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 * 116;
  447. double y = c * 0 + d * 116;
  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. widget.transform.localScale = new Vector3(1.8f, 1.8f, 1.8f);
  453. _wuXingGongFaWidgets.Add(widget);
  454. }
  455. for (int i = 0; i < 10; i++)
  456. {
  457. int index = i;
  458. double hd = (36 * i) * Math.PI / 180f;
  459. double a = Math.Cos(hd);
  460. double b = -Math.Sin(hd);
  461. double c = Math.Sin(hd);
  462. double d = a;
  463. double x = a * 0 + b * 190;
  464. double y = c * 0 + d * 190;
  465. Vector2 pos = new Vector2((float)x, (float)y);
  466. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  467. kongdongs.gameObject,
  468. null, SkillKongWeiRoot,
  469. isInstance: true);
  470. skillKongWidget.InitWidget(index, this);
  471. skillKongWidget.SetSKill(allUseSkill[index]);
  472. skillKongWidget.transform.anchoredPosition = pos;
  473. skillKongWidget.OnClick = OnClickSkillKongWidget;
  474. allKongSkill.Add(skillKongWidget);
  475. }
  476. ChangeFuZhuYingXiang();
  477. }
  478. private SkillKongWidget dianjiSkillKongWidget;
  479. private async void OnClickSkillKongWidget(ItemWidgetBasic obj)
  480. {
  481. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  482. if (infoType == 1)
  483. {
  484. if (skillKongWidget.SkillInfo == null)
  485. return;
  486. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillKongWidget.SkillInfo);
  487. await gongFaUpgradePanel.UIClosed();
  488. Sort(type1, type2);
  489. return;
  490. }
  491. Btn_Info.transform.SetParent(transform);
  492. Btn_Info.gameObject.SetActive(false);
  493. currentSelectedSkill = skillKongWidget.SkillInfo;
  494. // SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  495. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
  496. {
  497. return;
  498. }
  499. //直接上功法
  500. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  501. {
  502. if (selectSkillConfig.skillConfig.SkillType == 1)
  503. {
  504. if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  505. {
  506. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  507. CloseSelect();
  508. return;
  509. }
  510. }
  511. if (selectSkillConfig.skillConfig.SkillType == 2)
  512. {
  513. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  514. {
  515. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  516. CloseSelect();
  517. return;
  518. }
  519. }
  520. isAlter = true;
  521. skillKongWidget.SetSKill(selectSkillConfig);
  522. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  523. CloseSelect();
  524. BaoChun();
  525. showSkillInfo.Sort(Sort);
  526. Content.Init(this, showSkillInfo.Count);
  527. }
  528. //替换功法
  529. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  530. {
  531. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
  532. // {
  533. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  534. // {
  535. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  536. // CloseSelect();
  537. // return;
  538. // }
  539. // }
  540. //
  541. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
  542. // {
  543. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  544. // {
  545. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  546. // CloseSelect();
  547. // return;
  548. // }
  549. // }
  550. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  551. {
  552. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  553. CloseSelect();
  554. return;
  555. }
  556. if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  557. {
  558. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  559. CloseSelect();
  560. return;
  561. }
  562. // if (selectSkillConfig.skillConfig.SkillType == 1)
  563. // {
  564. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  565. // {
  566. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  567. // CloseSelect();
  568. // return;
  569. // }
  570. // }
  571. //
  572. // if (selectSkillConfig.skillConfig.SkillType == 2)
  573. // {
  574. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  575. // {
  576. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  577. // CloseSelect();
  578. // return;
  579. // }
  580. // }
  581. isAlter = true;
  582. allUseSkill[skillKongWidget.SkillInfo.index] = null;
  583. skillKongWidget.SetSKill(selectSkillConfig);
  584. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  585. skillKongWidget.SetSKill(selectSkillConfig);
  586. CloseSelect();
  587. BaoChun();
  588. showSkillInfo.Sort(Sort);
  589. Content.Init(this, showSkillInfo.Count);
  590. }
  591. else
  592. {
  593. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  594. {
  595. CloseSelect();
  596. return;
  597. }
  598. //交换功法
  599. if (dianjiSkillKongWidget == null)
  600. {
  601. dianjiSkillKongWidget = skillKongWidget;
