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| using System;using System.Collections.Generic;using System.Linq;using Core.Audio;using Core.Event.Event;using Core.Language;using Excel2Json;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat;using GameLogic.Combat.CombatTool;using GameLogic.Hero;using UnityEngine;using UnityEngine.EventSystems;using UnityEngine.UI;namespace Fort23.Mono{    [UIBinding(prefab = "SkillSelectPanel")]    public partial class SkillSelectPanel : UIPanel, IScrollListContent    {        private bool _isSelectSkill;        public List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();        List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();        private SkillInfo selectSkillConfig;        private bool isAlter;        private int type1 = 0;        private int type2 = 0;        public SkillInfo[] allUseSkill;        private int currenRoadSkilId;        /// <summary>        /// 1.执行升级逻辑 2.执行更换逻辑        /// </summary>        private int infoType = 1;        SkillInfo currentSelectedSkill;        public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()        {            CombatDrive.Instance.CombatController.isUpdate = false;            SkillSelectPanel skillSelectPanel =                await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);            return skillSelectPanel;        }        public async override CTask GetFocus()        {            if (infoType == 1)            {                await AppBarPanel.OpenPanel(this);            }            else if (infoType == 2)            {                AppBarPanel.ClosePanel();            }            TitlePanel.ClosePanel();            // AppBarPanel.OpenPanel(this);            await base.GetFocus();        }        public override CTask LoseFocus()        {            // AppBarPanel.ClosePanel();            return base.LoseFocus();        }        private void Init()        {            isAddStack = true;            IsShowAppBar = true;        }        protected override void AddEvent()        {        }        protected override void DelEvent()        {        }        public override CTask<bool> AsyncInit(object[] uiData)        {            if (PlayerGuideManager.Instance.GuideIsCanDo(4, 1))            {                PlayerGuideManager.Instance.NextGuide();            }            allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();            currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;            UpdateSkillWidget();            UpdateRoad();            // CloseSelect();            return base.AsyncInit(uiData);        }        public override void AddButtonEvent()        {            Btn_OneKyChange.onClick.AddListener(() =>            {                for (var i = 0; i < allUseSkill.Length; i++)                {                    allUseSkill[i] = null;                }                SkillInfo[] skills = new SkillInfo[5];                List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();                for (var i = 0; i < allSkill.Count; i++)                {                    //金                    if (allSkill[i].skillConfig.attribute == 1)                    {                        if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)                        {                            skills[0] = allSkill[i];                        }                    }                    //木                    if (allSkill[i].skillConfig.attribute == 2)                    {                        if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)                        {                            skills[1] = allSkill[i];                        }                    }                    //水                    if (allSkill[i].skillConfig.attribute == 4)                    {                        if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)                        {                            skills[2] = allSkill[i];                        }                    }                    //火                    if (allSkill[i].skillConfig.attribute == 8)                    {                        if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)                        {                            skills[3] = allSkill[i];                        }                    }                    //土                    if (allSkill[i].skillConfig.attribute == 16)                    {                        if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)                        {                            skills[4] = allSkill[i];                        }                    }                }                for (var i = 0; i < allKongSkill.Count; i++)                {                    allKongSkill[i].InitWidget(allKongSkill[i].index, this);                }                for (var i = 0; i < indexList.Count; i++)                {                    if (skills[i] == null)                        continue;                    if (!IsMainGongFaChange(skills[i].skillConfig))                        continue;                    if (!IsPassiveGongFaChange(skills[i].skillConfig))                        continue;                    allKongSkill[indexList[i][0]].SetSKill(skills[i]);                    allUseSkill[indexList[i][0]] = skills[i];                }                isAlter = true;                UpdateSkillWidget();                BaoChun();            });            Btn_ChangeOk.onClick.AddListener(() =>            {                ChangeInfoType(1);                if (isAlter)                {                    PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);                    PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);                    PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;                    AccountFileInfo.Instance.SavePlayerData();                }                isAlter = false;            });            Btn_Info.onClick.AddListener(async () =>            {                if (currentSelectedSkill != null)                {                    GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill);                    await gongFaUpgradePanel.UIClosed();                    Sort(type1, type2);                }            });            Btn_ChangeRoad.onClick.AddListener(() =>            {                SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>                {                    if (skillId != currenRoadSkilId && skillId != 0)                    {                        currenRoadSkilId = skillId;                        isAlter = true;                        UpdateRoad();                    }                });            });            Btn_Setting.onClick.AddListener(() =>            {                ChangeInfoType(2);                if (PlayerGuideManager.Instance.GuideIsCanDo(4, 4))                {                    PlayerGuideManager.Instance.NextGuide();                }            });            Btn_Jin.onClick.AddListener(() =>            {                if (type1 == 5)                {                    return;                }                if (type2 == 1)                {                    type2 = 0;                }                else                {                    type2 = 1;                }                Sort(type1, type2);            });            Btn_Mu.onClick.AddListener(() =>            {                if (type1 == 5)                {                    return;                }                if (type2 == 4)                {                    type2 = 0;                }                else                {                    type2 = 4;                }                Sort(type1, type2);            });            Btn_Shui.onClick.AddListener(() =>            {                if (type1 == 5)                {                    return;                }                if (type2 == 2)                {                    type2 = 0;                }                else                {                    type2 = 2;                }                Sort(type1, type2);            });            Btn_Huo.onClick.AddListener(() =>            {                if (type1 == 5)                {                    return;                }                if (type2 == 8)                {                    type2 = 0;                }                else                {                    type2 = 8;                }                Sort(type1, type2);            });            Btn_Tu.onClick.AddListener(() =>            {                if (type1 == 5)                {                    return;                }                if (type2 == 16)                {                    type2 = 0;                }                else                {                    type2 = 16;                }                Sort(type1, type2);            });            Btn_All.onClick.AddListener(() =>            {                type1 = 0;                Sort(type1, type2);            });            Btn_ZhuDong.onClick.AddListener(() =>            {                type1 = 1;                Sort(type1, type2);            });            Btn_FuZu.onClick.AddListener(() =>            {                type1 = 2;                Sort(type1, type2);            });            Btn_BeiDong.onClick.AddListener(() =>            {                type1 = 5;                Sort(type1, type2);            });            guanbi.onClick.AddListener(() =>            {                if (PlayerGuideManager.Instance.GuideIsCanDo(4, 10))                {                    PlayerGuideManager.Instance.NextGuide();                }                if (infoType == 2)                {                    ChangeInfoType(1);                    currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;                    allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();                    for (var i = 0; i < allKongSkill.Count; i++)                    {                        allKongSkill[i].InitWidget(allKongSkill[i].index, this);                        allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);                    }                    UpdateSkillWidget();                    UpdateRoad();                }                else                {                    // UIManager.Instance.HideUIUIPanel(this);                }                AudioManager.Instance.PlayAudio("ui_fanhui.wav");            });            Btn_RemoveGongFa.onClick.AddListener(() =>            {                // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);                allUseSkill[dianjiSkillKongWidget.index] = null;                dianjiSkillKongWidget.Cleared();                isAlter = true;                UpdateSkillWidget();                CloseSelect();                BaoChun();                showSkillInfo.Sort(Sort);                Content.Init(this, showSkillInfo.Count);                AudioManager.Instance.PlayAudio("ui_xiazhenggongfa.wav");            });            Sv.onValueChanged.AddListener((s) =>            {                if (currentSelectedSkill == null)                {                    