController.UpgradeHeroLogic(heroInfo, isOpenPre);
  82. if (resultType == HeroUpResultType.Success)
  83. {
  84. UpdateAttributeUI();
  85. }
  86. else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
  87. {
  88. //TODO 要播放特效.
  89. ExitUpgradePre(1);
  90. UpdateAttributeUI();
  91. }
  92. else if(resultType == HeroUpResultType.NeedOpenPreUI)
  93. {
  94. upPre = await UIManager.Instance.CreateGComponentForObject<HeroPowerUpPre>(objHeroPowerUpPre,
  95. delegate(HeroPowerUpPre pre)
  96. {
  97. EnterUpgradePre(1);
  98. pre.OpenUpgradePre(heroInfo);
  99. }, root: rtBottom);
  100. }
  101. // if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  102. // {
  103. // LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  104. // return;
  105. // }
  106. // if (BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp))
  107. // {
  108. // heroInfo.Upgrade();
  109. // UpdateAttributeUI();
  110. // SendEvent(HeroUpType.Level);
  111. // }
  112. }
  113. /// <summary>
  114. /// 进入 升级/升星预览界面
  115. /// </summary>
  116. /// <param name="preTyp">1升级;2 升星</param>
  117. private void EnterUpgradePre(byte preTyp)
  118. {
  119. isOpenPre = true;
  120. curPreTyp = preTyp;
  121. btns1.SetActive(false);
  122. if (preTyp == 1)
  123. {
  124. btnPromote.gameObject.SetActive(false);
  125. RectTransform rt = btnUpgrade.GetComponent<RectTransform>();
  126. rt.sizeDelta = new Vector2(510, rt.sizeDelta.y);
  127. rt.localPosition = new Vector3(47, rt.localPosition.y, rt.localPosition.z);
  128. }
  129. else
  130. {
  131. btnUpgrade.gameObject.SetActive(false);
  132. RectTransform rt = btnPromote.GetComponent<RectTransform>();
  133. rt.sizeDelta = new Vector2(510, rt.sizeDelta.y);
  134. rt.localPosition = new Vector3(47, rt.localPosition.y, rt.localPosition.z);
  135. }
  136. }
  137. /// <summary>
  138. /// 离开 升级/升星预览界面
  139. /// </summary>
  140. /// <param name="preTyp">1升级;2 升星</param>
  141. private void ExitUpgradePre(byte preTyp)
  142. {
  143. isOpenPre = false;
  144. btns1.SetActive(true);
  145. if (preTyp == 1)
  146. {
  147. btnPromote.gameObject.SetActive(true);
  148. RectTransform rt = btnUpgrade.GetComponent<RectTransform>();
  149. rt.sizeDelta = new Vector2(320, rt.sizeDelta.y);
  150. rt.localPosition = new Vector3(163f, rt.localPosition.y, rt.localPosition.z);
  151. }
  152. else
  153. {
  154. btnUpgrade.gameObject.SetActive(true);
  155. RectTransform rt = btnPromote.GetComponent<RectTransform>();
  156. rt.sizeDelta = new Vector2(220, rt.sizeDelta.y);
  157. rt.localPosition = new Vector3(-135f, rt.localPosition.y, rt.localPosition.z);
  158. }
  159. objHeroPowerUpPre.SetActive(false);
  160. }
  161. /// <summary>
  162. /// 发送英雄提升的事件
  163. /// </summary>
  164. /// <param name="upType">提升类型:升级、升星等.</param>
  165. private void SendEvent(HeroUpType upType)
  166. {
  167. HeroPowerUpEventData data = new HeroPowerUpEventData();
  168. data.heroModelID = heroInfo.modelID;
  169. data.upType = upType;
  170. PlayerManager.Instance.lastHeroInfo = heroInfo;
  171. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  172. if (upType == HeroUpType.Level)
  173. {
  174. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  175. }
  176. else if (upType == HeroUpType.Promote)
  177. {
  178. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  179. }
  180. }
  181. private void OnClickClose()
  182. {
  183. if (isOpenPre)
  184. {
  185. ExitUpgradePre(curPreTyp);
  186. }
  187. else
  188. {
  189. UIManager.Instance.HideUIUIPanel(this);
  190. GObjectPool.Instance.Recycle(modelObj);
  191. }
  192. }
  193. private GameObjectPool modelObj;
  194. HeroPowerUpPre upPre;
  195. public async void InitHeroDetailPanel(HeroInfo heroInfo)
  196. {
  197. this.heroInfo = heroInfo;
  198. btns1.SetActive(true);
  199. objHeroPowerUpPre.SetActive(false);
  200. iconZhiYe.icon_name = heroInfo.iconZhiYe;