  602. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  603. Btn_RemoveGongFa.gameObject.SetActive(true);
  604. Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;
  605. Btn_Info.gameObject.SetActive(true);
  606. SelectSkill(skillKongWidget.SkillInfo, false, false);
  607. // BaoChun();
  608. }
  609. else
  610. {
  611. isAlter = true;
  612. if (skillKongWidget.SkillInfo != null)
  613. {
  614. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  615. allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
  616. }
  617. else
  618. {
  619. allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
  620. dianjiSkillKongWidget.Cleared();
  621. }
  622. skillKongWidget.SetSKill(selectSkillConfig);
  623. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  624. CloseSelect();
  625. BaoChun();
  626. }
  627. }
  628. UpdateSkillWidget();
  629. }
  630. public void SelectSkill(SkillInfo skillConfig, bool max, bool isClick)
  631. {
  632. for (int i = 0; i < allKongSkill.Count; i++)
  633. {
  634. allKongSkill[i].SelectState(false);
  635. }
  636. if (!max)
  637. {
  638. // if (isClick)
  639. // {
  640. // int index = 0;
  641. //
  642. // //金
  643. // if (skillConfig.skillConfig.attribute == 1)
  644. // {
  645. // index = 0;
  646. // }
  647. //
  648. // //木
  649. // if (skillConfig.skillConfig.attribute == 2)
  650. // {
  651. // index = 1;
  652. // }
  653. //
  654. // //水
  655. // if (skillConfig.skillConfig.attribute == 4)
  656. // {
  657. // index = 2;
  658. // }
  659. //
  660. // //火
  661. // if (skillConfig.skillConfig.attribute == 8)
  662. // {
  663. // index = 3;
  664. // }
  665. //
  666. // //土
  667. // if (skillConfig.skillConfig.attribute == 16)
  668. // {
  669. // index = 4;
  670. // }
  671. //
  672. // bool isSuccess = false;
  673. //
  674. // //先上对应位置
  675. // foreach (var i in indexList[index])
  676. // {
  677. // if (allKongSkill[i].SkillInfo == null)
  678. // {
  679. // allKongSkill[i].SetSKill(skillConfig);
  680. // allUseSkill[i] = skillConfig;
  681. // isSuccess = true;
  682. // break;
  683. // }
  684. // }
  685. //
  686. // //对应位置已经上了 ,就随便找给位置上
  687. // if (!isSuccess)
  688. // {
  689. // for (var i = 0; i < allKongSkill.Count; i++)
  690. // {
  691. // if (allKongSkill[i].SkillInfo == null)
  692. // {
  693. // allKongSkill[i].SetSKill(skillConfig);
  694. // allUseSkill[i] = skillConfig;
  695. // break;
  696. // }
  697. // }
  698. // }
  699. //
  700. // if (isSuccess)
  701. // {
  702. // BaoChun();
  703. // ChangeFuZhuYingXiang();
  704. // UpdateSkillWidget();
  705. // showSkillInfo.Sort(Sort);
  706. // Content.Init(this, showSkillInfo.Count);
  707. // }
  708. // else
  709. // {
  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. allKongSkill[i].SelectState(true);
  723. }
  724. }
  725. }
  726. else
  727. {
  728. selectSkillConfig = skillConfig;
  729. _isSelectSkill = true;
  730. for (int i = 0; i < allKongSkill.Count; i++)
  731. {
  732. if (allKongSkill[i].SkillInfo != null)
  733. {
  734. if (selectSkillConfig.skillConfig.SkillType == allKongSkill[i].SkillInfo.skillConfig.SkillType)
  735. allKongSkill[i].SelectState(true);
  736. }
  737. }
  738. }
  739. }
  740. List<int> yingxiang = new List<int>();
  741. private void CloseSelect()
  742. {
  743. _isSelectSkill = false;
  744. selectSkillConfig = null;
  745. dianjiSkillKongWidget = null;
  746. Btn_RemoveGongFa.gameObject.SetActive(false);
  747. Btn_Info.transform.SetParent(transform);
  748. Btn_Info.gameObject.SetActive(false);
  749. currentSelectedSkill = null;
  750. for (int i = 0; i < allKongSkill.Count; i++)
  751. {
  752. allKongSkill[i].SelectState(false);
  753. }
  754. ChangeFuZhuYingXiang();
  755. }
  756. private void ChangeFuZhuYingXiang()
  757. {
  758. yingxiang.Clear();
  759. float addcd = 0;
  760. for (int i = 0; i < allKongSkill.Count; i++)
  761. {
  762. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
  763. if (allKongSkill[i].SkillInfo != null)
  764. {
  765. addcd += allKongSkill[i].SkillInfo.skillConfig.addcd;
  766. }
  767. if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 && allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
  768. {
  769. foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)
  770. {
  771. if (f != 0)
  772. {
  773. var nubs = GetNumbers(i, f);
  774. foreach (var nub in nubs)
  775. {
  776. if (!yingxiang.Contains(nub))
  777. {
  778. yingxiang.Add(nub);
  779. }
  780. }
  781. }
  782. }
  783. }
  784. }
  785. foreach (var i in yingxiang)
  786. {
  787. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
  788. }
  789. Text_Cd.text = "功法盘CD:" + ((PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum * PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000) + addcd);
