SkillSelectPanel.cs 38 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. public 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. SkillInfo currentSelectedSkill;
  31. public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()
  32. {
  33. CombatDrive.Instance.CombatController.isUpdate = false;
  34. SkillSelectPanel skillSelectPanel =
  35. await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  36. return skillSelectPanel;
  37. }
  38. public async override CTask GetFocus()
  39. {
  40. if (infoType == 1)
  41. {
  42. await AppBarPanel.OpenPanel(this);
  43. }
  44. else if (infoType == 2)
  45. {
  46. AppBarPanel.ClosePanel();
  47. }
  48. // AppBarPanel.OpenPanel(this);
  49. await base.GetFocus();
  50. }
  51. public override CTask LoseFocus()
  52. {
  53. // AppBarPanel.ClosePanel();
  54. return base.LoseFocus();
  55. }
  56. private void Init()
  57. {
  58. isAddStack = true;
  59. IsShowAppBar = true;
  60. }
  61. protected override void AddEvent()
  62. {
  63. }
  64. protected override void DelEvent()
  65. {
  66. }
  67. public override CTask<bool> AsyncInit(object[] uiData)
  68. {
  69. if (PlayerGuideManager.Instance.GuideIsCanDo(4, 1))
  70. {
  71. PlayerGuideManager.Instance.NextGuide();
  72. }
  73. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  74. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  75. UpdateSkillWidget();
  76. UpdateRoad();
  77. // CloseSelect();
  78. return base.AsyncInit(uiData);
  79. }
  80. public override void AddButtonEvent()
  81. {
  82. Btn_OneKyChange.onClick.AddListener(() =>
  83. {
  84. for (var i = 0; i < allUseSkill.Length; i++)
  85. {
  86. allUseSkill[i] = null;
  87. }
  88. SkillInfo[] skills = new SkillInfo[5];
  89. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  90. for (var i = 0; i < allSkill.Count; i++)
  91. {
  92. //金
  93. if (allSkill[i].skillConfig.attribute == 1)
  94. {
  95. if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
  96. {
  97. skills[0] = allSkill[i];
  98. }
  99. }
  100. //木
  101. if (allSkill[i].skillConfig.attribute == 2)
  102. {
  103. if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
  104. {
  105. skills[1] = allSkill[i];
  106. }
  107. }
  108. //水
  109. if (allSkill[i].skillConfig.attribute == 4)
  110. {
  111. if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
  112. {
  113. skills[2] = allSkill[i];
  114. }
  115. }
  116. //火
  117. if (allSkill[i].skillConfig.attribute == 8)
  118. {
  119. if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
  120. {
  121. skills[3] = allSkill[i];
  122. }
  123. }
  124. //土
  125. if (allSkill[i].skillConfig.attribute == 16)
  126. {
  127. if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
  128. {
  129. skills[4] = allSkill[i];
  130. }
  131. }
  132. }
  133. for (var i = 0; i < allKongSkill.Count; i++)
  134. {
  135. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  136. }
  137. for (var i = 0; i < indexList.Count; i++)
  138. {
  139. if (skills[i] == null)
  140. continue;
  141. if (!IsMainGongFaChange(skills[i].skillConfig))
  142. continue;
  143. if (!IsPassiveGongFaChange(skills[i].skillConfig))
  144. continue;
  145. allKongSkill[indexList[i][0]].SetSKill(skills[i]);
  146. allUseSkill[indexList[i][0]] = skills[i];
  147. }
  148. isAlter = true;
  149. UpdateSkillWidget();
  150. BaoChun();
  151. });
  152. Btn_ChangeOk.onClick.AddListener(() =>
  153. {
  154. ChangeInfoType(1);
  155. if (isAlter)
  156. {
  157. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  158. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  159. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  160. AccountFileInfo.Instance.SavePlayerData();
  161. }
  162. isAlter = false;
  163. });
  164. Btn_Info.onClick.AddListener(async () =>
  165. {
