GongFaUpgradePanel.cs 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512
  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.Hero;
  9. using GameLogic.Player;
  10. using UnityEngine;
  11. using UnityEngine.UI;
  12. using Utility;
  13. namespace Fort23.Mono
  14. {
  15. [UIBinding(prefab = "GongFaUpgradePanel")]
  16. public partial class GongFaUpgradePanel : UIPanel
  17. {
  18. private SkillInfo _skillInfo;
  19. private List<SkillConfig> configs;
  20. List<GongFaUpgradeInfoWidget> _gongFaUpgradeInfoWidgets = new List<GongFaUpgradeInfoWidget>();
  21. private List<SkillPowerupConfig> _skillPowerupConfigs;
  22. // private SkillConstant skillConstant;
  23. List<ItemWidgetType1> _itemWidgetType1 = new List<ItemWidgetType1>();
  24. // List<EnergyWidget> _energyWidgets = new List<EnergyWidget>();
  25. bool isUpStar = false;
  26. bool isUpGrad = false;
  27. private void Init()
  28. {
  29. isAddStack = true;
  30. IsShowAppBar = false;
  31. }
  32. public async override CTask GetFocus()
  33. {
  34. // await AppBarPanel.OpenPanel(this);
  35. base.GetFocus();
  36. }
  37. protected override void AddEvent()
  38. {
  39. }
  40. protected override void DelEvent()
  41. {
  42. }
  43. public override void AddButtonEvent()
  44. {
  45. Btn_Back.onClick.AddListener(() =>
  46. {
  47. if (isUpStar || isUpGrad)
  48. {
  49. isUpStar = false;
  50. isUpGrad = false;
  51. UpdateStarBtn();
  52. return;
  53. }
  54. UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
  55. });
  56. Btn_UpGradeOk.onClick.AddListener(() => { UpgradeClick(); });
  57. Btn_UpGrade.onClick.AddListener(() => { UpgradeClick(); });
  58. Btn_UpStar.onClick.AddListener(() => { UpStarClick(); });
  59. Btn_UpStarOk.onClick.AddListener(() => { UpStarClick(); });
  60. }
  61. private void UpStarClick()
  62. {
  63. if (!isUpStar)
  64. {
  65. isUpStar = true;
  66. UpdateStarBtn();
  67. return;
  68. }
  69. if (_skillInfo.SkillData == null)
  70. {
  71. return;
  72. }
  73. if (_skillInfo.SkillData.star > _gongFaUpgradeInfoWidgets.Count)
  74. {
  75. TipMessagePanel.OpenTipMessagePanel("已经满星!");
  76. return;
  77. }
  78. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.skillConfig.PieceID);
  79. SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
  80. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level - 1];
  81. if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
  82. {
  83. ItemSourcePanel.OpenPanel(_skillInfo.skillConfig.PieceID);
  84. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  85. return;
  86. }
  87. _skillInfo.SkillData.star++;
  88. _skillInfo.CustomInt(_skillInfo.SkillData);
  89. PlayerManager.Instance.myHero.ComputeHeroInfo();
  90. CustomInit(_skillInfo);
  91. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  92. {
  93. if (gongFaUpgradeInfoWidget._skillInfo.skillConfig.level == _skillInfo.skillConfig.level)
  94. {
  95. gongFaUpgradeInfoWidget.fx_ui_gongfa_tiaomu.gameObject.SetActive(true);
  96. gongFaUpgradeInfoWidget.fx_ui_gongfa_tiaomu.Play();
  97. break;
  98. }
  99. }
  100. AccountFileInfo.Instance.SavePlayerData();
  101. }
  102. private void UpgradeClick()
  103. {
  104. if (_skillInfo.SkillData == null)
  105. {
  106. return;
  107. }
  108. if (!isUpGrad)
  109. {
  110. isUpGrad = true;
  111. UpdateStarBtn();
  112. return;
  113. }
  114. if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
  115. {
  116. TipMessagePanel.OpenTipMessagePanel("已经满级!");
  117. return;
  118. }
  119. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  120. {
  121. HeroPowerUpConfig heroPowerUpConfig =
  122. ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  123. TipMessagePanel.OpenTipMessagePanel(
  124. $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}");
  125. return;
  126. }
  127. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  128. {
  129. if (!PlayerManager.Instance.BagController.IsEnough(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  130. _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
