GongFaUpgradePanel.cs 11 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Core.Language;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Hero;
  8. using UnityEngine;
  9. using UnityEngine.UI;
  10. using Utility;
  11. namespace Fort23.Mono
  12. {
  13. [UIBinding(prefab = "GongFaUpgradePanel")]
  14. public partial class GongFaUpgradePanel : UIPanel
  15. {
  16. private SkillInfo _skillInfo;
  17. private List<SkillConfig> configs;
  18. List<GongFaUpgradeInfoWidget> _gongFaUpgradeInfoWidgets = new List<GongFaUpgradeInfoWidget>();
  19. private List<SkillPowerupConfig> _skillPowerupConfigs;
  20. private SkillConstant skillConstant;
  21. bool isUpgrade = false;
  22. private void Init()
  23. {
  24. IsShowAppBar = false;
  25. }
  26. protected override void AddEvent()
  27. {
  28. }
  29. protected override void DelEvent()
  30. {
  31. }
  32. public override void AddButtonEvent()
  33. {
  34. Btn_Back.onClick.AddListener(() =>
  35. {
  36. if (isUpgrade)
  37. {
  38. isUpgrade = false;
  39. Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(185.0133f, 76.141f);
  40. Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(-137.8784f,-704.8f);
  41. Btn_UpGrade.gameObject.SetActive(true);
  42. return;
  43. }
  44. UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
  45. });
  46. Btn_UpGrade.onClick.AddListener(() =>
  47. {
  48. if (_skillInfo.SkillData == null)
  49. {
  50. return;
  51. }
  52. if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
  53. {
  54. TipMessagePanel.OpenTipMessagePanel("已经满级!");
  55. return;
  56. }
  57. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  58. {
  59. HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  60. TipMessagePanel.OpenTipMessagePanel($"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}");
  61. return;
  62. }
  63. // if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[0], _skillInfo.SkillPowerupConfig.LevelupItemNum[0]))
  64. // {
  65. // TipMessagePanel.OpenTipMessagePanel("道具不足!");
  66. // return;
  67. // }
  68. _skillInfo.SkillData.level++;
  69. _skillInfo.CustomInt(_skillInfo.SkillData);
  70. CustomInit(_skillInfo);
  71. AccountFileInfo.Instance.SavePlayerData();
  72. });
  73. Btn_UpStar.onClick.AddListener(() =>
  74. {
  75. if (!isUpgrade)
  76. {
  77. isUpgrade = true;
  78. Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(569.34f, 76.141f);
  79. Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(54.285f,-704.8f);
  80. Btn_UpGrade.gameObject.SetActive(false);
  81. return;
  82. }
  83. if (_skillInfo.SkillData == null)
  84. {
  85. return;
  86. }
  87. if (_skillInfo.SkillData.star >= _gongFaUpgradeInfoWidgets.Count)
  88. {
  89. TipMessagePanel.OpenTipMessagePanel("已经满星!");
  90. return;
  91. }
  92. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
  93. // if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
  94. // {
  95. // TipMessagePanel.OpenTipMessagePanel("道具不足!");
  96. // return;
  97. // }
  98. _skillInfo.SkillData.star++;
  99. _skillInfo.CustomInt(_skillInfo.SkillData);
  100. CustomInit(_skillInfo);
  101. AccountFileInfo.Instance.SavePlayerData();
  102. });
  103. }
  104. public async void CustomInit(SkillInfo skillInfo)
  105. {
  106. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  107. {
  108. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  109. }
  110. _gongFaUpgradeInfoWidgets.Clear();
  111. _skillInfo = skillInfo;
  112. _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
  113. SkillConfig skillConfig = _skillInfo.skillConfig;
  114. Icon_GongFaIcon.icon_name = skillConfig.icon;
  115. Text_Level1.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  116. Text_Level.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  117. skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
  118. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  119. {
  120. Btn_UpGrade.gameObject.transform.Gray(true);
  121. HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  122. UpGradeRoot.SetActive(false);
  123. Text_UpGrade.gameObject.SetActive(true);
