HeroInformationPanel.cs 9.3 KB

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  1. using System.Collections.Generic;
  2. using Animancer;
  3. using Animancer.TransitionLibraries;
  4. using Core.Language;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Hero;
  8. using UnityEngine;
  9. using UnityEngine.AI;
  10. namespace Fort23.Mono
  11. {
  12. [UIBinding(prefab = "HeroInformationPanel")]
  13. public partial class HeroInformationPanel : UIPanel
  14. {
  15. private GameObjectPool modelObj;
  16. List<HeroAttributeWidget> HeroAttributeWidgets = new List<HeroAttributeWidget>();
  17. private HeroInfo heroInfo;
  18. private void Init()
  19. {
  20. }
  21. protected override void AddEvent()
  22. {
  23. }
  24. protected override void DelEvent()
  25. {
  26. }
  27. public override void AddButtonEvent()
  28. {
  29. Btn_DanYao.onClick.AddListener(() =>
  30. {
  31. UseExpElixirPanel.OpenPanel();
  32. });
  33. Btn_TuPo.onClick.AddListener(() =>
  34. {
  35. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  36. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  37. if (PlayerManager.Instance.myHero.heroData.exp + allexp < PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
  38. {
  39. return;
  40. }
  41. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
  42. {
  43. //小突破
  44. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie2 == heroInfo.powerUpConfig.jingjie2)
  45. {
  46. var heroAttributData = HeroHerlp.GetHeroChageHeroAttributeData(PlayerManager.Instance.myHero, heroInfo);
  47. HeroBreakthroughSuccessPanel.OpenPanel(heroAttributData);
  48. PlayerManager.Instance.myHero.Upgrade();
  49. CustomInit();
  50. }
  51. //大突破
  52. else
  53. {
  54. HeroBreakthroughPanel.OpenPanel();
  55. // PlayerManager.Instance.myHero.Upgrade();
  56. // CustomInit();
  57. }
  58. }
  59. //渡劫
  60. else
  61. {
  62. HeroBreakthroughPanel.OpenPanel();
  63. }
  64. });
  65. Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
  66. }
  67. public async CTask CustomInit()
  68. {
  69. ClosePool();
  70. await CreatHero();
  71. heroInfo = new HeroInfo();
  72. heroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, PlayerManager.Instance.myHero.heroData.heroPowerId + 1);
  73. HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  74. heroAttributeWidget.CustomInit(new HeroAttributeData("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), "+" + (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString()));
  75. HeroAttributeWidgets.Add(heroAttributeWidget);
  76. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  77. heroAttributeWidget.CustomInit(new HeroAttributeData("攻击", PlayerManager.Instance.myHero.attack.Value.ToString(), "+" + (heroInfo.attack.Value - PlayerManager.Instance.myHero.attack.Value).ToString()));
  78. HeroAttributeWidgets.Add(heroAttributeWidget);
  79. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  80. heroAttributeWidget.CustomInit(new HeroAttributeData("防御", PlayerManager.Instance.myHero.defense.Value.ToString(), "+" + (heroInfo.defense.Value - PlayerManager.Instance.myHero.defense.Value).ToString()));
  81. HeroAttributeWidgets.Add(heroAttributeWidget);
  82. Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
  83. Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp;
  84. //
  85. // heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  86. // heroAttributeWidget.CustomInit("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString());
  87. // HeroAttributeWidgets.Add(heroAttributeWidget);
  88. Text_Jingjie.text = LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +
  89. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[1]) +
  90. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[2]);
  91. Text_Level.text = $"LV{PlayerManager.Instance.myHero.level}";
  92. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  93. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  94. int miao = (PlayerManager.Instance.myHero.powerUpConfig.levelUpExp - (PlayerManager.Instance.myHero.heroData.exp + allexp)) / PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  95. if (miao > 0)
  96. {
  97. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 下次突破时间{miao}秒";
  98. }
  99. else
  100. {
  101. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 可以突破";
  102. }
  103. Text_exp.text = $"{PlayerManager.Instance.myHero.exp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  104. }
  105. [CustomMethod(CustomMethodType.Update)]
  106. public void Update()
  107. {
  108. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  109. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  110. Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp + allexp;
  111. Text_exp.text = $"{PlayerManager.Instance.myHero.heroData.exp + allexp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  112. int miao = (PlayerManager.Instance.myHero.powerUpConfig.levelUpExp - (PlayerManager.Instance.myHero.heroData.exp + allexp)) / PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  113. if (miao > 0)
  114. {
  115. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 下次突破时间{miao}秒";
  116. }
  117. else
  118. {
  119. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 可以突破";
  120. }
  121. }
  122. private async CTask CreatHero()
  123. {
  124. modelObj = await GObjectPool.Instance.FetchAsync<GameObjectPool>(PlayerManager.Instance.myHero.modelConfig.model + ".prefab", null);
  125. modelObj.own.transform.parent = CameraRoot;
  126. modelObj.own.transform.localEulerAngles = new Vector3(0, 180, 0);
  127. modelObj.own.transform.localPosition = new Vector3(0, -132, 854);
  128. modelObj.own.transform.localScale = Vector3.one * 330;
  129. ChangeLayerRecursively(modelObj.own, LayerMask.NameToLayer("UiModle"));
  130. var modelAnimComponent = modelObj.own.GetComponent<AnimancerComponent>();
  131. int max = modelAnimComponent.Transitions.Library.Count;
  132. for (int i = 0; i < max; i++)
  133. {
  134. if (modelAnimComponent.Transitions.Library.TryGetTransition(i,
  135. out TransitionModifierGroup transition))
  136. {
  137. var modelIdleClip = transition.Transition as TransitionAsset;
  138. if (modelIdleClip != null && modelIdleClip.name == "idle")
  139. {
  140. modelAnimComponent.Play(modelIdleClip);
  141. break;
  142. }
  143. }
  144. }
  145. }
  146. public void ChangeLayerRecursively(GameObject obj, int newLayer)
  147. {
  148. if (obj == null || obj.layer == newLayer) return;
  149. // 修改当前对象的 Layer
  150. obj.layer = newLayer;
  151. // 遍历所有子对象,递归修改
  152. foreach (Transform child in obj.transform)
  153. {
  154. ChangeLayerRecursively(child.gameObject, newLayer);
  155. }
  156. }
  157. public async static CTask<HeroInformationPanel> OpenPanel()
  158. {
  159. HeroInformationPanel heroInformationPanel = await UIManager.Instance.LoadAndOpenPanel<HeroInformationPanel>(null);
  160. heroInformationPanel.CustomInit();
  161. return heroInformationPanel;
  162. }
  163. public override void Close()
  164. {
  165. ClosePool();
  166. base.Close();
  167. }
  168. private void ClosePool()
  169. {
  170. UIManager.Instance.DormancyGComponent(modelObj);
  171. modelObj = null;
  172. foreach (var heroAttributeWidget in HeroAttributeWidgets)
  173. {
  174. UIManager.Instance.DormancyGComponent(heroAttributeWidget);
  175. }
  176. HeroAttributeWidgets.Clear();
  177. }
  178. }
  179. }