  166. if (currentSelectedSkill != null)
  167. {
  168. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill);
  169. await gongFaUpgradePanel.UIClosed();
  170. Sort(type1, type2);
  171. }
  172. });
  173. Btn_ChangeRoad.onClick.AddListener(() =>
  174. {
  175. SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
  176. {
  177. if (skillId != currenRoadSkilId && skillId != 0)
  178. {
  179. currenRoadSkilId = skillId;
  180. isAlter = true;
  181. UpdateRoad();
  182. }
  183. });
  184. });
  185. Btn_Setting.onClick.AddListener(() =>
  186. {
  187. ChangeInfoType(2);
  188. if (PlayerGuideManager.Instance.GuideIsCanDo(4, 4))
  189. {
  190. PlayerGuideManager.Instance.NextGuide();
  191. }
  192. });
  193. Btn_Jin.onClick.AddListener(() =>
  194. {
  195. if (type2 == 1)
  196. {
  197. type2 = 0;
  198. }
  199. else
  200. {
  201. type2 = 1;
  202. }
  203. Sort(type1, type2);
  204. });
  205. Btn_Mu.onClick.AddListener(() =>
  206. {
  207. if (type2 == 2)
  208. {
  209. type2 = 0;
  210. }
  211. else
  212. {
  213. type2 = 2;
  214. }
  215. Sort(type1, type2);
  216. });
  217. Btn_Shui.onClick.AddListener(() =>
  218. {
  219. if (type2 == 4)
  220. {
  221. type2 = 0;
  222. }
  223. else
  224. {
  225. type2 = 4;
  226. }
  227. Sort(type1, type2);
  228. });
  229. Btn_Huo.onClick.AddListener(() =>
  230. {
  231. if (type2 == 8)
  232. {
  233. type2 = 0;
  234. }
  235. else
  236. {
  237. type2 = 8;
  238. }
  239. Sort(type1, type2);
  240. });
  241. Btn_Tu.onClick.AddListener(() =>
  242. {
  243. if (type2 == 16)
  244. {
  245. type2 = 0;
  246. }
  247. else
  248. {
  249. type2 = 16;
  250. }
  251. Sort(type1, type2);
  252. });
  253. Btn_All.onClick.AddListener(() =>
  254. {
  255. type1 = 0;
  256. Sort(type1, type2);
  257. });
  258. Btn_ZhuDong.onClick.AddListener(() =>
  259. {
  260. type1 = 1;
  261. Sort(type1, type2);
  262. });
  263. Btn_FuZu.onClick.AddListener(() =>
  264. {
  265. type1 = 2;
  266. Sort(type1, type2);
  267. });
  268. Btn_BeiDong.onClick.AddListener(() =>
  269. {
  270. type1 = 5;
  271. Sort(type1, type2);
  272. });
  273. guanbi.onClick.AddListener(() =>
  274. {
  275. if (PlayerGuideManager.Instance.GuideIsCanDo(4, 8))
  276. {
  277. PlayerGuideManager.Instance.NextGuide();
  278. }
  279. if (infoType == 2)
  280. {
  281. ChangeInfoType(1);
  282. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  283. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  284. for (var i = 0; i < allKongSkill.Count; i++)
  285. {
  286. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  287. allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
  288. }
  289. UpdateSkillWidget();
  290. UpdateRoad();
  291. }
  292. else
  293. {
  294. // UIManager.Instance.HideUIUIPanel(this);
  295. }
  296. });
  297. Btn_RemoveGongFa.onClick.AddListener(() =>
  298. {
  299. // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  300. allUseSkill[dianjiSkillKongWidget.index] = null;
  301. dianjiSkillKongWidget.Cleared();
  302. isAlter = true;
  303. UpdateSkillWidget();
  304. CloseSelect();
  305. BaoChun();
  306. showSkillInfo.Sort(Sort);
  307. Content.Init(this, showSkillInfo.Count);
  308. });
  309. Sv.onValueChanged.AddListener((s) =>
  310. {
  311. if (currentSelectedSkill == null)
  312. {
  313. return;
  314. }
  315. Btn_Info.transform.SetAsLastSibling();
  316. });
  317. }
  318. private void UpdateRoad()
  319. {
  320. if (currenRoadSkilId != 0)
  321. {
  322. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
  323. Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
  324. }
  325. else
  326. {
  327. Text_RoadName.text = "未选择";
  328. }
  329. //
  330. }
  331. private void BaoChun()
  332. {
  333. // ChangeInfoType(1);
  334. // if (isAlter)
  335. {
