GongFaUpgradePanel.cs 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370
  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Core.Language;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Hero;
  8. using GameLogic.Player;
  9. using UnityEngine;
  10. using UnityEngine.UI;
  11. using Utility;
  12. namespace Fort23.Mono
  13. {
  14. [UIBinding(prefab = "GongFaUpgradePanel")]
  15. public partial class GongFaUpgradePanel : UIPanel
  16. {
  17. private SkillInfo _skillInfo;
  18. private List<SkillConfig> configs;
  19. List<GongFaUpgradeInfoWidget> _gongFaUpgradeInfoWidgets = new List<GongFaUpgradeInfoWidget>();
  20. private List<SkillPowerupConfig> _skillPowerupConfigs;
  21. private SkillConstant skillConstant;
  22. List<ItemWidgetType1> _itemWidgetType1 = new List<ItemWidgetType1>();
  23. List<EnergyWidget> _energyWidgets = new List<EnergyWidget>();
  24. bool isUpStar = false;
  25. bool isUpGrad = false;
  26. private void Init()
  27. {
  28. isAddStack = true;
  29. IsShowAppBar = false;
  30. }
  31. protected override void AddEvent()
  32. {
  33. }
  34. protected override void DelEvent()
  35. {
  36. }
  37. public override void AddButtonEvent()
  38. {
  39. Btn_Back.onClick.AddListener(() =>
  40. {
  41. if (isUpStar || isUpGrad)
  42. {
  43. isUpStar = false;
  44. isUpGrad = false;
  45. UpdateStarBtn();
  46. return;
  47. }
  48. UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
  49. });
  50. Btn_UpGrade.onClick.AddListener(() =>
  51. {
  52. if (_skillInfo.SkillData == null)
  53. {
  54. return;
  55. }
  56. if (!isUpGrad)
  57. {
  58. isUpGrad = true;
  59. UpdateStarBtn();
  60. return;
  61. }
  62. if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
  63. {
  64. TipMessagePanel.OpenTipMessagePanel("已经满级!");
  65. return;
  66. }
  67. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  68. {
  69. HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  70. TipMessagePanel.OpenTipMessagePanel($"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}");
  71. return;
  72. }
  73. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  74. {
  75. if (!PlayerManager.Instance.BagController.IsEnough(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
  76. {
  77. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  78. return;
  79. }
  80. }
  81. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  82. {
  83. if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
  84. {
  85. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  86. return;
  87. }
  88. }
  89. _skillInfo.SkillData.level++;
  90. _skillInfo.CustomInt(_skillInfo.SkillData);
  91. CustomInit(_skillInfo);
  92. AccountFileInfo.Instance.SavePlayerData();
  93. });
  94. Btn_UpStar.onClick.AddListener(() =>
  95. {
  96. if (!isUpStar)
  97. {
  98. isUpStar = true;
  99. UpdateStarBtn();
  100. return;
  101. }
  102. if (_skillInfo.SkillData == null)
  103. {
  104. return;
  105. }
  106. if (_skillInfo.SkillData.star >= _gongFaUpgradeInfoWidgets.Count)
  107. {
  108. TipMessagePanel.OpenTipMessagePanel("已经满星!");
  109. return;
  110. }
  111. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
  112. if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
  113. {
  114. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  115. return;
  116. }
  117. _skillInfo.SkillData.star++;
  118. _skillInfo.CustomInt(_skillInfo.SkillData);
  119. CustomInit(_skillInfo);
  120. AccountFileInfo.Instance.SavePlayerData();
  121. });
  122. }
  123. public async void CustomInit(SkillInfo skillInfo)
  124. {
  125. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  126. {
  127. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  128. }
  129. _gongFaUpgradeInfoWidgets.Clear();
  130. _skillInfo = skillInfo;
  131. _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
  132. SkillConfig skillConfig = _skillInfo.skillConfig;
  133. Icon_GongFaIcon.icon_name = skillConfig.icon;
  134. Text_Level1.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  135. Text_Level.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  136. Text_SkillCd.text = $"功法运作周期:{skillConfig.cd}转";
  137. skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
  138. UpdateStarBtn();
  139. Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
  140. Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name);
  141. switch (skillConfig.attribute)
  142. {
  143. case 1:
  144. Icon_Attribute.icon_name = "dec_jin";
  145. break;
  146. case 2:
  147. Icon_Attribute.icon_name = "dec_mu";
  148. break;
  149. case 4:
  150. Icon_Attribute.icon_name = "dec_shui";
  151. break;
  152. case 8:
  153. Icon_Attribute.icon_name = "dec_huo";
  154. break;
  155. case 16:
  156. Icon_Attribute.icon_name = "dec_tu";
  157. break;
  158. }
  159. for (var i = 0; i < StarRoot.Count; i++)
  160. {
  161. MyImage icon = StarRoot[i] as MyImage;
