GongFaUpgradePanel.cs 20 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. public async override CTask GetFocus()
  32. {
  33. // await AppBarPanel.OpenPanel(this);
  34. base.GetFocus();
  35. }
  36. protected override void AddEvent()
  37. {
  38. }
  39. protected override void DelEvent()
  40. {
  41. }
  42. public override void AddButtonEvent()
  43. {
  44. Btn_Back.onClick.AddListener(() =>
  45. {
  46. if (isUpStar || isUpGrad)
  47. {
  48. isUpStar = false;
  49. isUpGrad = false;
  50. UpdateStarBtn();
  51. return;
  52. }
  53. UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
  54. });
  55. Btn_UpGrade.onClick.AddListener(() =>
  56. {
  57. if (_skillInfo.SkillData == null)
  58. {
  59. return;
  60. }
  61. if (!isUpGrad)
  62. {
  63. isUpGrad = true;
  64. UpdateStarBtn();
  65. return;
  66. }
  67. if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
  68. {
  69. TipMessagePanel.OpenTipMessagePanel("已经满级!");
  70. return;
  71. }
  72. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  73. {
  74. HeroPowerUpConfig heroPowerUpConfig =
  75. ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  76. TipMessagePanel.OpenTipMessagePanel(
  77. $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}");
  78. return;
  79. }
  80. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  81. {
  82. if (!PlayerManager.Instance.BagController.IsEnough(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  83. _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
  84. {
  85. ItemSourcePanel.OpenPanel(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  86. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  87. return;
  88. }
  89. }
  90. // for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  91. // {
  92. // if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  93. // _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
  94. // {
  95. // ItemSourcePanel.OpenPanel(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  96. // TipMessagePanel.OpenTipMessagePanel("道具不足!");
  97. // return;
  98. // }
  99. // }
  100. _skillInfo.SkillData.level++;
  101. _skillInfo.CustomInt(_skillInfo.SkillData);
  102. CustomInit(_skillInfo);
  103. AccountFileInfo.Instance.SavePlayerData();
  104. });
  105. Btn_UpStar.onClick.AddListener(() =>
  106. {
  107. if (!isUpStar)
  108. {
  109. isUpStar = true;
  110. UpdateStarBtn();
  111. return;
  112. }
  113. if (_skillInfo.SkillData == null)
  114. {
  115. return;
  116. }
  117. if (_skillInfo.SkillData.star > _gongFaUpgradeInfoWidgets.Count)
  118. {
  119. TipMessagePanel.OpenTipMessagePanel("已经满星!");
  120. return;
  121. }
  122. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.skillConfig.PieceID);
  123. SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
  124. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level-1];
  125. if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
  126. {
  127. ItemSourcePanel.OpenPanel(_skillInfo.skillConfig.PieceID);
  128. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  129. return;
  130. }
  131. _skillInfo.SkillData.star++;
  132. _skillInfo.CustomInt(_skillInfo.SkillData);
  133. CustomInit(_skillInfo);
  134. AccountFileInfo.Instance.SavePlayerData();
  135. });
  136. }
  137. public async void CustomInit(SkillInfo skillInfo)
  138. {
  139. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  140. {
  141. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  142. }
  143. _gongFaUpgradeInfoWidgets.Clear();
  144. _skillInfo = skillInfo;
  145. _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
  146. SkillConfig skillConfig = _skillInfo.skillConfig;
  147. Icon_GongFaIcon.icon_name = skillConfig.icon;
  148. Text_Level1.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  149. Text_Level.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  150. Text_SkillCd.text = $"加功法盘速度:{skillConfig.addcd}秒";
  151. // skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
  152. UpdateStarBtn();
  153. Text_GongFaDesc.text =
  154. UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
  155. Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name) + " ";
  156. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.GetComponent<RectTransform>());
  157. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_Level.GetComponent<RectTransform>());
  158. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.transform.parent.GetComponent<RectTransform>());
  159. switch (skillConfig.attribute)
  160. {
  161. case 1:
  162. Icon_Attribute.icon_name = "dec_jin2";
  163. break;