return;                }                Btn_Info.transform.SetAsLastSibling();            });        }        private void UpdateSaixuanBtnState()        {            Btn_Jin.transform.IsGray((type2 != 1 && type2 != 0) || type1 == 2);            Btn_Mu.transform.IsGray((type2 != 4 && type2 != 0) || type1 == 2);            Btn_Shui.transform.IsGray((type2 != 2 && type2 != 0) || type1 == 2);            Btn_Huo.transform.IsGray((type2 != 8 && type2 != 0) || type1 == 2);            Btn_Tu.transform.IsGray((type2 != 16 && type2 != 0) || type1 == 2);        }        private bool isDraging = false;        //拖动得技能        private SkillKongWidget nowSkillKongWidget;        //进入的技能        private SkillKongWidget nowInSkillKongWidget;        //拖动中技能        private SkillKongWidget nowSkillKongWidget1;        private async void SkillBeginDragHandle(PointerEventData pointerEventData, ItemWidgetBasic itemWidgetBasic)        {            LogTool.Log("开始拖动");            if (infoType == 1)            {                return;            }            if (dianjiSkillKongWidget != null)            {                return;            }            SkillKongWidget skillKongWidget1 = itemWidgetBasic as SkillKongWidget;            if (skillKongWidget1.SkillInfo == null)                return;            isDraging = true;            //记录当前选中的格子            nowSkillKongWidget = skillKongWidget1;            nowSkillKongWidget.Translucency();            dianjiSkillKongWidget = skillKongWidget1;            SelectSkill(nowSkillKongWidget.SkillInfo, false, false);            nowSkillKongWidget1 = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(                SkillKongWidget1game.gameObject,                null, transform.GetComponent<RectTransform>(), uiData: new object[] { false, false },                isInstance: false);            nowSkillKongWidget1.own.SetActive(true);            nowSkillKongWidget1.InitWidget(nowSkillKongWidget.index, this);            nowSkillKongWidget1.SetSKill(skillKongWidget1.SkillInfo);        }        private void SkillDragHandle(PointerEventData pointerEventData, ItemWidgetBasic itemWidgetBasic)        {            LogTool.Log("拖动中");            if (nowSkillKongWidget1 == null)                return;            Vector2 localPos;            RectTransformUtility.ScreenPointToLocalPointInRectangle(                transform.GetComponent<RectTransform>(),                pointerEventData.position,                pointerEventData.pressEventCamera,                out localPos);            nowSkillKongWidget1.transform.localPosition = localPos;        }        private void SkillEndDragHandle(PointerEventData pointerEventData, ItemWidgetBasic itemWidgetBasic)        {            LogTool.Log("结束拖动");            isDraging = false;            nowSkillKongWidget?.Opaque();            if (nowInSkillKongWidget == null)            {                CloseSelect();            }            nowInSkillKongWidget?.OnPointerClick();            nowSkillKongWidget = null;            if (nowInSkillKongWidget != null)            {                nowInSkillKongWidget.transform.localScale = Vector3.one;            }            nowInSkillKongWidget = null;            if (nowSkillKongWidget1 == null)                return;            nowSkillKongWidget1.own.SetActive(false);            nowSkillKongWidget1 = null;        }        private void SkillPointEnterHandle(ItemWidgetBasic itemWidgetBasic)        {            LogTool.Log("进入");            if (isDraging)            {                nowInSkillKongWidget = itemWidgetBasic as SkillKongWidget;                nowInSkillKongWidget.transform.localScale = Vector3.one * 1.1f;                return;            }        }        private void SkillPointExitHandle(ItemWidgetBasic itemWidgetBasic)        {            LogTool.Log("离开");            if (isDraging)            {                if (nowInSkillKongWidget != null)                    nowInSkillKongWidget.transform.localScale = Vector3.one;                nowInSkillKongWidget = null;                return;            }        }        private void UpdateRoad()        {            if (currenRoadSkilId != 0)            {                SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);                Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);            }            else            {                Text_RoadName.text = "未选择";            }            //         }        private void BaoChun()        {            // ChangeInfoType(1);            // if (isAlter)            {                PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);                PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);                PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;                AccountFileInfo.Instance.SavePlayerData();            }            isAlter = false;        }        private void ChangeInfoType(int type)        {            if (type == 1)            {                GongFaSettingRoot.SetActive(false);                infoType = 1;                Btn_Setting.gameObject.SetActive(true);                CloseSelect();                AppBarPanel.OpenPanel(this);                Text_FuZhuGongFaCount.transform.parent.gameObject.SetActive(false);            }            else if (type == 2)            {                GongFaSettingRoot.SetActive(true);                infoType = 2;                allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();                Btn_Setting.gameObject.SetActive(false);                AppBarPanel.ClosePanel();                