SkillSelectPanel.cs 24 KB

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  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. SkillWidget currentSelectedSkill;
  31. public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()
  32. {
  33. CombatDrive.Instance.CombatController.isUpdate = false;
  34. SkillSelectPanel skillSelectPanel = await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  35. return skillSelectPanel;
  36. }
  37. public override CTask GetFocus()
  38. {
  39. if (infoType == 1)
  40. {
  41. AppBarPanel.OpenPanel(this);
  42. }
  43. else if (infoType == 2)
  44. {
  45. AppBarPanel.ClosePanel();
  46. }
  47. // AppBarPanel.OpenPanel(this);
  48. return base.GetFocus();
  49. }
  50. public override CTask LoseFocus()
  51. {
  52. // AppBarPanel.ClosePanel();
  53. return base.LoseFocus();
  54. }
  55. private void Init()
  56. {
  57. isAddStack = true;
  58. }
  59. protected override void AddEvent()
  60. {
  61. }
  62. protected override void DelEvent()
  63. {
  64. }
  65. public override CTask<bool> AsyncInit(object[] uiData)
  66. {
  67. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  68. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  69. UpdateSkillWidget();
  70. UpdateRoad();
  71. return base.AsyncInit(uiData);
  72. }
  73. public override void AddButtonEvent()
  74. {
  75. Btn_OneKyChange.onClick.AddListener(() =>
  76. {
  77. for (var i = 0; i < allUseSkill.Length; i++)
  78. {
  79. allUseSkill[i] = null;
  80. }
  81. SkillInfo[] skills = new SkillInfo[5];
  82. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  83. for (var i = 0; i < allSkill.Count; i++)
  84. {
  85. //金
  86. if (allSkill[i].skillConfig.attribute == 1)
  87. {
  88. if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
  89. {
  90. skills[0] = allSkill[i];
  91. }
  92. }
  93. //木
  94. if (allSkill[i].skillConfig.attribute == 2)
  95. {
  96. if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
  97. {
  98. skills[1] = allSkill[i];
  99. }
  100. }
  101. //水
  102. if (allSkill[i].skillConfig.attribute == 4)
  103. {
  104. if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
  105. {
  106. skills[2] = allSkill[i];
  107. }
  108. }
  109. //火
  110. if (allSkill[i].skillConfig.attribute == 8)
  111. {
  112. if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
  113. {
  114. skills[3] = allSkill[i];
  115. }
  116. }
  117. //土
  118. if (allSkill[i].skillConfig.attribute == 16)
  119. {
  120. if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
  121. {
  122. skills[4] = allSkill[i];
  123. }
  124. }
  125. }
  126. for (var i = 0; i < allKongSkill.Count; i++)
  127. {
  128. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  129. }
  130. for (var i = 0; i < indexList.Count; i++)
  131. {
  132. if (skills[i] == null)
  133. continue;
  134. allKongSkill[indexList[i]].SetSKill(skills[i]);
  135. allUseSkill[indexList[i]] = skills[i];
  136. }
  137. isAlter = true;
  138. UpdateSkillWidget();
  139. });
  140. Btn_ChangeOk.onClick.AddListener(() =>
  141. {
  142. ChangeInfoType(1);
  143. if (isAlter)
  144. {
  145. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  146. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  147. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  148. AccountFileInfo.Instance.SavePlayerData();
  149. }
  150. isAlter = false;
  151. });
  152. Btn_Info.onClick.AddListener(async () =>
  153. {
  154. if (currentSelectedSkill != null)
  155. {
  156. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill.skillConfigId);
  157. await gongFaUpgradePanel.UIClosed();
  158. Sort(type1, type2);
  159. }
  160. });
  161. Btn_ChangeRoad.onClick.AddListener(() =>
  162. {
  163. SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
  164. {
  165. if (skillId != currenRoadSkilId && skillId != 0)
  166. {
  167. currenRoadSkilId = skillId;
  168. isAlter = true;
  169. UpdateRoad();
  170. }
  171. });
  172. });
  173. Btn_Setting.onClick.AddListener(() => { ChangeInfoType(2); });
  174. Btn_Jin.onClick.AddListener(() =>
  175. {
  176. if (type2 == 1)
  177. {
  178. type2 = 0;
  179. }
  180. else
  181. {
  182. type2 = 1;
  183. }
  184. Sort(type1, type2);
  185. });