  201. heroName.text = LanguageManager.Instance.Text(heroInfo.modelConfig.name);
  202. HeroUITools.SetStarShow(stars, heroInfo.star.Value);
  203. // GameObjectPool poolInterface =
  204. // await GObjectPool.Instance.FetchAsync<GameObjectPool>(heroInfo.modelConfig.model + ".prefab", null);
  205. modelObj = await GObjectPool.Instance.FetchAsync<GameObjectPool>(heroInfo.modelConfig.model + ".prefab",
  206. delegate(GameObjectPool pool)
  207. {
  208. pool.own.GetComponent<NavMeshAgent>().enabled = false;
  209. pool.own.transform.parent = ModelPos;
  210. pool.own.transform.localEulerAngles = new Vector3(0, 180, 0);
  211. pool.own.transform.localPosition = new Vector3(0, 0.2f, 0);
  212. pool.own.transform.localScale = Vector3.one;
  213. AnimancerComponent animancerComponent = pool.own.GetComponent<AnimancerComponent>();
  214. int max = animancerComponent.Transitions.Library.Count;
  215. for (int i = 0; i < max; i++)
  216. {
  217. if (animancerComponent.Transitions.Library.TryGetTransition(i,
  218. out TransitionModifierGroup transition))
  219. {
  220. TransitionAsset clipTransition2 = transition.Transition as TransitionAsset;
  221. if (clipTransition2 != null && clipTransition2.name == "idle")
  222. {
  223. animancerComponent.Play(clipTransition2);
  224. break;
  225. }
  226. }
  227. }
  228. HeroUITools.ChangeLayerRecursively(pool.own, LayerMask.NameToLayer("UI"));
  229. });
  230. switch (heroInfo.modelConfig.rarity)
  231. {
  232. case 1:
  233. heroRarity.text = LanguageManager.Instance.Text(32);
  234. break;
  235. case 2:
  236. heroRarity.text = LanguageManager.Instance.Text(31);
  237. break;
  238. case 3:
  239. heroRarity.text = LanguageManager.Instance.Text(30);
  240. break;
  241. default:
  242. LogTool.Error("找不到hero的稀有度:" + heroInfo.modelConfig.ID);
  243. break;
  244. }
  245. UpdateAttributeUI();
  246. }
  247. public void UpdateAttributeUI()
  248. {
  249. txtHP.text = heroInfo.hp.Value.ToStringEx();
  250. txtATK.text = heroInfo.attack.Value.ToStringEx();
  251. txtDEF.text = heroInfo.defense.Value.ToStringEx();
  252. txtSHANBI.text = heroInfo.shanbi.Value.ToStringEx();
  253. txtLv.text = heroInfo.level.Value.ToStringEx();
  254. txtExpGain.text = heroInfo.expGain.Value.ToStringEx();
  255. string redColorStar = "";
  256. string redColorEnd = "";
  257. long curExp = BagController.Instance.GetItemInfo(GlobalParam.Item_HeroExp_ID).count.Value;
  258. long costExp = heroInfo.powerUpConfig.levelUpExp;
  259. if (costExp > curExp)
  260. {
  261. redColorStar = "<color=#FF4C4C>";
  262. redColorEnd = "</color>";
  263. }
  264. else
  265. {
  266. redColorStar = "";
  267. redColorEnd = "";
  268. }
  269. txtUpgrade.text = redColorStar + curExp + redColorEnd + "/" + costExp;
  270. long curHeroCount = BagController.Instance.GetItemInfo(heroInfo.modelConfig.itemID).count.Value;
  271. long costHeroCount = heroInfo.promoteConfig.costCount;
  272. if (costHeroCount > curHeroCount)
  273. {
  274. redColorStar = "<color=#FF4C4C>";
  275. redColorEnd = "</color>";
  276. }
  277. else
  278. {
  279. redColorStar = "";
  280. redColorEnd = "";
  281. }
  282. txtPromote.text = redColorStar + curHeroCount + redColorEnd + "/" + costHeroCount;
  283. LogTool.Log(PlayerManager.Instance.heroController.CanUpgrade(heroInfo));
  284. LogTool.Log(go1.activeSelf);
  285. if (PlayerManager.Instance.heroController.CanUpgrade(heroInfo) == HeroUpResultType.MainLevelNotEnough)
  286. {
  287. go1.SetActive(false);
  288. txtUpLimit.gameObject.SetActive(true);
  289. txtUpLimit.text = LanguageManager.Instance.Text(63);
  290. btnUpgrade.GetComponent<MyImage>().icon_name = "btn_l_Gray";
  291. }
  292. else
  293. {
  294. go1.SetActive(true);
  295. txtUpLimit.gameObject.SetActive(false);
  296. btnUpgrade.GetComponent<MyImage>().icon_name = "btn_l_Green";
  297. }
  298. }
  299. }
  300. }