  336. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  337. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  338. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  339. AccountFileInfo.Instance.SavePlayerData();
  340. }
  341. isAlter = false;
  342. }
  343. private void ChangeInfoType(int type)
  344. {
  345. if (type == 1)
  346. {
  347. GongFaSettingRoot.SetActive(false);
  348. infoType = 1;
  349. Btn_Setting.gameObject.SetActive(true);
  350. CloseSelect();
  351. AppBarPanel.OpenPanel(this);
  352. Text_FuZhuGongFaCount.transform.parent.gameObject.SetActive(false);
  353. }
  354. else if (type == 2)
  355. {
  356. GongFaSettingRoot.SetActive(true);
  357. infoType = 2;
  358. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  359. Btn_Setting.gameObject.SetActive(false);
  360. AppBarPanel.ClosePanel();
  361. Text_FuZhuGongFaCount.transform.parent.gameObject.SetActive(true);
  362. }
  363. }
  364. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  365. List<List<int>> indexList = new List<List<int>>()
  366. {
  367. new List<int>() { 0, 1, 9 }, //金
  368. new List<int>() { 4, 5, 3 }, //木
  369. new List<int>() { 2, 3, 1 }, //水
  370. new List<int>() { 6, 7, 5 }, //火
  371. new List<int>() { 8, 9, 7 }, //土
  372. };
  373. private void Sort(int type1, int type2)
  374. {
  375. //先排序类型在排属性
  376. if (type1 == 0)
  377. {
  378. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  379. }
  380. else if (type1 == 1)
  381. {
  382. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  383. }
  384. else if (type1 == 2)
  385. {
  386. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  387. }
  388. else if (type1 == 5)
  389. {
  390. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  391. }
  392. if (type2 == 0)
  393. {
  394. Icon_Select.gameObject.SetActive(false);
  395. }
  396. else if (type2 == 1)
  397. {
  398. Icon_Select.transform.position = Btn_Jin.transform.position;
  399. Icon_Select.gameObject.SetActive(true);
  400. }
  401. else if (type2 == 2)
  402. {
  403. Icon_Select.transform.position = Btn_Mu.transform.position;
  404. Icon_Select.gameObject.SetActive(true);
  405. }
  406. else if (type2 == 4)
  407. {
  408. Icon_Select.transform.position = Btn_Shui.transform.position;
  409. Icon_Select.gameObject.SetActive(true);
  410. }
  411. else if (type2 == 8)
  412. {
  413. Icon_Select.transform.position = Btn_Huo.transform.position;
  414. Icon_Select.gameObject.SetActive(true);
  415. }
  416. else if (type2 == 16)
  417. {
  418. Icon_Select.transform.position = Btn_Tu.transform.position;
  419. Icon_Select.gameObject.SetActive(true);
  420. }
  421. //0代表全部
  422. if (type1 == 0)
  423. {
  424. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  425. }
  426. else
  427. {
  428. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill
  429. .Where(s => s.skillConfig.SkillType == type1).ToList();
  430. }
  431. if (type2 == 0)
  432. {
  433. }
  434. else
  435. {
  436. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  437. }
  438. CloseSelect();
  439. showSkillInfo.Sort(Sort);
  440. Content.Init(this, showSkillInfo.Count);
  441. }
  442. private int Sort(SkillInfo type1, SkillInfo type2)
  443. {
  444. if (allUseSkill.Contains(type1) && !allUseSkill.Contains(type2))
  445. {
  446. return -1;
  447. }
  448. if (!allUseSkill.Contains(type1) && allUseSkill.Contains(type2))
  449. {
  450. return 1;
  451. }
  452. return 0;
  453. }
  454. public override async CTask Open()
  455. {
  456. await base.Open();
  457. Sort(type1, type2);
  458. for (int i = 0; i < 5; i++)
  459. {
  460. double hd = i * 72 * Math.PI / 180f;
  461. double a = Math.Cos(hd);
  462. double b = -Math.Sin(hd);
  463. double c = Math.Sin(hd);
  464. double d = a;
  465. double x = a * 0 + b * 116;
  466. double y = c * 0 + d * 116;
  467. int index = i;