  186. Btn_Mu.onClick.AddListener(() =>
  187. {
  188. if (type2 == 2)
  189. {
  190. type2 = 0;
  191. }
  192. else
  193. {
  194. type2 = 2;
  195. }
  196. Sort(type1, type2);
  197. });
  198. Btn_Shui.onClick.AddListener(() =>
  199. {
  200. if (type2 == 4)
  201. {
  202. type2 = 0;
  203. }
  204. else
  205. {
  206. type2 = 4;
  207. }
  208. Sort(type1, type2);
  209. });
  210. Btn_Huo.onClick.AddListener(() =>
  211. {
  212. if (type2 == 8)
  213. {
  214. type2 = 0;
  215. }
  216. else
  217. {
  218. type2 = 8;
  219. }
  220. Sort(type1, type2);
  221. });
  222. Btn_Tu.onClick.AddListener(() =>
  223. {
  224. if (type2 == 16)
  225. {
  226. type2 = 0;
  227. }
  228. else
  229. {
  230. type2 = 16;
  231. }
  232. Sort(type1, type2);
  233. });
  234. Btn_All.onClick.AddListener(() =>
  235. {
  236. type1 = 0;
  237. Sort(type1, type2);
  238. });
  239. Btn_ZhuDong.onClick.AddListener(() =>
  240. {
  241. type1 = 1;
  242. Sort(type1, type2);
  243. });
  244. Btn_FuZu.onClick.AddListener(() =>
  245. {
  246. type1 = 2;
  247. Sort(type1, type2);
  248. });
  249. Btn_BeiDong.onClick.AddListener(() =>
  250. {
  251. type1 = 5;
  252. Sort(type1, type2);
  253. });
  254. guanbi.onClick.AddListener(() =>
  255. {
  256. if (infoType == 2)
  257. {
  258. ChangeInfoType(1);
  259. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  260. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  261. for (var i = 0; i < allKongSkill.Count; i++)
  262. {
  263. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  264. allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
  265. }
  266. UpdateSkillWidget();
  267. UpdateRoad();
  268. }
  269. else
  270. {
  271. // UIManager.Instance.HideUIUIPanel(this);
  272. }
  273. });
  274. Btn_RemoveGongFa.onClick.AddListener(() =>
  275. {
  276. // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  277. allUseSkill[dianjiSkillKongWidget.index] = null;
  278. dianjiSkillKongWidget.Cleared();
  279. isAlter = true;
  280. UpdateSkillWidget();
  281. CloseSelect();
  282. });
  283. }
  284. private void UpdateRoad()
  285. {
  286. if (currenRoadSkilId != 0)
  287. {
  288. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
  289. Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
  290. }
  291. else
  292. {
  293. Text_RoadName.text = "未选择";
  294. }
  295. //
  296. }
  297. private void ChangeInfoType(int type)
  298. {
  299. if (type == 1)
  300. {
  301. GongFaSettingRoot.SetActive(false);
  302. infoType = 1;
  303. Btn_Setting.gameObject.SetActive(true);
  304. CloseSelect();
  305. AppBarPanel.OpenPanel(this);
  306. }
  307. else if (type == 2)
  308. {
  309. GongFaSettingRoot.SetActive(true);
  310. infoType = 2;
  311. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  312. Btn_Setting.gameObject.SetActive(false);
  313. AppBarPanel.ClosePanel();
  314. }
  315. }
  316. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  317. List<int> indexList = new List<int>() { 0, 6, 8, 4, 2 };
  318. private void Sort(int type1, int type2)
  319. {
  320. //先排序类型在排属性
  321. if (type1 == 0)
  322. {
  323. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  324. }
  325. else if (type1 == 1)
  326. {
  327. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  328. }
  329. else if (type1 == 2)
  330. {
  331. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  332. }
  333. else if (type1 == 5)
  334. {
  335. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  336. }
  337. if (type2 == 0)
  338. {
  339. Icon_Select.gameObject.SetActive(false);
  340. }
  341. else if (type2 == 1)
  342. {
  343. Icon_Select.transform.position = Btn_Jin.transform.position;
  344. Icon_Select.gameObject.SetActive(true);
  345. }
  346. else if (type2 == 2)
  347. {
  348. Icon_Select.transform.position = Btn_Mu.transform.position;
  349. Icon_Select.gameObject.SetActive(true);
  350. }
  351. else if (type2 == 4)
  352. {
  353. Icon_Select.transform.position = Btn_Shui.transform.position;
  354. Icon_Select.gameObject.SetActive(true);
  355. }
  356. else if (type2 == 8)
  357. {
  358. Icon_Select.transform.position = Btn_Huo.transform.position;
  359. Icon_Select.gameObject.SetActive(true);
  360. }
  361. else if (type2 == 16)
