HeroInformationPanel.cs 9.0 KB

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