  468. WuXingGongFaWidget widget =
  469. await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot,
  470. poolName: "132");
  471. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  472. widget.ShowWidget(index);
  473. widget.transform.localScale = new Vector3(1.8f, 1.8f, 1.8f);
  474. _wuXingGongFaWidgets.Add(widget);
  475. }
  476. for (int i = 0; i < 10; i++)
  477. {
  478. int index = i;
  479. double hd = (36 * i) * Math.PI / 180f;
  480. double a = Math.Cos(hd);
  481. double b = -Math.Sin(hd);
  482. double c = Math.Sin(hd);
  483. double d = a;
  484. double x = a * 0 + b * 190;
  485. double y = c * 0 + d * 190;
  486. Vector2 pos = new Vector2((float)x, (float)y);
  487. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  488. kongdongs.gameObject,
  489. null, SkillKongWeiRoot,
  490. isInstance: true);
  491. skillKongWidget.InitWidget(index, this);
  492. skillKongWidget.SetSKill(allUseSkill[index]);
  493. skillKongWidget.transform.anchoredPosition = pos;
  494. skillKongWidget.OnClick = OnClickSkillKongWidget;
  495. allKongSkill.Add(skillKongWidget);
  496. }
  497. ChangeFuZhuYingXiang();
  498. }
  499. private SkillKongWidget dianjiSkillKongWidget;
  500. private async void OnClickSkillKongWidget(ItemWidgetBasic obj)
  501. {
  502. if (PlayerGuideManager.Instance.GuideIsCanDo(4, 7))
  503. {
  504. PlayerGuideManager.Instance.NextGuide();
  505. }
  506. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  507. if (infoType == 1)
  508. {
  509. if (skillKongWidget.SkillInfo == null)
  510. return;
  511. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillKongWidget.SkillInfo);
  512. await gongFaUpgradePanel.UIClosed();
  513. Sort(type1, type2);
  514. return;
  515. }
  516. Btn_Info.transform.SetParent(transform);
  517. Btn_Info.gameObject.SetActive(false);
  518. currentSelectedSkill = skillKongWidget.SkillInfo;
  519. // SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  520. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
  521. {
  522. return;
  523. }
  524. //直接上功法
  525. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  526. {
  527. if (selectSkillConfig.skillConfig.SkillType == 1)
  528. {
  529. if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  530. {
  531. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  532. CloseSelect();
  533. return;
  534. }
  535. }
  536. if (selectSkillConfig.skillConfig.SkillType == 2)
  537. {
  538. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  539. {
  540. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  541. CloseSelect();
  542. return;
  543. }
  544. }
  545. isAlter = true;
  546. skillKongWidget.SetSKill(selectSkillConfig);
  547. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  548. CloseSelect();
  549. BaoChun();
  550. showSkillInfo.Sort(Sort);
  551. Content.Init(this, showSkillInfo.Count);
  552. }
  553. //替换功法
  554. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  555. {
  556. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
  557. // {
  558. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  559. // {
  560. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  561. // CloseSelect();
  562. // return;
  563. // }
  564. // }
  565. //
  566. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
  567. // {
  568. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  569. // {
  570. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  571. // CloseSelect();
  572. // return;
  573. // }
  574. // }
  575. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) &&
  576. allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  577. {
  578. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  579. CloseSelect();
  580. return;
  581. }
  582. if (!IsMainGongFaChange(selectSkillConfig.skillConfig) &&