Text_FuZhuGongFaCount.transform.parent.gameObject.SetActive(true);            }        }        List<SkillInfo> showSkillInfo = new List<SkillInfo>();        List<List<int>> indexList = new List<List<int>>()        {            new List<int>() { 9, 8, 7 }, //金            new List<int>() { 1, 0, 9 }, //木            new List<int>() { 7, 6, 5 }, //水                      new List<int>() { 5, 4, 3 }, //火            new List<int>() { 7, 6, 5 }, //土            new List<int>() { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, //辅助        };        private void Sort(int type1, int type2)        {            //先排序类型在排属性            if (type1 == 0)            {                BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());            }            else if (type1 == 1)            {                BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());            }            else if (type1 == 2)            {                BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());                type2 = 0;            }            else if (type1 == 5)            {                BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());            }            // if (type2 == 0)            // {            //     Icon_Select.gameObject.SetActive(false);            // }            // else if (type2 == 1)            // {            //     Icon_Select.transform.position = Btn_Jin.transform.position;            //     Icon_Select.gameObject.SetActive(true);            // }            // else if (type2 == 2)            // {            //     Icon_Select.transform.position = Btn_Mu.transform.position;            //     Icon_Select.gameObject.SetActive(true);            // }            // else if (type2 == 4)            // {            //     Icon_Select.transform.position = Btn_Shui.transform.position;            //     Icon_Select.gameObject.SetActive(true);            // }            // else if (type2 == 8)            // {            //     Icon_Select.transform.position = Btn_Huo.transform.position;            //     Icon_Select.gameObject.SetActive(true);            // }            // else if (type2 == 16)            // {            //     Icon_Select.transform.position = Btn_Tu.transform.position;            //     Icon_Select.gameObject.SetActive(true);            // }            UpdateSaixuanBtnState();            //0代表全部            if (type1 == 0)            {                showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();            }            else            {                showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill                    .Where(s => s.skillConfig.SkillType == type1).ToList();            }            if (type2 == 0)            {            }            else            {                showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();            }            CloseSelect();            showSkillInfo.Sort(Sort);            Content.Init(this, showSkillInfo.Count);        }        private int Sort(SkillInfo type1, SkillInfo type2)        {            if (allUseSkill.Contains(type1) && !allUseSkill.Contains(type2))            {                return -1;            }            if (!allUseSkill.Contains(type1) && allUseSkill.Contains(type2))            {                return 1;            }            return type1.skillConfig.SkillType != type2.skillConfig.SkillType                ? type1.skillConfig.SkillType.CompareTo(type2.skillConfig.SkillType)                : type1.skillConfig.ID.CompareTo(type2.skillConfig.ID);            return 0;        }        public override async CTask Open()        {            await base.Open();            foreach (var skillKongWidget in allKongSkill)            {                UIManager.Instance.DormancyGComponent(skillKongWidget);            }            allKongSkill.Clear();            Sort(type1, type2);            for (int i = 0; i < 5; i++)            {                double hd = i * 72 * Math.PI / 180f;                double a = Math.Cos(hd);                double b = -Math.Sin(hd);                double c = Math.Sin(hd);                double d = a;                double x = a * 0 + b * 116;                double y = c * 0 + d * 116;                int index = i;                WuXingGongFaWidget widget =                    await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot,                        poolName: "132");                widget.transform.anchoredPosition = new Vector2((float)x, (float)y);                widget.ShowWidget(index);                // widget.transform.localScale = new Vector3(1, 1.8f, 1.8f);                _wuXingGongFaWidgets.Add(widget);            }            for (int i = 0; i < 10; i++)            {                int index = i;                double hd = (36 * i) * Math.PI / 180f;                double a = Math.Cos(hd);                double b = -Math.Sin(hd);                double c = Math.Sin(hd);                double d = a;                double x = a * 0 + b * 190;                double y = c * 0 + d * 190;                Vector2 pos = new Vector2((float)x, (float)y);                SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(                    kongdongs.gameObject,                    null, SkillKongWeiRoot, uiData: new object[] { true, true },                    isInstance: true);                skillKongWidget.InitWidget(index, this);                skillKongWidget.SetSKill(allUseSkill[index]);                skillKongWidget.transform.anchoredPosition = pos;                