  164. case 2:
  165. Icon_Attribute.icon_name = "dec_mu2";
  166. break;
  167. case 4:
  168. Icon_Attribute.icon_name = "dec_shui2";
  169. break;
  170. case 8:
  171. Icon_Attribute.icon_name = "dec_huo2";
  172. break;
  173. case 16:
  174. Icon_Attribute.icon_name = "dec_tu2";
  175. break;
  176. }
  177. for (var i = 0; i < StarRoot.Count; i++)
  178. {
  179. MyImage icon = StarRoot[i] as MyImage;
  180. if (i < skillInfo.skillConfig.level - 1)
  181. {
  182. icon.gameObject.SetActive(true);
  183. }
  184. else
  185. {
  186. icon.gameObject.SetActive(false);
  187. }
  188. }
  189. // for (var i = 0; i < StarRoot.Count; i++)
  190. // {
  191. // MyImage myImage = StarRoot[i] as MyImage;
  192. // myImage.gameObject.SetActive(false);
  193. // }
  194. //
  195. // int yinstar = skillInfo.skillConfig.level - 5;
  196. // for (var i = 0; i < StarRoot.Count; i++)
  197. // {
  198. // MyImage icon = StarRoot[i] as MyImage;
  199. // if (skillInfo.skillConfig.level > 5)
  200. // {
  201. // if (i < yinstar)
  202. // {
  203. // icon.icon_name = "dec_star_2";
  204. // icon.gameObject.SetActive(true);
  205. // }
  206. // else
  207. // {
  208. // icon.icon_name = "dec_gfxingji";
  209. // icon.gameObject.SetActive(true);
  210. // }
  211. // }
  212. // else
  213. // {
  214. // if (i < skillInfo.skillConfig.level)
  215. // {
  216. // icon.icon_name = "dec_gfxingji";
  217. // icon.gameObject.SetActive(true);
  218. // }
  219. // }
  220. // }
  221. List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  222. configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
  223. for (var i = 0; i < configs.Count; i++)
  224. {
  225. if (configs[i].level == 1)
  226. continue;
  227. SkillInfo skillInfo1 =
  228. new SkillInfo(configs[i].IDGroup, _skillInfo.SkillPowerupConfig.ID, configs[i].level);
  229. GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget =
  230. await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
  231. gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1, false);
  232. _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
  233. }
  234. }
  235. private async CTask UpdateStarBtn()
  236. {
  237. foreach (var itemWidgetType1 in _itemWidgetType1)
  238. {
  239. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  240. }
  241. _itemWidgetType1.Clear();
  242. // foreach (var energyWidget in _energyWidgets)
  243. // {
  244. // UIManager.Instance.DormancyGComponent(energyWidget);
  245. // }
  246. //
  247. // _energyWidgets.Clear();
  248. if (isUpGrad)
  249. {
  250. if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
  251. {
  252. AccountFileInfo.SkillData skillData = new AccountFileInfo.SkillData();
  253. skillData.id = _skillInfo.SkillData.id;
  254. skillData.level = _skillInfo.SkillData.level + 1;
  255. skillData.star = _skillInfo.SkillData.star;
  256. SkillInfo nextSkillInfo = new SkillInfo(skillData);
  257. string[] effs = new string[_skillInfo.effectValue.Length];
  258. for (var i = 0; i < _skillInfo.effectValue.Length; i++)
  259. {
  260. if (_skillInfo.effectValue[i] == nextSkillInfo.effectValue[i])
  261. {
  262. effs[i] = _skillInfo.effectValue[i].ToString();
  263. }
  264. else
  265. {
  266. effs[i] =
  267. $"{_skillInfo.effectValue[i].ToString()}<color=green>→({nextSkillInfo.effectValue[i]})</color>";
  268. }
  269. }
  270. Text_NextLevel.gameObject.SetActive(true);
  271. Text_NextLevel.text =
  272. $"{_skillInfo.SkillPowerupConfig.ID}级 → {nextSkillInfo.SkillPowerupConfig.ID}级";
  273. Text_GongFaDesc.text =
  274. UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), effs);
  275. Btn_UpStar.gameObject.SetActive(false);
  276. Btn_UpGrade.GetComponent<RectTransform>().sizeDelta = new Vector2(481, 80);
  277. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  278. {
  279. HeroPowerUpConfig heroPowerUpConfig =
  280. ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig
  281. .PlayerLevelLimit);
  282. Text_UpGrade.text =
  283. $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}";
  284. Btn_UpGrade.gameObject.transform.Gray(true);
  285. UpGradeItemRoot.SetActive(false);
  286. }
  287. else
  288. {
  289. Btn_UpGrade.gameObject.transform.RecoverColor();
  290. Text_UpGrade.text = "升级";
  291. UpGradeItemRoot.SetActive(true);
  292. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  293. {
  294. ItemWidgetType1 itemWidgetType1 =
  295. await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam,
  296. null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