  583. allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  584. {
  585. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  586. CloseSelect();
  587. return;
  588. }
  589. // if (selectSkillConfig.skillConfig.SkillType == 1)
  590. // {
  591. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  592. // {
  593. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  594. // CloseSelect();
  595. // return;
  596. // }
  597. // }
  598. //
  599. // if (selectSkillConfig.skillConfig.SkillType == 2)
  600. // {
  601. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  602. // {
  603. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  604. // CloseSelect();
  605. // return;
  606. // }
  607. // }
  608. isAlter = true;
  609. allUseSkill[skillKongWidget.SkillInfo.index] = null;
  610. skillKongWidget.SetSKill(selectSkillConfig);
  611. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  612. skillKongWidget.SetSKill(selectSkillConfig);
  613. CloseSelect();
  614. BaoChun();
  615. showSkillInfo.Sort(Sort);
  616. Content.Init(this, showSkillInfo.Count);
  617. }
  618. else
  619. {
  620. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  621. {
  622. CloseSelect();
  623. return;
  624. }
  625. //交换功法
  626. if (dianjiSkillKongWidget == null)
  627. {
  628. dianjiSkillKongWidget = skillKongWidget;
  629. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  630. Btn_RemoveGongFa.gameObject.SetActive(true);
  631. Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;
  632. Btn_Info.gameObject.SetActive(true);
  633. SelectSkill(skillKongWidget.SkillInfo, false, false);
  634. // BaoChun();
  635. }
  636. else
  637. {
  638. isAlter = true;
  639. if (skillKongWidget.SkillInfo != null)
  640. {
  641. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  642. allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
  643. }
  644. else
  645. {
  646. allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
  647. dianjiSkillKongWidget.Cleared();
  648. }
  649. skillKongWidget.SetSKill(selectSkillConfig);
  650. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  651. CloseSelect();
  652. BaoChun();
  653. }
  654. }
  655. UpdateSkillWidget();
  656. }
  657. public void SelectSkill(SkillInfo skillConfig, bool max, bool isClick)
  658. {
  659. for (int i = 0; i < allKongSkill.Count; i++)
  660. {
  661. allKongSkill[i].SelectState(false);
  662. }
  663. if (!max)
  664. {
  665. // if (isClick)
  666. // {
  667. // int index = 0;
  668. //
  669. // //金
  670. // if (skillConfig.skillConfig.attribute == 1)
  671. // {
  672. // index = 0;
  673. // }
  674. //
  675. // //木
  676. // if (skillConfig.skillConfig.attribute == 2)
  677. // {
  678. // index = 1;
  679. // }
  680. //
  681. // //水
  682. // if (skillConfig.skillConfig.attribute == 4)
  683. // {
  684. // index = 2;
  685. // }
  686. //
  687. // //火
  688. // if (skillConfig.skillConfig.attribute == 8)
  689. // {
  690. // index = 3;
  691. // }
  692. //
  693. // //土
  694. // if (skillConfig.skillConfig.attribute == 16)
  695. // {
  696. // index = 4;
  697. // }
  698. //
  699. // bool isSuccess = false;
  700. //
  701. // //先上对应位置
  702. // foreach (var i in indexList[index])
  703. // {
  704. // if (allKongSkill[i].SkillInfo == null)
  705. // {
  706. // allKongSkill[i].SetSKill(skillConfig);
  707. // allUseSkill[i] = skillConfig;
  708. // isSuccess = true;
  709. // break;
  710. // }
  711. // }
  712. //
  713. // //对应位置已经上了 ,就随便找给位置上
  714. // if (!isSuccess)
  715. // {
  716. // for (var i = 0; i < allKongSkill.Count; i++)
  717. // {
  718. // if (allKongSkill[i].SkillInfo == null)
  719. // {
  720. // allKongSkill[i].SetSKill(skillConfig);
  721. // allUseSkill[i] = skillConfig;
  722. // break;
  723. // }
  724. // }
  725. // }
  726. //
  727. // if (isSuccess)
  728. // {
