GongFaUpgradePanel.cs 16 KB

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  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.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}");
  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. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.GetComponent<RectTransform>());
  142. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_Level.GetComponent<RectTransform>());
  143. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.transform.parent.GetComponent<RectTransform>());
  144. switch (skillConfig.attribute)
  145. {
  146. case 1:
  147. Icon_Attribute.icon_name = "dec_jin";
  148. break;
  149. case 2:
  150. Icon_Attribute.icon_name = "dec_mu";
  151. break;
  152. case 4:
  153. Icon_Attribute.icon_name = "dec_shui";
  154. break;
  155. case 8:
  156. Icon_Attribute.icon_name = "dec_huo";
  157. break;
  158. case 16:
  159. Icon_Attribute.icon_name = "dec_tu";
  160. break;
  161. }
  162. for (var i = 0; i < StarRoot.Count; i++)
  163. {
  164. MyImage icon = StarRoot[i] as MyImage;
  165. if (i < skillInfo.skillConfig.level - 1)
  166. {
  167. icon.gameObject.SetActive(true);
  168. }
  169. else
  170. {
  171. icon.gameObject.SetActive(false);
  172. }
  173. }
  174. // for (var i = 0; i < StarRoot.Count; i++)
  175. // {
  176. // MyImage myImage = StarRoot[i] as MyImage;
  177. // myImage.gameObject.SetActive(false);
  178. // }
  179. //
  180. // int yinstar = skillInfo.skillConfig.level - 5;
  181. // for (var i = 0; i < StarRoot.Count; i++)
  182. // {
  183. // MyImage icon = StarRoot[i] as MyImage;
  184. // if (skillInfo.skillConfig.level > 5)
  185. // {
  186. // if (i < yinstar)
  187. // {
  188. // icon.icon_name = "dec_star_2";
  189. // icon.gameObject.SetActive(true);
  190. // }
  191. // else
  192. // {
  193. // icon.icon_name = "dec_gfxingji";
  194. // icon.gameObject.SetActive(true);
  195. // }
  196. // }
  197. // else
  198. // {
  199. // if (i < skillInfo.skillConfig.level)
  200. // {
  201. // icon.icon_name = "dec_gfxingji";
  202. // icon.gameObject.SetActive(true);
  203. // }
  204. // }
  205. // }
  206. List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  207. configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
  208. for (var i = 0; i < configs.Count; i++)
  209. {
  210. if (configs[i].level == 1)
  211. continue;
  212. SkillInfo skillInfo1 = new SkillInfo(configs[i].IDGroup, _skillInfo.SkillPowerupConfig.ID,configs[i].level);
  213. GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
  214. gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
  215. _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
  216. }
  217. }
  218. private async CTask UpdateStarBtn()
  219. {
  220. foreach (var itemWidgetType1 in _itemWidgetType1)
  221. {
  222. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  223. }
  224. _itemWidgetType1.Clear();
  225. foreach (var energyWidget in _energyWidgets)
  226. {
  227. UIManager.Instance.DormancyGComponent(energyWidget);
  228. }
  229. _energyWidgets.Clear();
  230. if (isUpGrad)
  231. {
  232. if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
  233. {
  234. Btn_UpStar.gameObject.SetActive(false);
  235. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  236. {
  237. HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  238. Text_UpGrade.text = $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}";
  239. Btn_UpGrade.gameObject.transform.Gray(true);
  240. UpGradeItemRoot.SetActive(false);
  241. }
  242. else
  243. {
  244. Btn_UpGrade.gameObject.transform.RecoverColor();
  245. Text_UpGrade.text = "升级";
  246. UpGradeItemRoot.SetActive(true);
  247. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  248. {
  249. ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
  250. itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
  251. _itemWidgetType1.Add(itemWidgetType1);
  252. EnergyWidget energyWidget =
  253. await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
  254. energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  255. _energyWidgets.Add(energyWidget);
  256. }
  257. }
  258. }
  259. else
  260. {
  261. Text_UpGrade.text = "已满级";
  262. Btn_UpStar.gameObject.SetActive(false);
  263. UpGradeItemRoot.SetActive(false);
  264. }
  265. }
  266. if (isUpStar)
  267. {
  268. if (_skillInfo.skillConfig.level < 6)
  269. {
  270. Btn_UpStar.gameObject.transform.RecoverColor();
  271. Text_UpStar.text = "领悟";
  272. Btn_UpGrade.gameObject.SetActive(false);
  273. UpStarItemRoot.SetActive(true);
  274. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
  275. ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpStarItemRoot.GetComponent<RectTransform>(), isInstance: true);
  276. itemWidgetType1.CustomInit(_skillInfo.skillConfig.PieceID, count);
  277. _itemWidgetType1.Add(itemWidgetType1);
  278. EnergyWidget energyWidget =
  279. await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
  280. energyWidget.CustomInit(_skillInfo.skillConfig.PieceID);
  281. _energyWidgets.Add(energyWidget);
  282. }
  283. else
  284. {
  285. Text_UpStar.text = "已满星";
  286. Btn_UpGrade.gameObject.SetActive(false);
  287. UpStarItemRoot.SetActive(false);
  288. }
  289. }
  290. if (!isUpGrad && !isUpStar)
  291. {
  292. Btn_UpGrade.gameObject.SetActive(true);
  293. Btn_UpStar.gameObject.SetActive(true);
  294. UpStarItemRoot.SetActive(false);
  295. UpGradeItemRoot.SetActive(false);
  296. Text_UpStar.text = "领悟";
  297. Text_UpGrade.text = "升级";
  298. Btn_UpGrade.gameObject.transform.RecoverColor();
  299. }
  300. LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.GetComponent<RectTransform>());
  301. LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.GetComponent<RectTransform>());
  302. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpStar.GetComponent<RectTransform>());
  303. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpGrade.GetComponent<RectTransform>());
  304. LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.transform.parent.GetComponent<RectTransform>());
  305. LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.transform.parent.GetComponent<RectTransform>());
  306. LayoutRebuilder.ForceRebuildLayoutImmediate(Btn_UpGrade.GetComponent<RectTransform>());
  307. }
  308. public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
  309. {
  310. GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
  311. gongFaUpgradePanel.CustomInit(skillInfo);
  312. return gongFaUpgradePanel;
  313. }
  314. public override void Close()
  315. {
  316. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  317. {
  318. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  319. }
  320. foreach (var itemWidgetType1 in _itemWidgetType1)
  321. {
  322. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  323. }
  324. foreach (var energyWidget in _energyWidgets)
  325. {
  326. UIManager.Instance.DormancyGComponent(energyWidget);
  327. }
  328. _energyWidgets.Clear();
  329. _itemWidgetType1.Clear();
  330. _gongFaUpgradeInfoWidgets.Clear();
  331. isUpStar = false;
  332. isUpGrad = false;
  333. _skillInfo = null;
  334. base.Close();
  335. }
  336. }
  337. }