HeroInformationPanel.cs 11 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Animancer;
  4. using Animancer.TransitionLibraries;
  5. using Core.Language;
  6. using Excel2Json;
  7. using Fort23.Core;
  8. using Fort23.UTool;
  9. using GameLogic.Hero;
  10. using UnityEngine;
  11. namespace Fort23.Mono
  12. {
  13. [UIBinding(prefab = "HeroInformationPanel")]
  14. public partial class HeroInformationPanel : UIPanel
  15. {
  16. private GameObjectPool modelObj;
  17. List<HeroAttributeWidget> HeroAttributeWidgets = new List<HeroAttributeWidget>();
  18. private HeroInfo heroInfo;
  19. private void Init()
  20. {
  21. isAddStack = true;
  22. }
  23. protected override void AddEvent()
  24. {
  25. }
  26. protected override void DelEvent()
  27. {
  28. }
  29. public override CTask GetFocus()
  30. {
  31. AppBarPanel.OpenPanel(this);
  32. return base.GetFocus();
  33. }
  34. public override CTask LoseFocus()
  35. {
  36. // AppBarPanel.ClosePanel();
  37. return base.LoseFocus();
  38. }
  39. public override void AddButtonEvent()
  40. {
  41. Btn_DanYao.onClick.AddListener(() => { UseExpElixirPanel.OpenPanel(); });
  42. Btn_Dujie.onClick.AddListener(async () =>
  43. {
  44. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != heroInfo.powerUpConfig.jingjie1)
  45. {
  46. HeroBreakthroughPanel.OpenPanel();
  47. }
  48. //预览
  49. else
  50. {
  51. HeroPowerUpConfig heroPowerUpConfig = default;
  52. HeroPowerUpConfig[] heroPowerUpConfigs = ConfigComponent.Instance.GetAll<HeroPowerUpConfig>();
  53. for (var i = PlayerManager.Instance.myHero.powerUpConfig.ID; i < heroPowerUpConfigs.Length; i++)
  54. {
  55. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != heroPowerUpConfigs[i].jingjie1)
  56. {
  57. heroPowerUpConfig = heroPowerUpConfigs[i - 1];
  58. break;
  59. }
  60. }
  61. AccountFileInfo.HeroData heroData = new AccountFileInfo.HeroData();
  62. heroData.heroModelId = PlayerManager.Instance.myHero.modelID;
  63. heroData.heroPowerId = heroPowerUpConfig.ID;
  64. HeroInfo heroInfo1 = new HeroInfo();
  65. heroInfo1.InitHero(heroData);
  66. await HeroBreakthroughPanel.OpenPanel1(heroInfo1);
  67. }
  68. });
  69. Btn_TuPo.onClick.AddListener(() =>
  70. {
  71. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
  72. {
  73. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  74. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  75. if (PlayerManager.Instance.myHero.heroData.exp + allexp < PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
  76. {
  77. return;
  78. }
  79. //小突破
  80. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie2 == heroInfo.powerUpConfig.jingjie2)
  81. {
  82. var heroAttributData = HeroHerlp.GetHeroChageHeroAttributeData(PlayerManager.Instance.myHero, heroInfo);
  83. HeroBreakthroughSuccessPanel.OpenPanel(heroAttributData);
  84. PlayerManager.Instance.myHero.Upgrade();
  85. CustomInit();
  86. }
  87. //大突破
  88. else
  89. {
  90. HeroBreakthroughPanel.OpenPanel();
  91. // PlayerManager.Instance.myHero.Upgrade();
  92. // CustomInit();
  93. }
  94. }
  95. else
  96. {
  97. // TipMessagePanel.OpenTipMessagePanel("")
  98. }
  99. });
  100. Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
  101. }
  102. public async CTask CustomInit()
  103. {
  104. ClosePool();
  105. await CreatHero();
  106. heroInfo = new HeroInfo();
  107. heroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, PlayerManager.Instance.myHero.heroData.heroPowerId + 1);
  108. HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  109. heroAttributeWidget.CustomInit(new HeroAttributeData("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), "+" + (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString()));
  110. HeroAttributeWidgets.Add(heroAttributeWidget);
  111. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  112. heroAttributeWidget.CustomInit(new HeroAttributeData("攻击", PlayerManager.Instance.myHero.attack.Value.ToString(), "+" + (heroInfo.attack.Value - PlayerManager.Instance.myHero.attack.Value).ToString()));
  113. HeroAttributeWidgets.Add(heroAttributeWidget);
  114. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  115. heroAttributeWidget.CustomInit(new HeroAttributeData("防御", PlayerManager.Instance.myHero.defense.Value.ToString(), "+" + (heroInfo.defense.Value - PlayerManager.Instance.myHero.defense.Value).ToString()));
  116. HeroAttributeWidgets.Add(heroAttributeWidget);
