GongFaUpgradePanel.cs 11 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 UnityEngine;
  9. using UnityEngine.UI;
  10. using Utility;
  11. namespace Fort23.Mono
  12. {
  13. [UIBinding(prefab = "GongFaUpgradePanel")]
  14. public partial class GongFaUpgradePanel : UIPanel
  15. {
  16. private SkillInfo _skillInfo;
  17. private List<SkillConfig> configs;
  18. List<GongFaUpgradeInfoWidget> _gongFaUpgradeInfoWidgets = new List<GongFaUpgradeInfoWidget>();
  19. private List<SkillPowerupConfig> _skillPowerupConfigs;
  20. private SkillConstant skillConstant;
  21. bool isUpgrade = false;
  22. private void Init()
  23. {
  24. isAddStack = true;
  25. IsShowAppBar = false;
  26. }
  27. protected override void AddEvent()
  28. {
  29. }
  30. protected override void DelEvent()
  31. {
  32. }
  33. public override void AddButtonEvent()
  34. {
  35. Btn_Back.onClick.AddListener(() =>
  36. {
  37. if (isUpgrade)
  38. {
  39. isUpgrade = false;
  40. Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(185.0133f, 76.141f);
  41. Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(-137.8784f, -704.8f);
  42. Btn_UpGrade.gameObject.SetActive(true);
  43. return;
  44. }
  45. UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
  46. });
  47. Btn_UpGrade.onClick.AddListener(() =>
  48. {
  49. if (_skillInfo.SkillData == null)
  50. {
  51. return;
  52. }
  53. if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
  54. {
  55. TipMessagePanel.OpenTipMessagePanel("已经满级!");
  56. return;
  57. }
  58. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  59. {
  60. HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  61. TipMessagePanel.OpenTipMessagePanel($"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}");
  62. return;
  63. }
  64. if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[0], _skillInfo.SkillPowerupConfig.LevelupItemNum[0]))
  65. {
  66. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  67. return;
  68. }
  69. _skillInfo.SkillData.level++;
  70. _skillInfo.CustomInt(_skillInfo.SkillData);
  71. CustomInit(_skillInfo);
  72. AccountFileInfo.Instance.SavePlayerData();
  73. });
  74. Btn_UpStar.onClick.AddListener(() =>
  75. {
  76. if (!isUpgrade)
  77. {
  78. isUpgrade = true;
  79. Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(569.34f, 76.141f);
  80. Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(54.285f, -704.8f);
  81. Btn_UpGrade.gameObject.SetActive(false);
  82. return;
  83. }
  84. if (_skillInfo.SkillData == null)
  85. {
  86. return;
  87. }
  88. if (_skillInfo.SkillData.star >= _gongFaUpgradeInfoWidgets.Count)
  89. {
  90. TipMessagePanel.OpenTipMessagePanel("已经满星!");
  91. return;
  92. }
  93. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
  94. if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
  95. {
  96. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  97. return;
  98. }
  99. _skillInfo.SkillData.star++;
  100. _skillInfo.CustomInt(_skillInfo.SkillData);
  101. CustomInit(_skillInfo);
  102. AccountFileInfo.Instance.SavePlayerData();
  103. });
  104. }
  105. public async void CustomInit(SkillInfo skillInfo)
  106. {
  107. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  108. {
  109. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  110. }
  111. _gongFaUpgradeInfoWidgets.Clear();
  112. _skillInfo = skillInfo;
  113. _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
  114. SkillConfig skillConfig = _skillInfo.skillConfig;
  115. Icon_GongFaIcon.icon_name = skillConfig.icon;
  116. Text_Level1.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  117. Text_Level.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  118. Text_SkillCd.text = $"功法运作周期:{skillConfig.cd}转";
  119. skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
  120. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  121. {
  122. Btn_UpGrade.gameObject.transform.Gray(true);
  123. HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  124. UpGradeRoot.SetActive(false);
  125. Text_UpGrade.gameObject.SetActive(true);