  362. {
  363. Icon_Select.transform.position = Btn_Tu.transform.position;
  364. Icon_Select.gameObject.SetActive(true);
  365. }
  366. //0代表全部
  367. if (type1 == 0)
  368. {
  369. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  370. }
  371. else
  372. {
  373. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.Where(s => s.skillConfig.SkillType == type1).ToList();
  374. }
  375. if (type2 == 0)
  376. {
  377. }
  378. else
  379. {
  380. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  381. }
  382. CloseSelect();
  383. Content.Init(this, showSkillInfo.Count);
  384. }
  385. public override async CTask Open()
  386. {
  387. await base.Open();
  388. Sort(type1, type2);
  389. for (int i = 0; i < 5; i++)
  390. {
  391. double hd = i * 72 * Math.PI / 180f;
  392. double a = Math.Cos(hd);
  393. double b = -Math.Sin(hd);
  394. double c = Math.Sin(hd);
  395. double d = a;
  396. double x = a * 0 + b * 172;
  397. double y = c * 0 + d * 172;
  398. int index = i;
  399. WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot, poolName: "132");
  400. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  401. widget.ShowWidget(index);
  402. _wuXingGongFaWidgets.Add(widget);
  403. }
  404. for (int i = 0; i < 10; i++)
  405. {
  406. int index = i;
  407. double hd = (-36 * i) * Math.PI / 180f;
  408. double a = Math.Cos(hd);
  409. double b = -Math.Sin(hd);
  410. double c = Math.Sin(hd);
  411. double d = a;
  412. double x = a * 0 + b * 275;
  413. double y = c * 0 + d * 275;
  414. Vector2 pos = new Vector2((float)x, (float)y);
  415. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  416. kongdongs.gameObject,
  417. null, SkillKongWeiRoot,
  418. isInstance: true);
  419. skillKongWidget.InitWidget(index, this);
  420. skillKongWidget.SetSKill(allUseSkill[index]);
  421. skillKongWidget.transform.anchoredPosition = pos;
  422. skillKongWidget.onClick = OnClickSkillKongWidget;
  423. allKongSkill.Add(skillKongWidget);
  424. }
  425. }
  426. private SkillKongWidget dianjiSkillKongWidget;
  427. private void OnClickSkillKongWidget(ItemWidgetBasic obj)
  428. {
  429. if (infoType == 1)
  430. return;
  431. Btn_Info.gameObject.SetActive(false);
  432. currentSelectedSkill = null;
  433. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  434. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
  435. {
  436. return;
  437. }
  438. int count = 0;
  439. for (var i = 0; i < allUseSkill.Length; i++)
  440. {
  441. if (allUseSkill[i] != null)
  442. {
  443. count++;
  444. }
  445. }
  446. //直接上功法
  447. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  448. {
  449. if (count >= 4)
  450. {
  451. TipMessagePanel.OpenTipMessagePanel("功法已经上满");
  452. CloseSelect();
  453. return;
  454. }
  455. isAlter = true;
  456. skillKongWidget.SetSKill(selectSkillConfig);
  457. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  458. CloseSelect();
  459. }
  460. //替换功法
  461. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  462. {
  463. isAlter = true;
  464. allUseSkill[skillKongWidget.SkillInfo.index] = null;
  465. skillKongWidget.SetSKill(selectSkillConfig);
  466. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  467. skillKongWidget.SetSKill(selectSkillConfig);
  468. CloseSelect();
  469. }
  470. else
  471. {
  472. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  473. {
  474. CloseSelect();
  475. return;
  476. }
  477. //交换功法
  478. if (dianjiSkillKongWidget == null)
  479. {
  480. dianjiSkillKongWidget = skillKongWidget;
  481. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  482. Btn_RemoveGongFa.gameObject.SetActive(true);
  483. SelectSkill(skillKongWidget.SkillInfo,false);
  484. }
  485. else
  486. {
  487. isAlter = true;
  488. if (skillKongWidget.SkillInfo != null)
  489. {
  490. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  491. allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
  492. }
  493. else
  494. {
  495. allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
  496. dianjiSkillKongWidget.Cleared();
  497. }
  498. skillKongWidget.SetSKill(selectSkillConfig);
  499. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  500. CloseSelect();
  501. }
  502. }
  503. UpdateSkillWidget();
