HeroUITools.cs 6.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183
  1. using System.Collections.Generic;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using Fort23.UTool;
  5. using GameLogic.Bag;
  6. using UnityEngine;
  7. using UnityEngine.UI;
  8. namespace Fort23.Mono
  9. {
  10. public static class HeroUITools
  11. {
  12. /// <summary>
  13. /// 获取技能参数
  14. /// </summary>
  15. /// <param name="skillConfig"></param>
  16. /// <returns></returns>
  17. public static object[] GetSkillParam(SkillConfig skillConfig)
  18. {
  19. object[] data = null;
  20. if (skillConfig.SkillType == 5)
  21. {
  22. data = new object[skillConfig.addPropertyValue.Length];
  23. for (int j = 0; j < skillConfig.addPropertyValue.Length; j++)
  24. {
  25. data[j] = skillConfig.addPropertyValue[j];
  26. }
  27. }
  28. else
  29. {
  30. data = new object[skillConfig.effectValue.Length];
  31. for (int j = 0; j < skillConfig.effectValue.Length; j++)
  32. {
  33. data[j] = skillConfig.effectValue[j];
  34. }
  35. }
  36. return data;
  37. }
  38. /// <summary>
  39. /// 更新对应职业的装备图标
  40. /// 该方法调用后,可以把装备了的职业装备, 显示到指定的UI(eqsUIObj)上
  41. /// </summary>
  42. /// <param name="zy">职业类型</param>
  43. /// <param name="eqsUIObj">装备的icon</param>
  44. public static async void UpdateZyEqIcon(int zy, List<object> eqsUIObj, int space = 12)
  45. {
  46. foreach (GameObject eqGo in eqsUIObj)
  47. {
  48. WidgetItem eqItem = await UIManager.Instance.
  49. CreateGComponentForObject<WidgetItem>(eqGo,
  50. null, root:eqGo.transform.parent.GetComponent<RectTransform>());
  51. // LogTool.Log(eqGo + "设置");
  52. eqItem.SetEmpty();
  53. }
  54. if (PlayerManager.Instance.eqController.zyEqDic.TryGetValue(zy, out Dictionary<int ,List<ItemInfo>> bwDic))
  55. {
  56. foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in bwDic)
  57. {
  58. //遍历每个部位下的全部装备
  59. foreach (ItemInfo eqInfo in keyValuePair.Value)
  60. {
  61. if (eqInfo.eqInfo.isEquip)
  62. {
  63. //这里是取部位,eqsUIObj里面的部位,是有序排列的
  64. GameObject eqGo = eqsUIObj[keyValuePair.Key - 1] as GameObject;
  65. WidgetItem eqItem = await UIManager.Instance.
  66. CreateGComponentForObject<WidgetItem>(eqGo, null, root:eqGo.transform.parent.GetComponent<RectTransform>());
  67. eqItem.InitWidget(eqInfo);
  68. }
  69. }
  70. }
  71. }
  72. SimpleLayout.Layout(eqsUIObj, LayoutType.Horizontal, space);
  73. }
  74. public static string GetEquipmentIconName(ItemInfo eqItem)
  75. {
  76. int q = 1;
  77. if (eqItem.eqInfo.quality > 3 && eqItem.eqInfo.quality <= 4)
  78. {
  79. q = 2;
  80. }
  81. else if (eqItem.eqInfo.quality > 4)
  82. {
  83. q = 3;
  84. }
  85. string eqIcon = "icon_eq_" +
  86. eqItem.eqInfo.basicEquipConfig.profession + "_" +
  87. eqItem.eqInfo.basicEquipConfig.Type + "_" +
  88. q;
  89. // switch (eqItem.eqInfo.basicEquipConfig.profession)
  90. return eqIcon;
  91. }
  92. /// <summary>
  93. /// 根据星级,显示不同的数量的星星和样子
  94. /// </summary>
  95. /// <param name="stars"></param>
  96. /// <param name="starGrade"></param>
  97. public static void SetStarShow(List<object> stars, int starGrade)
  98. {
  99. // 最大星级展示个数(6星,只显示一颗星星,换颜色)
  100. int maxShowStar = 5;
  101. // 计算 当前星级 应该用什么星星的表现
  102. int group = (starGrade - 1) / maxShowStar;
  103. int i = 1;
  104. int showCount = (starGrade - 1) % maxShowStar + 1;
  105. foreach (GameObject star in stars)
  106. {
  107. SetStarImg(group, star);
  108. // 根据星级显示星星
  109. if (showCount >= i)
  110. {
  111. star.SetActive(true);
  112. }
  113. else
  114. {
  115. star.SetActive(false);
  116. }
  117. i++;
  118. }
  119. SimpleLayout.Layout(stars, LayoutType.Horizontal);
  120. }
  121. private static void SetStarImg(int group, GameObject starObj)
  122. {
  123. MyImage image = starObj.GetComponent<MyImage>();
  124. // 执行对应的逻辑 (0)GradeIcon_Star_s_Yellow (1)GradeIcon_Star_s_Premium
  125. switch (group)
  126. {
  127. case 0: // n = 1~5
  128. image.icon_name = "dec_star";
  129. break;
  130. case 1: // n = 6~10
  131. image.icon_name = "dec_star_2";
  132. break;
  133. default: // 其他情况
  134. LogTool.Error("超出设计表现");
  135. //image.icon_name = "dec_star";
  136. break;
  137. }
  138. }
  139. /// <summary>
  140. /// 修改指定 GameObject 和其所有子对象的 Layer
  141. /// </summary>
  142. /// <param name="obj">目标 GameObject</param>
  143. /// <param name="newLayer">新的 Layer 值</param>
  144. public static void ChangeLayerRecursively(GameObject obj, int newLayer)
  145. {
  146. if (obj == null || obj.layer == newLayer) return;
  147. // 修改当前对象的 Layer
  148. obj.layer = newLayer;
  149. // 遍历所有子对象,递归修改
  150. foreach (Transform child in obj.transform)
  151. {
  152. ChangeLayerRecursively(child.gameObject, newLayer);
  153. }
  154. }
  155. }
  156. }