  131. {
  132. ItemSourcePanel.OpenPanel(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  133. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  134. return;
  135. }
  136. }
  137. //扣除道具
  138. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  139. {
  140. PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  141. _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
  142. }
  143. fx_ui_gongfa_shengji.gameObject.SetActive(true);
  144. fx_ui_gongfa_shengji.Play();
  145. _skillInfo.SkillData.level++;
  146. _skillInfo.CustomInt(_skillInfo.SkillData);
  147. PlayerManager.Instance.myHero.ComputeHeroInfo();
  148. CustomInit(_skillInfo);
  149. AccountFileInfo.Instance.SavePlayerData();
  150. }
  151. public async void CustomInit(SkillInfo skillInfo)
  152. {
  153. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  154. {
  155. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  156. }
  157. _gongFaUpgradeInfoWidgets.Clear();
  158. _skillInfo = skillInfo;
  159. RedDotComType01.CustomInit(2, _skillInfo);
  160. _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
  161. SkillConfig skillConfig = _skillInfo.skillConfig;
  162. Icon_GongFaIcon.icon_name = skillConfig.icon;
  163. Text_Level1.text = LanguageManager.Instance.Text(10222, _skillInfo.SkillPowerupConfig.ID.ToString());
  164. Text_Level.text = LanguageManager.Instance.Text(10222, _skillInfo.SkillPowerupConfig.ID.ToString());
  165. Text_SkillCd.text = LanguageManager.Instance.Text(10208, skillConfig.addcd);
  166. // skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
  167. UpdateStarBtn();
  168. // Text_GongFaDesc.text =
  169. // UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
  170. Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name) + " ";
  171. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.GetComponent<RectTransform>());
  172. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_Level.GetComponent<RectTransform>());
  173. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.transform.parent.GetComponent<RectTransform>());
  174. switch (skillConfig.attribute)
  175. {
  176. case 1:
  177. csc.ChangeState(0);
  178. Icon_Attribute.icon_name = "dec_jin2";
  179. break;
  180. case 2:
  181. csc.ChangeState(1);
  182. Icon_Attribute.icon_name = "dec_mu2";
  183. break;
  184. case 4:
  185. csc.ChangeState(2);
  186. Icon_Attribute.icon_name = "dec_shui2";
  187. break;
  188. case 8:
  189. csc.ChangeState(3);
  190. Icon_Attribute.icon_name = "dec_huo2";
  191. break;
  192. case 16:
  193. csc.ChangeState(4);
  194. Icon_Attribute.icon_name = "dec_tu2";
  195. break;
  196. }
  197. for (var i = 0; i < StarRoot.Count; i++)
  198. {
  199. MyImage icon = StarRoot[i] as MyImage;
  200. if (i < skillInfo.skillConfig.level - 1)
  201. {
  202. icon.gameObject.SetActive(true);
  203. }
  204. else
  205. {
  206. icon.gameObject.SetActive(false);
  207. }
  208. }
  209. List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  210. configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
  211. for (var i = 0; i < configs.Count; i++)
  212. {
  213. if (configs[i].level == 1)
  214. continue;
  215. SkillInfo skillInfo1 =
  216. new SkillInfo(configs[i].IDGroup, _skillInfo.SkillPowerupConfig.ID, configs[i].level);
  217. GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget =
  218. await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
  219. gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1, false);
  220. _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
  221. }
  222. }
  223. private async CTask UpdateStarBtn()
  224. {
  225. foreach (var itemWidgetType1 in _itemWidgetType1)
  226. {
  227. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  228. }
  229. _itemWidgetType1.Clear();
  230. // foreach (var energyWidget in _energyWidgets)
  231. // {
  232. // UIManager.Instance.DormancyGComponent(energyWidget);
  233. // }
  234. //
  235. // _energyWidgets.Clear();
  236. if (isUpGrad)