skillKongWidget.OnClick = OnClickSkillKongWidget;                skillKongWidget.onDragStart = SkillBeginDragHandle;                skillKongWidget.onDrag = SkillDragHandle;                skillKongWidget.onDragEnd = SkillEndDragHandle;                skillKongWidget.onPointerEnter = SkillPointEnterHandle;                skillKongWidget.onPointerExit = SkillPointExitHandle;                allKongSkill.Add(skillKongWidget);            }            ChangeFuZhuYingXiang();        }        private SkillKongWidget dianjiSkillKongWidget;        private async void OnClickSkillKongWidget(ItemWidgetBasic obj)        {            if (PlayerGuideManager.Instance.GuideIsCanDo(4, 7))            {                PlayerGuideManager.Instance.NextGuide();            }            if (PlayerGuideManager.Instance.GuideIsCanDo(4, 9))            {                PlayerGuideManager.Instance.NextGuide();            }            SkillKongWidget skillKongWidget = obj as SkillKongWidget;            if (infoType == 1)            {                if (skillKongWidget.SkillInfo == null)                    return;                GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillKongWidget.SkillInfo);                await gongFaUpgradePanel.UIClosed();                Sort(type1, type2);                return;            }            Btn_Info.transform.SetParent(transform);            Btn_Info.gameObject.SetActive(false);            currentSelectedSkill = skillKongWidget.SkillInfo;            // SkillKongWidget skillKongWidget = obj as SkillKongWidget;            if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)            {                return;            }            //直接上功法            if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)            {                if (!IsCurrentPosUse(selectSkillConfig, skillKongWidget))                {                    CloseSelect();                    return;                }                if (selectSkillConfig.skillConfig.SkillType == 1)                {                    if (!IsMainGongFaChange(selectSkillConfig.skillConfig))                    {                        TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");                        CloseSelect();                        return;                    }                }                if (selectSkillConfig.skillConfig.SkillType == 2)                {                    if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))                    {                        TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");                        CloseSelect();                        return;                    }                }                isAlter = true;                skillKongWidget.SetSKill(selectSkillConfig);                allUseSkill[skillKongWidget.index] = selectSkillConfig;                if (selectSkillConfig.skillConfig.SkillType == 1)                {                    AudioManager.Instance.PlayAudio("ui_xiazhenggongfa.wav");                }                else if (selectSkillConfig.skillConfig.SkillType == 2)                {                    AudioManager.Instance.PlayAudio("ui_fzgf_yx.wav");                }                CloseSelect();                BaoChun();                showSkillInfo.Sort(Sort);                Content.Init(this, showSkillInfo.Count);            }            //替换功法            else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)            {                if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) &&                    allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)                {                    TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");                    CloseSelect();                    return;                }                if (!IsMainGongFaChange(selectSkillConfig.skillConfig) &&                    allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)                {                    TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");                    CloseSelect();                    return;                }                if (!IsCurrentPosUse(selectSkillConfig, skillKongWidget))                {                    CloseSelect();                    return;                }                isAlter = true;                allUseSkill[skillKongWidget.SkillInfo.index] = null;                skillKongWidget.SetSKill(selectSkillConfig);                allUseSkill[skillKongWidget.index] = selectSkillConfig;                skillKongWidget.SetSKill(selectSkillConfig);                if (selectSkillConfig.skillConfig.SkillType == 1)                {                    AudioManager.Instance.PlayAudio("ui_xiazhenggongfa.wav");                }                else if (selectSkillConfig.skillConfig.SkillType == 2)                {                    AudioManager.Instance.PlayAudio("ui_fzgf_yx.wav");                }                CloseSelect();                BaoChun();                showSkillInfo.Sort(Sort);                Content.Init(this, showSkillInfo.Count);            }            else            {                if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)                {                    CloseSelect();                    return;                }                //交换功法                if (dianjiSkillKongWidget == null)                {                    dianjiSkillKongWidget = skillKongWidget;                    Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;                    Btn_RemoveGongFa.gameObject.SetActive(true);                    Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;                    Btn_Info.gameObject.SetActive(true);                    SelectSkill(skillKongWidget.SkillInfo, false, false);                    // if (skillKongWidget.SkillInfo.skillConfig.SkillType == 1)                    // {                    //     AudioManager.Instance.PlayAudio("ui_xiazhenggongfa.wav");                    // }                    // else if (skillKongWidget.SkillInfo.skillConfig.SkillType == 2)                    // {                    //     AudioManager.Instance.PlayAudio("ui_fzgf_yx.wav");                    // }                }                else                {                    isAlter = true;                    if (!IsCurrentPosUse(selectSkillConfig, skillKongWidget))                    {                        CloseSelect();                        return;                    }                    if (skillKongWidget.SkillInfo != null)                    {                        dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);                        allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;                    }                    else                    {                        allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;                        dianjiSkillKongWidget.Cleared();                    }                    skillKongWidget.SetSKill(selectSkillConfig);                    allUseSkill[skillKongWidget.index] = selectSkillConfig;                    if (selectSkillConfig.skillConfig.SkillType == 1)                    {                        AudioManager.Instance.PlayAudio("ui_xiazhenggongfa.wav");                    }                    else if (selectSkillConfig.skillConfig.SkillType == 2)                    {                        AudioManager.Instance.PlayAudio("ui_fzgf_yx.wav");                    }                    CloseSelect();                    BaoChun();                }            }            UpdateSkillWidget();        }        private bool IsCurrentPosUse(SkillInfo skillConfig, SkillKongWidget skillKongWidget)        {            if (PlayerManager.Instance.myHero.level > 60)            {                return true;            }            int index = 0;            //金            if (skillConfig.skillConfig.attribute == 1)            {                index = 0;            }            //木            if (skillConfig.skillConfig.attribute == 2)            {                index = 1;            }            //水            if (skillConfig.skillConfig.attribute == 4)            {                index = 2;            }            //火            if (skillConfig.skillConfig.attribute == 8)            {                index = 3;            }            //土            if (skillConfig.skillConfig.attribute == 16)            {                index = 4;            }            //辅助            if (skillConfig.skillConfig.attribute == 0)            {                index = 5;            }            return indexList[index].Contains(skillKongWidget.index);        }        public void SelectSkill(SkillInfo skillConfig, bool max, bool isClick)        {            for (int i = 0; i < allKongSkill.Count; i++)            {                allKongSkill[i].SelectState(false);            }            if (!max)            {                int index = 5;                if (PlayerManager.Instance.myHero.level <= 60)                {                    //金                    if (skillConfig.skillConfig.attribute == 1)                    {                        index = 0;                    }                    //木                    if (skillConfig.skillConfig.attribute == 2)                    {                        index = 1;                    }                    //水                    if (skillConfig.skillConfig.attribute == 4)                    {                        index = 2;                    }                    //火                    if (skillConfig.skillConfig.attribute == 8)                    {                        index = 3;                    }                    //土                    if (skillConfig.skillConfig.attribute == 16)                    {                        index = 4;                    }                }                // //辅助                // if (skillConfig.skillConfig.attribute == 0)                //                //     index = 5;                // }                //先上对应位置                foreach (var i in indexList[index])                {                    allKongSkill[i].SelectState(true);                }                // if (isClick)                // {                //     int index = 0;                //                //     //金                //     if (skillConfig.skillConfig.attribute == 1)                //     {                //         index = 0;                //     }                //                //     //木                //     if (skillConfig.skillConfig.attribute == 2)                //     {                //         index = 1;                //     }                //                //     //水                //     if (skillConfig.skillConfig.attribute == 4)                //     {                //         index = 2;                //     }                //                //     //火                //     if (skillConfig.skillConfig.attribute == 8)                //     {                //         index = 3;                //     }                //                //     //土                //     if (skillConfig.skillConfig.attribute == 