  729. // BaoChun();
  730. // ChangeFuZhuYingXiang();
  731. // UpdateSkillWidget();
  732. // showSkillInfo.Sort(Sort);
  733. // Content.Init(this, showSkillInfo.Count);
  734. // }
  735. // else
  736. // {
  737. // for (int i = 0; i < allKongSkill.Count; i++)
  738. // {
  739. // allKongSkill[i].SelectState(true);
  740. // }
  741. // }
  742. // }
  743. // else
  744. {
  745. selectSkillConfig = skillConfig;
  746. _isSelectSkill = true;
  747. for (int i = 0; i < allKongSkill.Count; i++)
  748. {
  749. allKongSkill[i].SelectState(true);
  750. }
  751. }
  752. }
  753. else
  754. {
  755. selectSkillConfig = skillConfig;
  756. _isSelectSkill = true;
  757. for (int i = 0; i < allKongSkill.Count; i++)
  758. {
  759. if (allKongSkill[i].SkillInfo != null)
  760. {
  761. if (selectSkillConfig.skillConfig.SkillType == allKongSkill[i].SkillInfo.skillConfig.SkillType)
  762. allKongSkill[i].SelectState(true);
  763. }
  764. }
  765. }
  766. }
  767. List<int> yingxiang = new List<int>();
  768. private void CloseSelect()
  769. {
  770. _isSelectSkill = false;
  771. selectSkillConfig = null;
  772. dianjiSkillKongWidget = null;
  773. Btn_RemoveGongFa.gameObject.SetActive(false);
  774. Btn_Info.transform.SetParent(transform);
  775. Btn_Info.gameObject.SetActive(false);
  776. currentSelectedSkill = null;
  777. for (int i = 0; i < allKongSkill.Count; i++)
  778. {
  779. allKongSkill[i].SelectState(false);
  780. }
  781. ChangeFuZhuYingXiang();
  782. }
  783. private void ChangeFuZhuYingXiang()
  784. {
  785. yingxiang.Clear();
  786. float addcd = 0;
  787. for (int i = 0; i < allKongSkill.Count; i++)
  788. {
  789. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
  790. if (allKongSkill[i].SkillInfo != null)
  791. {
  792. addcd += allKongSkill[i].SkillInfo.skillConfig.addcd;
  793. }
  794. if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 &&
  795. allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
  796. {
  797. foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)
  798. {
  799. if (f != 0)
  800. {
  801. var nubs = GetNumbers(i, f);
  802. foreach (var nub in nubs)
  803. {
  804. if (!yingxiang.Contains(nub))
  805. {
  806. yingxiang.Add(nub);
  807. }
  808. }
  809. }
  810. }
  811. }
  812. }
  813. foreach (var i in yingxiang)
  814. {
  815. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
  816. }
  817. Text_Cd.text = "功法盘运行周期:" +
  818. ((PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum *
  819. PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000) + addcd) + "s";
  820. }
  821. public List<int> GetNumbers(int start, float offset)
  822. {
  823. List<int> indexs = new List<int>();
  824. for (int i = 0; i < Math.Abs(offset); i++)
  825. {
  826. if (offset >= 0)
  827. {
  828. indexs.Add(SafeMod(start + i + 1));
  829. }
  830. else
  831. {
  832. indexs.Add(SafeMod(start - i - 1));
  833. }
  834. }
  835. // 确保结果在0-9范围内(循环数组)
  836. int SafeMod(int n) => (n % 10 + 10) % 10;
  837. return indexs;
  838. }
  839. public override void Hide()
  840. {
  841. base.Hide();
  842. CombatDrive.Instance.CombatController.isUpdate = true;
  843. }
  844. public List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  845. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  846. {
  847. if (index < 0 || index >= showSkillInfo.Count)
  848. return null;
  849. SkillInfo skillInfo = showSkillInfo[index];
  850. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  851. skillWidget.InitSkillWidget(skillInfo);
  852. skillWidget.OnClick = OnClick;
  853. if (allUseSkill.Contains(skillWidget.skillConfigId))
  854. {
  855. skillWidget.Icon_Marsk.SetActive(true);
  856. }
  857. else
  858. {
  859. skillWidget.Icon_Marsk.SetActive(false);
  860. }
  861. _skillWidgets.Add(skillWidget);
  862. return skillWidget;