  790. }
  791. public List<int> GetNumbers(int start, float offset)
  792. {
  793. List<int> indexs = new List<int>();
  794. for (int i = 0; i < Math.Abs(offset); i++)
  795. {
  796. if (offset >= 0)
  797. {
  798. indexs.Add(SafeMod(start + i + 1));
  799. }
  800. else
  801. {
  802. indexs.Add(SafeMod(start - i - 1));
  803. }
  804. }
  805. // 确保结果在0-9范围内(循环数组)
  806. int SafeMod(int n) => (n % 10 + 10) % 10;
  807. return indexs;
  808. }
  809. public override void Hide()
  810. {
  811. base.Hide();
  812. CombatDrive.Instance.CombatController.isUpdate = true;
  813. }
  814. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  815. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  816. {
  817. if (index < 0 || index >= showSkillInfo.Count)
  818. return null;
  819. SkillInfo skillInfo = showSkillInfo[index];
  820. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  821. skillWidget.InitSkillWidget(skillInfo);
  822. skillWidget.OnClick = OnClick;
  823. if (allUseSkill.Contains(skillWidget.skillConfigId))
  824. {
  825. skillWidget.Icon_Marsk.SetActive(true);
  826. }
  827. else
  828. {
  829. skillWidget.Icon_Marsk.SetActive(false);
  830. }
  831. _skillWidgets.Add(skillWidget);
  832. return skillWidget;
  833. }
  834. private void UpdateSkillWidget()
  835. {
  836. foreach (var skillWidget in _skillWidgets)
  837. {
  838. if (allUseSkill.Contains(skillWidget.skillConfigId))
  839. {
  840. skillWidget.Icon_Marsk.SetActive(true);
  841. }
  842. else
  843. {
  844. skillWidget.Icon_Marsk.SetActive(false);
  845. }
  846. }
  847. Text_GongFaCount.text = $"功法数量{GetMainGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum}";
  848. }
  849. private async void OnClick(ItemWidgetBasic obj)
  850. {
  851. SkillWidget skillWidget = obj as SkillWidget;
  852. if (infoType == 1)
  853. {
  854. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  855. await gongFaUpgradePanel.UIClosed();
  856. Sort(type1, type2);
  857. }
  858. else if (infoType == 2)
  859. {
  860. CloseSelect();
  861. Btn_Info.transform.SetParent(ContentRoot);
  862. Btn_Info.transform.position = skillWidget.InfoPos.position;
  863. Btn_Info.gameObject.SetActive(true);
  864. currentSelectedSkill = skillWidget.skillConfigId;
  865. if (allUseSkill.Contains(skillWidget.skillConfigId))
  866. {
  867. return;
  868. }
  869. Btn_RemoveGongFa.gameObject.SetActive(false);
  870. if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) || !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
  871. {
  872. SelectSkill(skillWidget.skillConfigId, true, true);
  873. }
  874. else
  875. {
  876. SelectSkill(skillWidget.skillConfigId, false, true);
  877. }
  878. }
  879. }
  880. /// <summary>
  881. /// 获得主功法数量
  882. /// </summary>
  883. /// <returns></returns>
  884. private int GetMainGongFaCount()
  885. {
  886. int count = 0;
  887. for (var i = 0; i < allUseSkill.Length; i++)
  888. {
  889. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)
  890. {
  891. count++;
  892. }
  893. }
  894. return count;
  895. }
  896. /// <summary>
  897. /// 获得被动功法数量
  898. /// </summary>
  899. /// <returns></returns>
  900. private int GetPassiveGongFaCount()
  901. {
  902. int count = 0;
  903. for (var i = 0; i < allUseSkill.Length; i++)
  904. {
  905. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)
  906. {
  907. count++;
  908. }
  909. }
  910. return count;
  911. }
  912. private bool IsMainGongFaChange(SkillConfig s)
  913. {
  914. if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum || s.SkillType != 1)
  915. {
  916. return true;
  917. }
  918. else
  919. {
  920. return false;
  921. }
  922. }
  923. private bool IsPassiveGongFaChange(SkillConfig s)
  924. {
  925. if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum || s.SkillType != 2)
  926. {
  927. return true;
  928. }
  929. else
  930. {
  931. return false;
  932. }
  933. }
  934. public void HindIScorllListWidget(IScorllListWidget widget)
  935. {
  936. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  937. _skillWidgets.Remove(widget as SkillWidget);
  938. }
  939. public override void Close()
  940. {
  941. foreach (var skillWidget in _skillWidgets)
  942. {
  943. UIManager.Instance.DormancyGComponent(skillWidget);
  944. }
  945. _skillWidgets.Clear();
  946. foreach (var skillKongWidget in allKongSkill)
  947. {
  948. UIManager.Instance.DormancyGComponent(skillKongWidget);
  949. }
  950. allKongSkill.Clear();
  951. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  952. {
  953. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  954. }
  955. Icon_Select.gameObject.SetActive(false);
  956. _wuXingGongFaWidgets.Clear();
  957. CloseSelect();
  958. // ChangeInfoType(1);
  959. base.Close();
  960. }
  961. }
  962. }