  297. itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  298. _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
  299. _itemWidgetType1.Add(itemWidgetType1);
  300. // EnergyWidget energyWidget =
  301. // await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
  302. // energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  303. // _energyWidgets.Add(energyWidget);
  304. }
  305. // Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), _skillInfo.effectValue);
  306. }
  307. }
  308. else
  309. {
  310. Text_NextLevel.gameObject.SetActive(true);
  311. Text_NextLevel.text = $"{_skillInfo.skillConfig.level}级 → Max级";
  312. Text_UpGrade.text = "已满级";
  313. Btn_UpStar.gameObject.SetActive(false);
  314. UpGradeItemRoot.SetActive(false);
  315. }
  316. }
  317. if (isUpStar)
  318. {
  319. Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(481, 80);
  320. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  321. {
  322. gongFaUpgradeInfoWidget.SelectWidget(true);
  323. }
  324. if (_skillInfo.skillConfig.level < 6)
  325. {
  326. Btn_UpStar.gameObject.transform.RecoverColor();
  327. Text_UpStar.text = "领悟";
  328. Btn_UpGrade.gameObject.SetActive(false);
  329. UpStarItemRoot.SetActive(true);
  330. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.skillConfig.PieceID);
  331. SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
  332. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level-1];
  333. // int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
  334. ItemWidgetType1 itemWidgetType1 =
  335. await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null,
  336. UpStarItemRoot.GetComponent<RectTransform>(), isInstance: true);
  337. itemWidgetType1.CustomInit(_skillInfo.skillConfig.PieceID, count);
  338. _itemWidgetType1.Add(itemWidgetType1);
  339. // EnergyWidget energyWidget =
  340. // await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
  341. // energyWidget.CustomInit(_skillInfo.skillConfig.PieceID);
  342. // _energyWidgets.Add(energyWidget);
  343. }
  344. else
  345. {
  346. Text_UpStar.text = "已满星";
  347. Btn_UpGrade.gameObject.SetActive(false);
  348. UpStarItemRoot.SetActive(false);
  349. }
  350. }
  351. if (!isUpGrad && !isUpStar)
  352. {
  353. Btn_UpGrade.GetComponent<RectTransform>().sizeDelta = new Vector2(253, 80);
  354. Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(253, 80);
  355. Btn_UpGrade.gameObject.SetActive(true);
  356. Btn_UpStar.gameObject.SetActive(true);
  357. UpStarItemRoot.SetActive(false);
  358. UpGradeItemRoot.SetActive(false);
  359. Text_UpStar.text = "领悟";
  360. Text_UpGrade.text = "升级";
  361. Btn_UpGrade.gameObject.transform.RecoverColor();
  362. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  363. {
  364. gongFaUpgradeInfoWidget.SelectWidget(false);
  365. }
  366. Text_NextLevel.gameObject.SetActive(false);
  367. Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec),
  368. _skillInfo.effectValue);
  369. }
  370. LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.GetComponent<RectTransform>());
  371. LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.GetComponent<RectTransform>());
  372. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpStar.GetComponent<RectTransform>());
  373. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpGrade.GetComponent<RectTransform>());
  374. LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.transform.parent.GetComponent<RectTransform>());
  375. LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.transform.parent.GetComponent<RectTransform>());
  376. LayoutRebuilder.ForceRebuildLayoutImmediate(Btn_UpGrade.GetComponent<RectTransform>());
  377. }
  378. public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
  379. {
  380. GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
  381. gongFaUpgradePanel.CustomInit(skillInfo);
  382. return gongFaUpgradePanel;
  383. }
  384. public override void Close()
  385. {
  386. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  387. {
  388. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  389. }
  390. foreach (var itemWidgetType1 in _itemWidgetType1)
  391. {
  392. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  393. }
  394. //
  395. // foreach (var energyWidget in _energyWidgets)
  396. // {
  397. // UIManager.Instance.DormancyGComponent(energyWidget);
  398. // }
  399. //
  400. // _energyWidgets.Clear();
  401. _itemWidgetType1.Clear();
  402. _gongFaUpgradeInfoWidgets.Clear();
  403. isUpStar = false;
  404. isUpGrad = false;
  405. _skillInfo = null;
  406. base.Close();
  407. }
  408. }
  409. }