16)                //     {                //         index = 4;                //     }                //                //     bool isSuccess = false;                //                //     //先上对应位置                //     foreach (var i in indexList[index])                //     {                //         if (allKongSkill[i].SkillInfo == null)                //         {                //             allKongSkill[i].SetSKill(skillConfig);                //             allUseSkill[i] = skillConfig;                //             isSuccess = true;                //             break;                //         }                //     }                //                //     //对应位置已经上了 ,就随便找给位置上                //     if (!isSuccess)                //     {                //         for (var i = 0; i < allKongSkill.Count; i++)                //         {                //             if (allKongSkill[i].SkillInfo == null)                //             {                //                 allKongSkill[i].SetSKill(skillConfig);                //                 allUseSkill[i] = skillConfig;                //                 break;                //             }                //         }                //     }                //                //     if (isSuccess)                //     {                //         BaoChun();                //         ChangeFuZhuYingXiang();                //         UpdateSkillWidget();                //         showSkillInfo.Sort(Sort);                //         Content.Init(this, showSkillInfo.Count);                //     }                //     else                //     {                //         for (int i = 0; i < allKongSkill.Count; i++)                //         {                //             allKongSkill[i].SelectState(true);                //         }                //     }                // }                // else                {                    selectSkillConfig = skillConfig;                    _isSelectSkill = true;                    // for (int i = 0; i < allKongSkill.Count; i++)                    // {                    //     allKongSkill[i].SelectState(true);                    // }                }            }            else            {                selectSkillConfig = skillConfig;                _isSelectSkill = true;                for (int i = 0; i < allKongSkill.Count; i++)                {                    if (allKongSkill[i].SkillInfo != null)                    {                        if (selectSkillConfig.skillConfig.SkillType == allKongSkill[i].SkillInfo.skillConfig.SkillType)                            allKongSkill[i].SelectState(true);                    }                }            }        }        List<int> yingxiang = new List<int>();        private void CloseSelect()        {            _isSelectSkill = false;            selectSkillConfig = null;            dianjiSkillKongWidget = null;            Btn_RemoveGongFa.gameObject.SetActive(false);            Btn_Info.transform.SetParent(transform);            Btn_Info.gameObject.SetActive(false);            currentSelectedSkill = null;            for (int i = 0; i < allKongSkill.Count; i++)            {                allKongSkill[i].SelectState(false);            }            ChangeFuZhuYingXiang();        }        private void ChangeFuZhuYingXiang()        {            yingxiang.Clear();            float addcd = 0;            for (int i = 0; i < allKongSkill.Count; i++)            {                allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);                if (allKongSkill[i].SkillInfo != null)                {                    addcd += allKongSkill[i].SkillInfo.skillConfig.addcd;                }                if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 &&                    allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)                {                    foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)                    {                        if (f != 0)                        {                            var nubs = GetNumbers(i, f);                            foreach (var nub in nubs)                            {                                if (!yingxiang.Contains(nub))                                {                                    yingxiang.Add(nub);                                }                            }                        }                    }                }            }            foreach (var i in yingxiang)            {                allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);            }            Text_Cd.text = LanguageManager.Instance.Text(10208,                ((PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum *                    PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000) + addcd));        }        public List<int> GetNumbers(int start, float offset)        {            List<int> indexs = new List<int>();            for (int i = 0; i < Math.Abs(offset); i++)            {                if (offset >= 0)                {                    indexs.Add(SafeMod(start + i + 1));                }                else                {                    indexs.Add(SafeMod(start - i - 1));                }            }            // 确保结果在0-9范围内(循环数组)            int SafeMod(int n) => (n % 10 + 10) % 10;            return indexs;        }        public override void Hide()        {            base.Hide();            CombatDrive.Instance.CombatController.isUpdate = true;        }        public