  124. Text_UpGrade.text = $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}";
  125. }
  126. else
  127. {
  128. Btn_UpGrade.gameObject.transform.RecoverColor();
  129. if (skillConfig.level < 10)
  130. {
  131. UpGradeRoot.SetActive(true);
  132. Text_UpGrade.gameObject.SetActive(false);
  133. ItemConfig upStarItemConfig = ConfigComponent.Instance.Get<ItemConfig>(skillConfig.PieceID);
  134. Icon_UpstarIcon.icon_name = upStarItemConfig.icon;
  135. int count = skillConstant.SkillPromoteNeedPieceNum[skillConfig.level];
  136. Text_UpStarCount.text = $"{count}/{PlayerManager.Instance.BagController.GetItemCount(skillConfig.PieceID)}";
  137. }
  138. else
  139. {
  140. UpGradeRoot.SetActive(false);
  141. Text_UpGrade.gameObject.SetActive(true);
  142. Text_UpGrade.text = $"已满级";
  143. }
  144. }
  145. if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
  146. {
  147. UpStarRoot.SetActive(true);
  148. Text_UpStar.gameObject.SetActive(false);
  149. ItemConfig upGradeItemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.SkillPowerupConfig.LevelupItem[0]);
  150. Icon_UpstarIcon.icon_name = upGradeItemConfig.icon;
  151. Text_UpGradeItemCount.text = $"{_skillInfo.SkillPowerupConfig.LevelupItemNum[0]}/{PlayerManager.Instance.BagController.GetItemCount(upGradeItemConfig.ID)}";
  152. }
  153. else
  154. {
  155. UpStarRoot.SetActive(false);
  156. Text_UpStar.gameObject.SetActive(true);
  157. Text_UpStar.text = $"已满星";
  158. }
  159. Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
  160. Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name);
  161. switch (skillConfig.attribute)
  162. {
  163. case 1:
  164. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(0);
  165. Text_Attribute.text = "金";
  166. break;
  167. case 2:
  168. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(1);
  169. Text_Attribute.text = "木";
  170. break;
  171. case 4:
  172. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(2);
  173. Text_Attribute.text = "水";
  174. break;
  175. case 8:
  176. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(3);
  177. Text_Attribute.text = "火";
  178. break;
  179. case 16:
  180. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(4);
  181. Text_Attribute.text = "土";
  182. break;
  183. }
  184. for (var i = 0; i < StarRoot.Count; i++)
  185. {
  186. MyImage myImage = StarRoot[i] as MyImage;
  187. myImage.gameObject.SetActive(false);
  188. }
  189. int yinstar = skillInfo.skillConfig.level - 5;
  190. for (var i = 0; i < StarRoot.Count; i++)
  191. {
  192. MyImage icon = StarRoot[i] as MyImage;
  193. if (skillInfo.skillConfig.level > 5)
  194. {
  195. if (i < yinstar)
  196. {
  197. icon.icon_name = "dec_star_2";
  198. icon.gameObject.SetActive(true);
  199. }
  200. else
  201. {
  202. icon.icon_name = "dec_star_1";
  203. icon.gameObject.SetActive(true);
  204. }
  205. }
  206. else
  207. {
  208. if (i < skillInfo.skillConfig.level)
  209. {
  210. icon.icon_name = "dec_star_1";
  211. icon.gameObject.SetActive(true);
  212. }
  213. }
  214. }
  215. List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  216. configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
  217. for (var i = 0; i < configs.Count; i++)
  218. {
  219. SkillInfo skillInfo1 = new SkillInfo(configs[i].ID, _skillInfo.SkillPowerupConfig.ID);
  220. GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
  221. gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
  222. _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
  223. }
  224. }
  225. public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
  226. {
  227. GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
  228. gongFaUpgradePanel.CustomInit(skillInfo);
  229. return gongFaUpgradePanel;
  230. }
  231. public override void Close()
  232. {
  233. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  234. {
  235. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  236. }
  237. _gongFaUpgradeInfoWidgets.Clear();
  238. isUpgrade = false;
  239. base.Close();
  240. }
  241. }
  242. }