  237. {
  238. Btn_UpStar.gameObject.SetActive(false);
  239. Btn_UpGrade.gameObject.SetActive(false);
  240. Btn_UpStarOk.gameObject.SetActive(false);
  241. Btn_UpGradeOk.gameObject.SetActive(true);
  242. if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
  243. {
  244. AccountFileInfo.SkillData skillData = new AccountFileInfo.SkillData();
  245. skillData.id = _skillInfo.SkillData.id;
  246. skillData.level = _skillInfo.SkillData.level + 1;
  247. skillData.star = _skillInfo.SkillData.star;
  248. SkillInfo nextSkillInfo = new SkillInfo(skillData);
  249. string[] effs = new string[_skillInfo.effectValue.Length];
  250. for (var i = 0; i < _skillInfo.effectValue.Length; i++)
  251. {
  252. if (_skillInfo.effectValue[i] == nextSkillInfo.effectValue[i])
  253. {
  254. effs[i] = FormatNumber(_skillInfo.effectValue[i]);
  255. }
  256. else
  257. {
  258. effs[i] =
  259. $"{FormatNumber(_skillInfo.effectValue[i])}<color=green>→({FormatNumber(nextSkillInfo.effectValue[i])})</color>";
  260. }
  261. }
  262. Text_NextLevel.transform.parent.gameObject.SetActive(true);
  263. Text_NextLevel.text = LanguageManager.Instance.Text(10221, _skillInfo.SkillPowerupConfig.ID,
  264. nextSkillInfo.SkillPowerupConfig.ID);
  265. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_NextLevel.GetComponent<RectTransform>());
  266. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_NextLevel.transform.parent
  267. .GetComponent<RectTransform>());
  268. Text_GongFaDesc.text =
  269. UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), effs);
  270. // Btn_UpGrade.GetComponent<RectTransform>().sizeDelta = new Vector2(481, 80);
  271. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  272. {
  273. HeroPowerUpConfig heroPowerUpConfig =
  274. ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig
  275. .PlayerLevelLimit);
  276. Text_UpGrade.text =
  277. $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}";
  278. Btn_UpGradeOk.gameObject.transform.Gray(true);
  279. UpGradeItemRoot.SetActive(false);
  280. }
  281. else
  282. {
  283. Btn_UpGradeOk.gameObject.transform.RecoverColor();
  284. Text_UpGrade.text = LanguageManager.Instance.Text(10220);
  285. UpGradeItemRoot.SetActive(true);
  286. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  287. {
  288. ItemWidgetType1 itemWidgetType1 =
  289. await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam,
  290. null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
  291. itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  292. _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
  293. _itemWidgetType1.Add(itemWidgetType1);
  294. // EnergyWidget energyWidget =
  295. // await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
  296. // energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  297. // _energyWidgets.Add(energyWidget);
  298. }
  299. // Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), _skillInfo.effectValue);
  300. }
  301. }
  302. else
  303. {
  304. Text_NextLevel.transform.parent.gameObject.SetActive(true);
  305. Text_NextLevel.text = LanguageManager.Instance.Text(10221, _skillInfo.skillConfig.level,
  306. "Max");
  307. Text_UpGrade.text = LanguageManager.Instance.Text(10264);
  308. // Btn_UpStarOk.gameObject.SetActive(false);
  309. UpGradeItemRoot.SetActive(false);
  310. }
  311. }
  312. if (isUpStar)
  313. {
  314. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  315. {
  316. gongFaUpgradeInfoWidget.SelectWidget(true);
  317. }
  318. Btn_UpStar.gameObject.SetActive(false);
  319. Btn_UpGrade.gameObject.SetActive(false);
  320. Btn_UpGradeOk.gameObject.SetActive(false);
  321. Btn_UpStarOk.gameObject.SetActive(true);
  322. if (_skillInfo.skillConfig.level < 6)
  323. {
  324. Btn_UpStarOk.gameObject.transform.RecoverColor();
  325. Text_UpStar.text = LanguageManager.Instance.Text(10219);
  326. UpStarItemRoot.SetActive(true);
  327. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.skillConfig.PieceID);
