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- using System.Collections.Generic;
- using Animancer;
- using Animancer.TransitionLibraries;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.Hero;
- using UnityEngine;
- using UnityEngine.AI;
- namespace Fort23.Mono
- {
- [UIBinding(prefab = "HeroInformationPanel")]
- public partial class HeroInformationPanel : UIPanel
- {
- private GameObjectPool modelObj;
- List<HeroAttributeWidget> HeroAttributeWidgets = new List<HeroAttributeWidget>();
- private HeroInfo heroInfo;
- private void Init()
- {
- }
- protected override void AddEvent()
- {
- }
- protected override void DelEvent()
- {
- }
- public override void AddButtonEvent()
- {
- Btn_TuPo.onClick.AddListener(() =>
- {
- if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
- {
- //小突破
- if (PlayerManager.Instance.myHero.powerUpConfig.jingjie2 == heroInfo.powerUpConfig.jingjie2)
- {
- PlayerManager.Instance.myHero.Upgrade();
- CustomInit();
- }
- //大突破
- else
- {
- PlayerManager.Instance.myHero.Upgrade();
- CustomInit();
- }
- }
- });
- Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
- }
- public async CTask CustomInit()
- {
- ClosePool();
- await CreatHero();
- heroInfo = new HeroInfo();
- heroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, PlayerManager.Instance.myHero.heroData.heroPowerId + 1);
- HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
- heroAttributeWidget.CustomInit("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), "+" + (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString());
- HeroAttributeWidgets.Add(heroAttributeWidget);
- heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
- heroAttributeWidget.CustomInit("攻击", PlayerManager.Instance.myHero.attack.Value.ToString(), "+" + (heroInfo.attack.Value - PlayerManager.Instance.myHero.attack.Value).ToString());
- HeroAttributeWidgets.Add(heroAttributeWidget);
- heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
- heroAttributeWidget.CustomInit("防御", PlayerManager.Instance.myHero.defense.Value.ToString(), "+" + (heroInfo.defense.Value - PlayerManager.Instance.myHero.defense.Value).ToString());
- HeroAttributeWidgets.Add(heroAttributeWidget);
- Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
- Slider_Exp.value = PlayerManager.Instance.myHero.exp.Value;
- //
- // heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
- // heroAttributeWidget.CustomInit("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString());
- // HeroAttributeWidgets.Add(heroAttributeWidget);
- Text_Level.text = $"LV{PlayerManager.Instance.myHero.level}";
- Text_exp.text = $"{PlayerManager.Instance.myHero.exp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
- }
- private async CTask CreatHero()
- {
- modelObj = await GObjectPool.Instance.FetchAsync<GameObjectPool>(PlayerManager.Instance.myHero.modelConfig.model + ".prefab", null);
- modelObj.own.transform.parent = HeroRoot;
- modelObj.own.transform.localEulerAngles = new Vector3(0, 180, 0);
- modelObj.own.transform.localPosition = new Vector3(0, -132, 0);
- modelObj.own.transform.localScale = Vector3.one * 330;
- ChangeLayerRecursively(modelObj.own, LayerMask.NameToLayer("UI"));
- var modelAnimComponent = modelObj.own.GetComponent<AnimancerComponent>();
- int max = modelAnimComponent.Transitions.Library.Count;
- for (int i = 0; i < max; i++)
- {
- if (modelAnimComponent.Transitions.Library.TryGetTransition(i,
- out TransitionModifierGroup transition))
- {
- var modelIdleClip = transition.Transition as TransitionAsset;
- if (modelIdleClip != null && modelIdleClip.name == "idle")
- {
- modelAnimComponent.Play(modelIdleClip);
- break;
- }
- }
- }
- }
- public void ChangeLayerRecursively(GameObject obj, int newLayer)
- {
- if (obj == null || obj.layer == newLayer) return;
- // 修改当前对象的 Layer
- obj.layer = newLayer;
- // 遍历所有子对象,递归修改
- foreach (Transform child in obj.transform)
- {
- ChangeLayerRecursively(child.gameObject, newLayer);
- }
- }
- public async static void OpenPanel()
- {
- HeroInformationPanel heroInformationPanel = await UIManager.Instance.LoadAndOpenPanel<HeroInformationPanel>(null);
- heroInformationPanel.CustomInit();
- }
- public override void Close()
- {
- ClosePool();
- base.Close();
- }
- private void ClosePool()
- {
- UIManager.Instance.DormancyGComponent(modelObj);
- modelObj = null;
- foreach (var heroAttributeWidget in HeroAttributeWidgets)
- {
- UIManager.Instance.DormancyGComponent(heroAttributeWidget);
- }
- HeroAttributeWidgets.Clear();
- }
- }
- }
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