| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558 | using System.Collections.Generic;using Core.Language;using Excel2Json;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat;using GameLogic.Hero;using UnityEngine;using UnityEngine.UI;namespace Fort23.Mono{    [UIBinding(prefab = "HeroBreakthroughPanel")]    public partial class HeroBreakthroughPanel : UIPanel    {        HeroPowerUpConfig heroPowerUpConfig;        List<BreakthroughItemWidget> breakthroughItemWidgets = new List<BreakthroughItemWidget>();        private HeroInfo nextHeroInfo = new HeroInfo();        /// <summary>        /// 1.正常渡劫 2.渡劫预览        /// </summary>        private int type;        private void Init()        {                 }        protected override void AddEvent()        {            EventManager.Instance.AddEventListener(CustomEventType.RefenceBreakthrough, RefenceBreakthrough);        }        private void RefenceBreakthrough(IEventData e)        {            RefenceSuccessProbability(PlayerManager.Instance.myHero);        }        protected override void DelEvent()        {            EventManager.Instance.RemoveEventListener(CustomEventType.RefenceBreakthrough, RefenceBreakthrough);        }        public override void AddButtonEvent()        {            Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });            Btn_Cancel.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });            Btn_Affirm.onClick.AddListener(async () =>            {                if (type == 2)                {                    TipMessagePanel.OpenTipMessagePanel("修为等级还未达到,暂不可预览");                    return;                }                if (PlayerManager.Instance.myHero.heroData.exp + HeroHerlp.GetHeroExp() < PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)                {                    return;                }                if (heroPowerUpConfig.DujieLevelbattleID != -1 && !PlayerManager.Instance.myHero.heroData.isCombat)                {                    TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel("没有破除心魔");                    return;                }                for (var i = 0; i < PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs.Length; i++)                {                    bool isHave = false;                    for (var i1 = 1; i1 < breakthroughItemWidgets.Count; i1++)                    {                        if (breakthroughItemWidgets[i1].itemInfo != null && PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs[i] == breakthroughItemWidgets[i1].itemInfo.itemID)                        {                            isHave = true;                        }                    }                    if (!isHave)                    {                        ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs[i]);                        string tips = "缺少" + LanguageManager.Instance.Text(itemConfig.itemName);                        TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel(tips);                        return;                    }                }                //扣除道具                foreach (var breakthroughItemWidget in breakthroughItemWidgets)                {                    if (breakthroughItemWidget.itemInfo != null)                    {                        if (!PlayerManager.Instance.BagController.DeductItem(breakthroughItemWidget.itemInfo.itemID, 1))                        {                            TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel("道具不足!");                            return;                        }                    }                }                var list = GetBl();                int ramdomValue = Random.Range(1, 101);                //突破成功                if (ramdomValue < list[0])                {                    bool isTuPoSuccess = true;                    if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)                    {                        if (PlayerManager.Instance.myHero.powerUpConfig.LeijieDamages != null && PlayerManager.Instance.myHero.powerUpConfig.LeijieDamages.Length > 1)                        {                            ramdomValue = Random.Range(PlayerManager.Instance.myHero.powerUpConfig.LeijieDamages[0], PlayerManager.Instance.myHero.powerUpConfig.LeijieDamages[1]);                            //渡劫失败                            if (ramdomValue >= PlayerManager.Instance.myHero.hp.Value)                            {                                isTuPoSuccess = false;                                RemoveHeroItem(list[1]);                                TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel("雷劫失败");                                await tipMessage.UIClosed();                            }                        }                    }                    if (isTuPoSuccess)                    {                        await UpHero();                    }                }                //失败                else                {                    RemoveHeroItem(list[1]);                    TipMessagePanel tipMessage = await TipMessagePanel.OpenTipMessagePanel("突破失败");                    await tipMessage.UIClosed();                }                UIManager.Instance.HideUIUIPanel(this);            });            Btn_StartCombat.onClick.AddListener(() =>            {                if (type == 