  504. }
  505. public void SelectSkill(SkillInfo skillConfig, bool max)
  506. {
  507. selectSkillConfig = skillConfig;
  508. _isSelectSkill = true;
  509. for (int i = 0; i < allKongSkill.Count; i++)
  510. {
  511. allKongSkill[i].SelectState(false);
  512. }
  513. if (!max)
  514. {
  515. for (int i = 0; i < allKongSkill.Count; i++)
  516. {
  517. allKongSkill[i].SelectState(true);
  518. }
  519. }
  520. else
  521. {
  522. for (int i = 0; i < allKongSkill.Count; i++)
  523. {
  524. if (allKongSkill[i].SkillInfo != null)
  525. {
  526. allKongSkill[i].SelectState(true);
  527. }
  528. }
  529. }
  530. }
  531. private void CloseSelect()
  532. {
  533. _isSelectSkill = false;
  534. selectSkillConfig = null;
  535. dianjiSkillKongWidget = null;
  536. Btn_RemoveGongFa.gameObject.SetActive(false);
  537. Btn_Info.gameObject.SetActive(false);
  538. currentSelectedSkill = null;
  539. for (int i = 0; i < allKongSkill.Count; i++)
  540. {
  541. allKongSkill[i].SelectState(false);
  542. }
  543. }
  544. public override void Hide()
  545. {
  546. base.Hide();
  547. CombatDrive.Instance.CombatController.isUpdate = true;
  548. }
  549. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  550. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  551. {
  552. if (index < 0 || index >= showSkillInfo.Count)
  553. return null;
  554. SkillInfo skillInfo = showSkillInfo[index];
  555. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  556. skillWidget.InitSkillWidget(skillInfo, this);
  557. skillWidget.onClick = OnClick;
  558. if (allUseSkill.Contains(skillWidget.skillConfigId))
  559. {
  560. skillWidget.Icon_Marsk.SetActive(true);
  561. }
  562. else
  563. {
  564. skillWidget.Icon_Marsk.SetActive(false);
  565. }
  566. _skillWidgets.Add(skillWidget);
  567. return skillWidget;
  568. }
  569. private void UpdateSkillWidget()
  570. {
  571. int count = 0;
  572. foreach (var skillWidget in _skillWidgets)
  573. {
  574. if (allUseSkill.Contains(skillWidget.skillConfigId))
  575. {
  576. skillWidget.Icon_Marsk.SetActive(true);
  577. }
  578. else
  579. {
  580. skillWidget.Icon_Marsk.SetActive(false);
  581. }
  582. }
  583. for (var i = 0; i < allUseSkill.Length; i++)
  584. {
  585. if (allUseSkill[i] != null)
  586. {
  587. count++;
  588. }
  589. }
  590. Text_GongFaCount.text = $"功法数量{count}/4";
  591. }
  592. private async void OnClick(ItemWidgetBasic obj)
  593. {
  594. SkillWidget skillWidget = obj as SkillWidget;
  595. if (infoType == 1)
  596. {
  597. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  598. await gongFaUpgradePanel.UIClosed();
  599. Sort(type1, type2);
  600. }
  601. else if (infoType == 2)
  602. {
  603. CloseSelect();
  604. Btn_Info.transform.position = skillWidget.InfoPos.position;
  605. Btn_Info.gameObject.SetActive(true);
  606. currentSelectedSkill = skillWidget;
  607. if (allUseSkill.Contains(skillWidget.skillConfigId))
  608. {
  609. return;
  610. }
  611. int count = 0;
  612. for (var i = 0; i < allUseSkill.Length; i++)
  613. {
  614. if (allUseSkill[i] != null)
  615. {
  616. count++;
  617. }
  618. }
  619. Btn_RemoveGongFa.gameObject.SetActive(false);
  620. if (count >= 4)
  621. {
  622. SelectSkill(skillWidget.skillConfigId,true);
  623. }
  624. else
  625. {
  626. SelectSkill(skillWidget.skillConfigId,false);
  627. }
  628. }
  629. }
  630. public void HindIScorllListWidget(IScorllListWidget widget)
  631. {
  632. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  633. _skillWidgets.Remove(widget as SkillWidget);
  634. }
  635. public override void Close()
  636. {
  637. foreach (var skillWidget in _skillWidgets)
  638. {
  639. UIManager.Instance.DormancyGComponent(skillWidget);
  640. }
  641. _skillWidgets.Clear();
  642. foreach (var skillKongWidget in allKongSkill)
  643. {
  644. UIManager.Instance.DormancyGComponent(skillKongWidget);
  645. }
  646. allKongSkill.Clear();
  647. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  648. {
  649. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  650. }
  651. Icon_Select.gameObject.SetActive(false);
  652. _wuXingGongFaWidgets.Clear();
  653. CloseSelect();
  654. ChangeInfoType(1);
  655. base.Close();
  656. }
  657. }
  658. }