  328. SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
  329. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level - 1];
  330. ItemWidgetType1 itemWidgetType1 =
  331. await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null,
  332. UpStarItemRoot.GetComponent<RectTransform>(), isInstance: true);
  333. itemWidgetType1.CustomInit(_skillInfo.skillConfig.PieceID, count);
  334. _itemWidgetType1.Add(itemWidgetType1);
  335. }
  336. else
  337. {
  338. Btn_UpStarOk.transform.Gray(true);
  339. Text_UpStar.text = LanguageManager.Instance.Text(10265);
  340. // Btn_UpStarOk.gameObject.SetActive(false);
  341. UpStarItemRoot.SetActive(false);
  342. }
  343. }
  344. if (!isUpGrad && !isUpStar)
  345. {
  346. Btn_UpGrade.gameObject.SetActive(true);
  347. Btn_UpStar.gameObject.SetActive(true);
  348. Btn_UpGradeOk.gameObject.SetActive(false);
  349. Btn_UpStarOk.gameObject.SetActive(false);
  350. UpStarItemRoot.SetActive(false);
  351. UpGradeItemRoot.SetActive(false);
  352. Text_UpStar.text = LanguageManager.Instance.Text(10219);
  353. Text_UpGrade.text = LanguageManager.Instance.Text(10220);
  354. Btn_UpGradeOk.gameObject.transform.RecoverColor();
  355. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  356. {
  357. gongFaUpgradeInfoWidget.SelectWidget(false);
  358. }
  359. Text_NextLevel.transform.parent.gameObject.SetActive(false);
  360. string[] effs = new string[_skillInfo.effectValue.Length];
  361. for (var i = 0; i < _skillInfo.effectValue.Length; i++)
  362. {
  363. effs[i] = FormatNumber(_skillInfo.effectValue[i]);
  364. }
  365. Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec),
  366. effs);
  367. }
  368. LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.GetComponent<RectTransform>());
  369. LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.GetComponent<RectTransform>());
  370. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpStar.GetComponent<RectTransform>());
  371. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpGrade.GetComponent<RectTransform>());
  372. LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.transform.parent.GetComponent<RectTransform>());
  373. LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.transform.parent.GetComponent<RectTransform>());
  374. LayoutRebuilder.ForceRebuildLayoutImmediate(Btn_UpGrade.GetComponent<RectTransform>());
  375. }
  376. public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
  377. {
  378. GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
  379. gongFaUpgradePanel.CustomInit(skillInfo);
  380. return gongFaUpgradePanel;
  381. }
  382. public async override CTask Close()
  383. {
  384. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  385. {
  386. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  387. }
  388. foreach (var itemWidgetType1 in _itemWidgetType1)
  389. {
  390. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  391. }
  392. //
  393. // foreach (var energyWidget in _energyWidgets)
  394. // {
  395. // UIManager.Instance.DormancyGComponent(energyWidget);
  396. // }
  397. //
  398. // _energyWidgets.Clear();
  399. fx_ui_gongfa_shengji.gameObject.SetActive(false);
  400. _itemWidgetType1.Clear();
  401. _gongFaUpgradeInfoWidgets.Clear();
  402. isUpStar = false;
  403. isUpGrad = false;
  404. _skillInfo = null;
  405. await base.Close();
  406. }
  407. public static string FormatNumber(double number)
  408. {
  409. const double tolerance = 1e-10;
  410. // 判断是否接近整数
  411. if (Math.Abs(number - Math.Round(number)) < tolerance)
  412. {
  413. return Math.Round(number).ToString();
  414. }
  415. double integerPart = Math.Truncate(number);
  416. double fraction = number - integerPart;
  417. // 检查小数部分是否超过一位
  418. double firstDigit = Math.Truncate(fraction * 10);
  419. double remainder = fraction * 10 - firstDigit;
  420. if (Math.Abs(remainder) > tolerance)
  421. {
  422. return Math.Round(number, 1).ToString("0.0");
  423. }
  424. else
  425. {
  426. return integerPart.ToString();
  427. }
  428. }
  429. }
  430. }