  162. if ( i < skillInfo.skillConfig.level-1)
  163. {
  164. icon.gameObject.SetActive(true);
  165. }
  166. else
  167. {
  168. icon.gameObject.SetActive(false);
  169. }
  170. }
  171. // for (var i = 0; i < StarRoot.Count; i++)
  172. // {
  173. // MyImage myImage = StarRoot[i] as MyImage;
  174. // myImage.gameObject.SetActive(false);
  175. // }
  176. //
  177. // int yinstar = skillInfo.skillConfig.level - 5;
  178. // for (var i = 0; i < StarRoot.Count; i++)
  179. // {
  180. // MyImage icon = StarRoot[i] as MyImage;
  181. // if (skillInfo.skillConfig.level > 5)
  182. // {
  183. // if (i < yinstar)
  184. // {
  185. // icon.icon_name = "dec_star_2";
  186. // icon.gameObject.SetActive(true);
  187. // }
  188. // else
  189. // {
  190. // icon.icon_name = "dec_gfxingji";
  191. // icon.gameObject.SetActive(true);
  192. // }
  193. // }
  194. // else
  195. // {
  196. // if (i < skillInfo.skillConfig.level)
  197. // {
  198. // icon.icon_name = "dec_gfxingji";
  199. // icon.gameObject.SetActive(true);
  200. // }
  201. // }
  202. // }
  203. List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  204. configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
  205. for (var i = 0; i < configs.Count; i++)
  206. {
  207. if(configs[i].level == 1)
  208. continue;
  209. SkillInfo skillInfo1 = new SkillInfo(configs[i].ID, _skillInfo.SkillPowerupConfig.ID);
  210. GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
  211. gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
  212. _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
  213. }
  214. }
  215. private async CTask UpdateStarBtn()
  216. {
  217. foreach (var itemWidgetType1 in _itemWidgetType1)
  218. {
  219. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  220. }
  221. _itemWidgetType1.Clear();
  222. foreach (var energyWidget in _energyWidgets)
  223. {
  224. UIManager.Instance.DormancyGComponent(energyWidget);
  225. }
  226. _energyWidgets.Clear();
  227. if (isUpGrad)
  228. {
  229. if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
  230. {
  231. Btn_UpStar.gameObject.SetActive(false);
  232. UpGradeItemRoot.SetActive(true);
  233. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  234. {
  235. ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
  236. itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
  237. _itemWidgetType1.Add(itemWidgetType1);
  238. EnergyWidget energyWidget =
  239. await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
  240. energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  241. _energyWidgets.Add(energyWidget);
  242. }
  243. }
  244. else
  245. {
  246. Btn_UpStar.gameObject.SetActive(true);
  247. UpGradeItemRoot.SetActive(false);
  248. }
  249. }
  250. // if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  251. // {
  252. // Btn_UpStar.gameObject.transform.Gray(true);
  253. // }
  254. // else
  255. // {
  256. // Btn_UpStar.gameObject.transform.RecoverColor();
  257. if (isUpStar)
  258. {
  259. if (_skillInfo.skillConfig.level < 6)
  260. {
  261. Btn_UpGrade.gameObject.SetActive(false);
  262. UpStarItemRoot.SetActive(true);
  263. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
  264. ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpStarItemRoot.GetComponent<RectTransform>(), isInstance: true);
  265. itemWidgetType1.CustomInit(_skillInfo.skillConfig.PieceID, count);
  266. _itemWidgetType1.Add(itemWidgetType1);
  267. EnergyWidget energyWidget =
  268. await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
  269. energyWidget.CustomInit(_skillInfo.skillConfig.PieceID);
  270. _energyWidgets.Add(energyWidget);
  271. }
  272. else
  273. {
  274. Btn_UpGrade.gameObject.SetActive(true);
  275. UpStarItemRoot.SetActive(false);
  276. }
  277. }
  278. else
  279. {
  280. Btn_UpGrade.gameObject.SetActive(true);
  281. UpStarItemRoot.SetActive(false);
  282. }
  283. // }
  284. if (!isUpGrad && !isUpStar)
  285. {
  286. Btn_UpGrade.gameObject.SetActive(true);
  287. Btn_UpStar.gameObject.SetActive(true);
  288. UpStarItemRoot.SetActive(false);
  289. UpGradeItemRoot.SetActive(false);
  290. }
  291. }
  292. public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
  293. {
  294. GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
  295. gongFaUpgradePanel.CustomInit(skillInfo);
  296. return gongFaUpgradePanel;
  297. }
  298. public override void Close()
  299. {
  300. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  301. {
  302. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  303. }
  304. foreach (var itemWidgetType1 in _itemWidgetType1)
  305. {
  306. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  307. }
  308. _itemWidgetType1.Clear();
  309. _gongFaUpgradeInfoWidgets.Clear();
  310. isUpStar = false;
  311. base.Close();
  312. }
  313. }
  314. }