2)                    return;                if (PlayerManager.Instance.myHero.heroData.isCombat)                    return;                // UIManager.Instance.HindCurrAllShowPanel();                CombatDrive.Instance.LoadLevelBattleCombat(heroPowerUpConfig.DujieLevelbattleID,                    delegate(bool isWin)                    {                        LogTool.Log("战斗完成" + isWin);                        if (isWin)                        {                            PlayerManager.Instance.myHero.heroData.isCombat = true;                            AccountFileInfo.Instance.SavePlayerData();                            Btn_StartCombat.gameObject.SetActive(false);                            CombatTrue.gameObject.SetActive(true);                            RefenceSuccessProbability(PlayerManager.Instance.myHero);                            // UIManager.Instance.ShowLastHindAllShowPanel();                        }                    });            });        }        private void RemoveHeroItem(int failBl)        {            //扣除失败后的经验            float failbl = failBl == 0 ? PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce : (float)(PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce * failBl * 0.01f);            int failXw = (int)(PlayerManager.Instance.myHero.powerUpConfig.levelUpExp * failbl * 0.01f);            int allexp = HeroHerlp.GetHeroExp();            PlayerManager.Instance.myHero.heroData.exp += allexp;            PlayerManager.Instance.myHero.heroData.exp -= failXw;            PlayerManager.Instance.myHero.heroData.upTime = TimeHelper.ClientNow();            PlayerManager.Instance.myHero.heroData.isCombat = false;            AccountFileInfo.Instance.SavePlayerData();        }        private async CTask UpHero()        {            var heroAttributData = HeroHerlp.GetHeroChageHeroAttributeData(PlayerManager.Instance.myHero, nextHeroInfo);            PlayerManager.Instance.myHero.Upgrade();            HeroBreakthroughSuccessPanel heroBreakthroughSuccessPanel = await HeroBreakthroughSuccessPanel.OpenPanel(heroAttributData);            await heroBreakthroughSuccessPanel.UIClosed();        }        public async CTask CustomInit()        {            type = 1;            heroPowerUpConfig = PlayerManager.Instance.myHero.powerUpConfig;            nextHeroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, PlayerManager.Instance.myHero.heroData.heroPowerId + 1);            Text_CurrrentJIngjie.text = LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) +                                        LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) +                                        LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2]);            Text_NextJinfjie.text = LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[0]) +                                    LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[1]) +                                    LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[2]);            if (heroPowerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)            {                Text_TitleName.text = "渡劫";                Text_Affirm.text = "逆天而行";                Text_AffirmTips.text = "是否确认渡劫";                if (heroPowerUpConfig.LeijieDamages != null && heroPowerUpConfig.LeijieDamages.Length > 1)                {                    LeiJieRooot.gameObject.SetActive(true);                    Text_LeiJieHarm.text = $"{heroPowerUpConfig.LeijieDamages[0]}-{heroPowerUpConfig.LeijieDamages[1]}";                    Text_HeroHp.text = PlayerManager.Instance.myHero.hp.Value.ToString();                    if (PlayerManager.Instance.myHero.hp.Value < heroPowerUpConfig.LeijieDamages[0])                    {                        Text_HeroHp.color = Color.red;                    }                    else                    {                        Text_HeroHp.color = Color.black;                    }                }                else                {                    LeiJieRooot.gameObject.SetActive(false);                }            }            else            {                Text_AffirmTips.text = "是否确认突破";                Text_Affirm.text = "突破";                Text_TitleName.text = "突破";                LeiJieRooot.gameObject.SetActive(false);            }            if (heroPowerUpConfig.DujieLevelbattleID != -1)            {                CombatRoot.gameObject.SetActive(true);                if (PlayerManager.Instance.myHero.heroData.isCombat)                {                    Btn_StartCombat.gameObject.SetActive(false);                    CombatTrue.gameObject.SetActive(true);                }                else                {                    Btn_StartCombat.gameObject.SetActive(true);                    CombatTrue.gameObject.SetActive(false);                }            }            else            {                CombatRoot.gameObject.SetActive(false);            }            RefenceSuccessProbability(PlayerManager.Instance.myHero);            Btn_Affirm.transform.RecoverColor();            using (CTaskAwaitBuffer<BreakthroughItemWidget> cTaskAwaitBuffer = new CTaskAwaitBuffer<BreakthroughItemWidget>())            {                for (int i = 0; i < 1 + heroPowerUpConfig.DujieMustItemIDs.Length + heroPowerUpConfig.DujieItemIDs.Length; i++)                {                    cTaskAwaitBuffer.AddTask(UIManager.Instance.CreateGComponent<BreakthroughItemWidget>(null, Content));                }                breakthroughItemWidgets = await cTaskAwaitBuffer.WaitAll();                breakthroughItemWidgets[0].CustomInit(1, 0);                //必选道具                for (var i = 0; i < heroPowerUpConfig.DujieMustItemIDs.Length; i++)                {                    breakthroughItemWidgets[i + 1].CustomInit(2, heroPowerUpConfig.DujieMustItemIDs[i]);                }                //可选道具                for (var i = 0; i < heroPowerUpConfig.DujieItemIDs.Length; i++)                {                    breakthroughItemWidgets[i + heroPowerUpConfig.DujieMustItemIDs.Length + 1].CustomInit(2, heroPowerUpConfig.DujieItemIDs[i]);                }                for (var i = 0; i < breakthroughItemWidgets.Count; i++)                {                    breakthroughItemWidgets[i].transform.anchoredPosition = new Vector2((breakthroughItemWidgets[i].transform.sizeDelta.x + 48) * i, 0);                }                Content.sizeDelta = new Vector2((breakthroughItemWidgets[0].transform.sizeDelta.x + 48) * breakthroughItemWidgets.Count, 200);            }        }        private void RefenceSuccessProbability(HeroInfo hero)        {            bool isCan = true;            if (heroPowerUpConfig.DujieLevelbattleID != -1 && !hero.heroData.isCombat)            {                isCan = false;            }            for (var i = 0; i < hero.powerUpConfig.DujieMustItemIDs.Length; i++)            {                bool isHave = false;                for (var i1 = 1; i1 < breakthroughItemWidgets.Count; i1++)                {                    if (breakthroughItemWidgets[i1].itemInfo != null && hero.powerUpConfig.DujieMustItemIDs[i] == breakthroughItemWidgets[i1].itemInfo.itemID)                    {                        isHave = true;                    }                }                if (!isHave)                {                    isCan = false;                    break;                }            }            int failXw = 0;            float failbl = 0;            int successBl = 0;            var list = GetBl();            failbl = list[1] == 0 ? hero.powerUpConfig.FailureExpReduce : (float)(hero.powerUpConfig.FailureExpReduce * list[1] * 0.01f);            successBl = list[0];            if (isCan)            {                // var list = GetBl();                //                // failbl = list[1] == 0 ? PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce : (float)(PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce * list[1] * 0.01f);                // successBl = list[0];                if (hero.powerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)                {                    Text_AffirmTips.text = "是否确认渡劫";                }                else                {                    Text_AffirmTips.text = "是否确认突破";                }            }            else            {                //提示需要什么道具                string tips = "需要 破除心魔 ";                foreach (var dujieMustItemID in hero.powerUpConfig.DujieMustItemIDs)                {                    ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(dujieMustItemID);                    tips += " " + LanguageManager.Instance.Text(itemConfig.itemName);                }                if (hero.powerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)                {                    Text_AffirmTips.text = tips;                }                else                {                    Text_AffirmTips.text = tips;                }                //                // failbl = PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce;                // successBl = 0;            }            failXw = (int)(hero.powerUpConfig.levelUpExp * failbl * 0.01f);            Text_FailDesc.text = $"失败损失修为:{failXw}修为";            Text_SucceedDesc.text = $"成功几率:{successBl}%";            LayoutRebuilder.ForceRebuildLayoutImmediate(Text_AffirmTips.GetComponent<RectTransform>());            LayoutRebuilder.ForceRebuildLayoutImmediate(Text_AffirmTips.transform.parent.GetComponent<RectTransform>());        }        private List<int> GetBl()        {            int succesAllBl = 0;            int failAllBl = 0;            if (heroPowerUpConfig.DujieLevelbattleID != -1 && PlayerManager.Instance.myHero.heroData.isCombat)            {                succesAllBl += heroPowerUpConfig.DujieRateviaBattle;            }            foreach (var breakthroughItemWidget in breakthroughItemWidgets)            {                if (breakthroughItemWidget.itemInfo != null)                {                    if (breakthroughItemWidget.itemInfo.config.itemTag == 3)                    {                        succesAllBl += breakthroughItemWidget.itemInfo.config.associateVlaue[2];                        failAllBl += breakthroughItemWidget.itemInfo.config.associateVlaue[3];                    }                    else                    {                        succesAllBl += breakthroughItemWidget.itemInfo.config.associateVlaue[2];                    }                }            }            return new List<int> { succesAllBl, failAllBl };        }        public async static CTask<HeroBreakthroughPanel> OpenPanel()        {            HeroBreakthroughPanel heroBreakthroughPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughPanel>(null,UILayer.Top,isFocus:false);            heroBreakthroughPanel.CustomInit();            return heroBreakthroughPanel;        }        //渡劫预览        public async static CTask<HeroBreakthroughPanel> OpenPanel1(HeroInfo heroInfo1)        {            HeroBreakthroughPanel heroBreakthroughPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughPanel>(null);            heroBreakthroughPanel.CustomInit(heroInfo1);            return heroBreakthroughPanel;        }        public async CTask CustomInit(HeroInfo heroInfo1)        {            type = 2;            heroPowerUpConfig = heroInfo1.powerUpConfig;            nextHeroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, heroInfo1.heroData.heroPowerId + 1);            Text_CurrrentJIngjie.text = LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) +                                        LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) +                                        LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2]);            Text_NextJinfjie.text = LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[0]) +                                    LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[1]) +                                    LanguageManager.Instance.Text(nextHeroInfo.powerUpConfig.jingjieLanIDs[2]);            if (heroPowerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)            {                Text_TitleName.text = "渡劫预览";                Text_Affirm.text = "逆天而行";                Text_AffirmTips.text = "是否确认渡劫";                if (heroPowerUpConfig.LeijieDamages != null && heroPowerUpConfig.LeijieDamages.Length > 1)                {                    LeiJieRooot.gameObject.SetActive(true);                    Text_LeiJieHarm.text = $"{heroPowerUpConfig.LeijieDamages[0]}-{heroPowerUpConfig.LeijieDamages[1]}";                    Text_HeroHp.text = PlayerManager.Instance.myHero.hp.Value.ToString();                    if (PlayerManager.Instance.myHero.hp.Value < heroPowerUpConfig.LeijieDamages[0])                    {                        Text_HeroHp.color = Color.red;                    }                    else                    {                        Text_HeroHp.color = Color.black;                    }                }                else                {                    LeiJieRooot.gameObject.SetActive(false);                }            }            else            {                Text_AffirmTips.text = "是否确认突破";                Text_Affirm.text = "突破";                Text_TitleName.text = "突破";                LeiJieRooot.gameObject.SetActive(false);            }            if (heroPowerUpConfig.DujieLevelbattleID != -1)            {                CombatRoot.gameObject.SetActive(true);                if (heroInfo1.heroData.isCombat)                {                    Btn_StartCombat.gameObject.SetActive(false);                    CombatTrue.gameObject.SetActive(true);                }                else                {                    Btn_StartCombat.gameObject.SetActive(true);                    CombatTrue.gameObject.SetActive(false);                }            }            else            {                CombatRoot.gameObject.SetActive(false);            }            RefenceSuccessProbability(heroInfo1);            Btn_Affirm.transform.Gray(false);            using (CTaskAwaitBuffer<BreakthroughItemWidget> cTaskAwaitBuffer = new CTaskAwaitBuffer<BreakthroughItemWidget>())            {                for (int i = 0; i < 1 + heroPowerUpConfig.DujieMustItemIDs.Length + heroPowerUpConfig.DujieItemIDs.Length; i++)                {                    cTaskAwaitBuffer.AddTask(UIManager.Instance.CreateGComponent<BreakthroughItemWidget>(null, Content));                }                breakthroughItemWidgets = await cTaskAwaitBuffer.WaitAll();                breakthroughItemWidgets[0].CustomInit(1, 0);                //必选道具                for (var i = 0; i < heroPowerUpConfig.DujieMustItemIDs.Length; i++)                {                    breakthroughItemWidgets[i + 1].CustomInit(2, heroPowerUpConfig.DujieMustItemIDs[i]);                }                //可选道具                for (var i = 0; i < heroPowerUpConfig.DujieItemIDs.Length; i++)                {                    breakthroughItemWidgets[i + heroPowerUpConfig.DujieMustItemIDs.Length + 1].CustomInit(2, heroPowerUpConfig.DujieItemIDs[i]);                }                for (var i = 0; i < breakthroughItemWidgets.Count; i++)                {                    breakthroughItemWidgets[i].transform.anchoredPosition = new Vector2((breakthroughItemWidgets[i].transform.sizeDelta.x + 48) * i, 0);                }                Content.sizeDelta = new Vector2((breakthroughItemWidgets[0].transform.sizeDelta.x + 48) * breakthroughItemWidgets.Count, 200);            }        }        public override void Close()        {            foreach (var breakthroughItemWidget in breakthroughItemWidgets)            {                UIManager.Instance.DormancyGComponent(breakthroughItemWidget);            }            breakthroughItemWidgets.Clear();            heroPowerUpConfig = default;            type = 0;            base.Close();        }    }}
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