  117. Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
  118. Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp;
  119. //
  120. // heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  121. // heroAttributeWidget.CustomInit("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString());
  122. // HeroAttributeWidgets.Add(heroAttributeWidget);
  123. Text_Jingjie.text = LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +
  124. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[1]) +
  125. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[2]);
  126. Text_Level.text = $"LV{PlayerManager.Instance.myHero.level}";
  127. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  128. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  129. int miao = (PlayerManager.Instance.myHero.powerUpConfig.levelUpExp - (PlayerManager.Instance.myHero.heroData.exp + allexp)) / PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  130. if (miao > 0)
  131. {
  132. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 下次突破时间{miao}秒";
  133. }
  134. else
  135. {
  136. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 可以突破";
  137. }
  138. Text_exp.text = $"{PlayerManager.Instance.myHero.exp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  139. // if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
  140. // {
  141. // Text_TuPo.text = "突破";
  142. // }
  143. // else
  144. // {
  145. // Text_TuPo.text = "渡劫";
  146. // }
  147. }
  148. [CustomMethod(CustomMethodType.Update)]
  149. public void Update()
  150. {
  151. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  152. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  153. Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp + allexp;
  154. Text_exp.text = $"{PlayerManager.Instance.myHero.heroData.exp + allexp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  155. int miao = (PlayerManager.Instance.myHero.powerUpConfig.levelUpExp - (PlayerManager.Instance.myHero.heroData.exp + allexp)) / PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  156. if (miao > 0)
  157. {
  158. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 下次突破时间{miao}秒";
  159. }
  160. else
  161. {
  162. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 可以突破";
  163. }
  164. }
  165. private async CTask CreatHero()
  166. {
  167. modelObj = await GObjectPool.Instance.FetchAsync<GameObjectPool>(PlayerManager.Instance.myHero.modelConfig.model + ".prefab", null);
  168. modelObj.own.transform.parent = CameraRoot;
  169. modelObj.own.transform.localEulerAngles = new Vector3(0, 180, 0);
  170. modelObj.own.transform.localPosition = new Vector3(0, -132, 854);
  171. modelObj.own.transform.localScale = Vector3.one * 330;
  172. ChangeLayerRecursively(modelObj.own, LayerMask.NameToLayer("UiModle"));
  173. var modelAnimComponent = modelObj.own.GetComponent<AnimancerComponent>();
  174. int max = modelAnimComponent.Transitions.Library.Count;
  175. for (int i = 0; i < max; i++)
  176. {
  177. if (modelAnimComponent.Transitions.Library.TryGetTransition(i,
  178. out TransitionModifierGroup transition))
  179. {
  180. var modelIdleClip = transition.Transition as TransitionAsset;
  181. if (modelIdleClip != null && modelIdleClip.name == "idle")
  182. {
  183. modelAnimComponent.Play(modelIdleClip);
  184. break;
  185. }
  186. }
  187. }
  188. }
  189. public void ChangeLayerRecursively(GameObject obj, int newLayer)
  190. {
  191. if (obj == null || obj.layer == newLayer) return;
  192. // 修改当前对象的 Layer
  193. obj.layer = newLayer;
  194. // 遍历所有子对象,递归修改
  195. foreach (Transform child in obj.transform)
  196. {
  197. ChangeLayerRecursively(child.gameObject, newLayer);
  198. }
  199. }
  200. public async static CTask<HeroInformationPanel> OpenPanel()
  201. {
  202. HeroInformationPanel heroInformationPanel = await UIManager.Instance.LoadAndOpenPanel<HeroInformationPanel>(null);
  203. heroInformationPanel.CustomInit();
  204. return heroInformationPanel;
  205. }
  206. public override void Close()
  207. {
  208. ClosePool();
  209. base.Close();
  210. }
  211. private void ClosePool()
  212. {
  213. UIManager.Instance.DormancyGComponent(modelObj);
  214. modelObj = null;
  215. foreach (var heroAttributeWidget in HeroAttributeWidgets)
  216. {
  217. UIManager.Instance.DormancyGComponent(heroAttributeWidget);
  218. }
  219. HeroAttributeWidgets.Clear();
  220. }
  221. }
  222. }