  863. }
  864. private void UpdateSkillWidget()
  865. {
  866. foreach (var skillWidget in _skillWidgets)
  867. {
  868. if (allUseSkill.Contains(skillWidget.skillConfigId))
  869. {
  870. skillWidget.Icon_Marsk.SetActive(true);
  871. }
  872. else
  873. {
  874. skillWidget.Icon_Marsk.SetActive(false);
  875. }
  876. }
  877. Text_GongFaCount.text =
  878. $"功法数量:{GetMainGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum}";
  879. Text_FuZhuGongFaCount.text =
  880. $"辅助功法:{GetPassiveGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum}";
  881. }
  882. private async void OnClick(ItemWidgetBasic obj)
  883. {
  884. SkillWidget skillWidget = obj as SkillWidget;
  885. if (infoType == 1)
  886. {
  887. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  888. await gongFaUpgradePanel.UIClosed();
  889. Sort(type1, type2);
  890. }
  891. else if (infoType == 2)
  892. {
  893. CloseSelect();
  894. Btn_Info.transform.SetParent(ContentRoot);
  895. Btn_Info.transform.position = skillWidget.InfoPos.position;
  896. Btn_Info.gameObject.SetActive(true);
  897. currentSelectedSkill = skillWidget.skillConfigId;
  898. if (allUseSkill.Contains(skillWidget.skillConfigId))
  899. {
  900. return;
  901. }
  902. Btn_RemoveGongFa.gameObject.SetActive(false);
  903. if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) ||
  904. !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
  905. {
  906. SelectSkill(skillWidget.skillConfigId, true, true);
  907. }
  908. else
  909. {
  910. SelectSkill(skillWidget.skillConfigId, false, true);
  911. }
  912. }
  913. if (PlayerGuideManager.Instance.GuideIsCanDo(4, 5))
  914. {
  915. PlayerGuideManager.Instance.NextGuide();
  916. }
  917. }
  918. /// <summary>
  919. /// 获得主功法数量
  920. /// </summary>
  921. /// <returns></returns>
  922. private int GetMainGongFaCount()
  923. {
  924. int count = 0;
  925. for (var i = 0; i < allUseSkill.Length; i++)
  926. {
  927. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)
  928. {
  929. count++;
  930. }
  931. }
  932. return count;
  933. }
  934. /// <summary>
  935. /// 获得被动功法数量
  936. /// </summary>
  937. /// <returns></returns>
  938. private int GetPassiveGongFaCount()
  939. {
  940. int count = 0;
  941. for (var i = 0; i < allUseSkill.Length; i++)
  942. {
  943. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)
  944. {
  945. count++;
  946. }
  947. }
  948. return count;
  949. }
  950. private bool IsMainGongFaChange(SkillConfig s)
  951. {
  952. if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum ||
  953. s.SkillType != 1)
  954. {
  955. return true;
  956. }
  957. else
  958. {
  959. return false;
  960. }
  961. }
  962. private bool IsPassiveGongFaChange(SkillConfig s)
  963. {
  964. if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum ||
  965. s.SkillType != 2)
  966. {
  967. return true;
  968. }
  969. else
  970. {
  971. return false;
  972. }
  973. }
  974. public void HindIScorllListWidget(IScorllListWidget widget)
  975. {
  976. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  977. _skillWidgets.Remove(widget as SkillWidget);
  978. }
  979. public override void Close()
  980. {
  981. foreach (var skillWidget in _skillWidgets)
  982. {
  983. UIManager.Instance.DormancyGComponent(skillWidget);
  984. }
  985. _skillWidgets.Clear();
  986. foreach (var skillKongWidget in allKongSkill)
  987. {
  988. // UIManager.Instance.DormancyGComponent(skillKongWidget);
  989. }
  990. allKongSkill.Clear();
  991. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  992. {
  993. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  994. }
  995. Icon_Select.gameObject.SetActive(false);
  996. _wuXingGongFaWidgets.Clear();
  997. CloseSelect();
  998. // ChangeInfoType(1);
  999. base.Close();
  1000. }
  1001. }
  1002. }