List<SkillWidget> _skillWidgets = new List<SkillWidget>();        public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)        {            if (index < 0 || index >= showSkillInfo.Count)                return null;            SkillInfo skillInfo = showSkillInfo[index];            SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);            skillWidget.InitSkillWidget(skillInfo);            skillWidget.OnClick = OnClick;            if (allUseSkill.Contains(skillWidget.skillConfigId))            {                skillWidget.Icon_Marsk.SetActive(true);            }            else            {                skillWidget.Icon_Marsk.SetActive(false);            }            _skillWidgets.Add(skillWidget);            return skillWidget;        }        private void UpdateSkillWidget()        {            foreach (var skillWidget in _skillWidgets)            {                if (allUseSkill.Contains(skillWidget.skillConfigId))                {                    skillWidget.Icon_Marsk.SetActive(true);                }                else                {                    skillWidget.Icon_Marsk.SetActive(false);                }            }            Text_GongFaCount.text = LanguageManager.Instance.Text(10210, GetMainGongFaCount(),                PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum);            Text_FuZhuGongFaCount.text = LanguageManager.Instance.Text(10209, GetPassiveGongFaCount(),                PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum);        }        private async void OnClick(ItemWidgetBasic obj)        {            SkillWidget skillWidget = obj as SkillWidget;            if (infoType == 1)            {                GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);                await gongFaUpgradePanel.UIClosed();                Sort(type1, type2);            }            else if (infoType == 2)            {                CloseSelect();                Btn_Info.transform.SetParent(ContentRoot);                Btn_Info.transform.position = skillWidget.InfoPos.position;                Btn_Info.gameObject.SetActive(true);                currentSelectedSkill = skillWidget.skillConfigId;                if (allUseSkill.Contains(skillWidget.skillConfigId))                {                    return;                }                Btn_RemoveGongFa.gameObject.SetActive(false);                if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) ||                    !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))                {                    SelectSkill(skillWidget.skillConfigId, true, true);                }                else                {                    SelectSkill(skillWidget.skillConfigId, false, true);                }            }            if (PlayerGuideManager.Instance.GuideIsCanDo(4, 5))            {                PlayerGuideManager.Instance.NextGuide();            }            if (PlayerGuideManager.Instance.GuideIsCanDo(4, 8))            {                PlayerGuideManager.Instance.NextGuide();            }        }        /// <summary>        /// 获得主功法数量        /// </summary>        /// <returns></returns>        private int GetMainGongFaCount()        {            int count = 0;            for (var i = 0; i < allUseSkill.Length; i++)            {                if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)                {                    count++;                }            }            return count;        }        /// <summary>        /// 获得被动功法数量        /// </summary>        /// <returns></returns>        private int GetPassiveGongFaCount()        {            int count = 0;            for (var i = 0; i < allUseSkill.Length; i++)            {                if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)                {                    count++;                }            }            return count;        }        private bool IsMainGongFaChange(SkillConfig s)        {            if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum ||                s.SkillType != 1)            {                return true;            }            else            {                return false;            }        }        private bool IsPassiveGongFaChange(SkillConfig s)        {            if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum ||                s.SkillType != 2)            {                return true;            }            else            {                return false;            }        }        public void HindIScorllListWidget(IScorllListWidget widget)        {            UIManager.Instance.DormancyGComponent(widget as SkillWidget);            _skillWidgets.Remove(widget as SkillWidget);        }        public async override CTask Close()        {            foreach (var skillWidget in _skillWidgets)            {                UIManager.Instance.DormancyGComponent(skillWidget);            }            _skillWidgets.Clear();            foreach (var skillKongWidget in allKongSkill)            {                UIManager.Instance.DormancyGComponent(skillKongWidget);            }            allKongSkill.Clear();            foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)            {                UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);            }            Icon_Select.gameObject.SetActive(false);            _wuXingGongFaWidgets.Clear();            CloseSelect();            // ChangeInfoType(1);            await base.Close();        }    }}
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