  126. Text_UpGrade.text = $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}";
  127. }
  128. else
  129. {
  130. Btn_UpGrade.gameObject.transform.RecoverColor();
  131. if (skillConfig.level < 10)
  132. {
  133. UpGradeRoot.SetActive(true);
  134. Text_UpGrade.gameObject.SetActive(false);
  135. ItemConfig upStarItemConfig = ConfigComponent.Instance.Get<ItemConfig>(skillConfig.PieceID);
  136. Icon_UpstarIcon.icon_name = upStarItemConfig.icon;
  137. int count = skillConstant.SkillPromoteNeedPieceNum[skillConfig.level];
  138. Text_UpStarCount.text = $"{count}/{PlayerManager.Instance.BagController.GetItemCount(skillConfig.PieceID)}";
  139. }
  140. else
  141. {
  142. UpGradeRoot.SetActive(false);
  143. Text_UpGrade.gameObject.SetActive(true);
  144. Text_UpGrade.text = $"已满级";
  145. }
  146. }
  147. if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
  148. {
  149. UpStarRoot.SetActive(true);
  150. Text_UpStar.gameObject.SetActive(false);
  151. ItemConfig upGradeItemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.SkillPowerupConfig.LevelupItem[0]);
  152. Icon_UpstarIcon.icon_name = upGradeItemConfig.icon;
  153. Text_UpGradeItemCount.text = $"{_skillInfo.SkillPowerupConfig.LevelupItemNum[0]}/{PlayerManager.Instance.BagController.GetItemCount(upGradeItemConfig.ID)}";
  154. }
  155. else
  156. {
  157. UpStarRoot.SetActive(false);
  158. Text_UpStar.gameObject.SetActive(true);
  159. Text_UpStar.text = $"已满星";
  160. }
  161. Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
  162. Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name);
  163. switch (skillConfig.attribute)
  164. {
  165. case 1:
  166. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(0);
  167. Text_Attribute.text = "金";
  168. break;
  169. case 2:
  170. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(1);
  171. Text_Attribute.text = "木";
  172. break;
  173. case 4:
  174. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(2);
  175. Text_Attribute.text = "水";
  176. break;
  177. case 8:
  178. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(3);
  179. Text_Attribute.text = "火";
  180. break;
  181. case 16:
  182. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(4);
  183. Text_Attribute.text = "土";
  184. break;
  185. }
  186. for (var i = 0; i < StarRoot.Count; i++)
  187. {
  188. MyImage myImage = StarRoot[i] as MyImage;
  189. myImage.gameObject.SetActive(false);
  190. }
  191. int yinstar = skillInfo.skillConfig.level - 5;
  192. for (var i = 0; i < StarRoot.Count; i++)
  193. {
  194. MyImage icon = StarRoot[i] as MyImage;
  195. if (skillInfo.skillConfig.level > 5)
  196. {
  197. if (i < yinstar)
  198. {
  199. icon.icon_name = "dec_star_2";
  200. icon.gameObject.SetActive(true);
  201. }
  202. else
  203. {
  204. icon.icon_name = "dec_star_1";
  205. icon.gameObject.SetActive(true);
  206. }
  207. }
  208. else
  209. {
  210. if (i < skillInfo.skillConfig.level)
  211. {
  212. icon.icon_name = "dec_star_1";
  213. icon.gameObject.SetActive(true);
  214. }
  215. }
  216. }
  217. List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  218. configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
  219. for (var i = 0; i < configs.Count; i++)
  220. {
  221. SkillInfo skillInfo1 = new SkillInfo(configs[i].ID, _skillInfo.SkillPowerupConfig.ID);
  222. GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
  223. gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
  224. _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
  225. }
  226. }
  227. public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
  228. {
  229. GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
  230. gongFaUpgradePanel.CustomInit(skillInfo);
  231. return gongFaUpgradePanel;
  232. }
  233. public override void Close()
  234. {
  235. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  236. {
  237. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  238. }
  239. _gongFaUpgradeInfoWidgets.Clear();
  240. isUpgrade = false;
  241. base.Close();
  242. }
  243. }
  244. }