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