SkillSelectPanel.cs 26 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Core.Language;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat;
  9. using GameLogic.Combat.CombatTool;
  10. using GameLogic.Hero;
  11. using UnityEngine;
  12. namespace Fort23.Mono
  13. {
  14. [UIBinding(prefab = "SkillSelectPanel")]
  15. public partial class SkillSelectPanel : UIPanel, IScrollListContent
  16. {
  17. private bool _isSelectSkill;
  18. private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
  19. List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
  20. private SkillInfo selectSkillConfig;
  21. private bool isAlter;
  22. private int type1 = 0;
  23. private int type2 = 0;
  24. public SkillInfo[] allUseSkill;
  25. private int currenRoadSkilId;
  26. /// <summary>
  27. /// 1.执行升级逻辑 2.执行更换逻辑
  28. /// </summary>
  29. private int infoType = 1;
  30. SkillWidget currentSelectedSkill;
  31. public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()
  32. {
  33. CombatDrive.Instance.CombatController.isUpdate = false;
  34. SkillSelectPanel skillSelectPanel = await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  35. return skillSelectPanel;
  36. }
  37. public async override CTask GetFocus()
  38. {
  39. if (infoType == 1)
  40. {
  41. await AppBarPanel.OpenPanel(this);
  42. }
  43. else if (infoType == 2)
  44. {
  45. AppBarPanel.ClosePanel();
  46. }
  47. // AppBarPanel.OpenPanel(this);
  48. await base.GetFocus();
  49. }
  50. public override CTask LoseFocus()
  51. {
  52. // AppBarPanel.ClosePanel();
  53. return base.LoseFocus();
  54. }
  55. private void Init()
  56. {
  57. isAddStack = true;
  58. IsShowAppBar = true;
  59. }
  60. protected override void AddEvent()
  61. {
  62. }
  63. protected override void DelEvent()
  64. {
  65. }
  66. public override CTask<bool> AsyncInit(object[] uiData)
  67. {
  68. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  69. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  70. UpdateSkillWidget();
  71. UpdateRoad();
  72. return base.AsyncInit(uiData);
  73. }
  74. public override void AddButtonEvent()
  75. {
  76. Btn_OneKyChange.onClick.AddListener(() =>
  77. {
  78. for (var i = 0; i < allUseSkill.Length; i++)
  79. {
  80. allUseSkill[i] = null;
  81. }
  82. SkillInfo[] skills = new SkillInfo[5];
  83. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  84. for (var i = 0; i < allSkill.Count; i++)
  85. {
  86. //金
  87. if (allSkill[i].skillConfig.attribute == 1)
  88. {
  89. if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
  90. {
  91. skills[0] = allSkill[i];
  92. }
  93. }
  94. //木
  95. if (allSkill[i].skillConfig.attribute == 2)
  96. {
  97. if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
  98. {
  99. skills[1] = allSkill[i];
  100. }
  101. }
  102. //水
  103. if (allSkill[i].skillConfig.attribute == 4)
  104. {
  105. if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
  106. {
  107. skills[2] = allSkill[i];
  108. }
  109. }
  110. //火
  111. if (allSkill[i].skillConfig.attribute == 8)
  112. {
  113. if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
  114. {
  115. skills[3] = allSkill[i];
  116. }
  117. }
  118. //土
  119. if (allSkill[i].skillConfig.attribute == 16)
  120. {
  121. if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
  122. {
  123. skills[4] = allSkill[i];
  124. }
  125. }
  126. }
  127. for (var i = 0; i < allKongSkill.Count; i++)
  128. {
  129. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  130. }
  131. for (var i = 0; i < indexList.Count; i++)
  132. {
  133. if (skills[i] == null)
  134. continue;
  135. if (!IsMainGongFaChange(skills[i].skillConfig))
  136. continue;
  137. if (!IsPassiveGongFaChange(skills[i].skillConfig))
  138. continue;
  139. allKongSkill[indexList[i]].SetSKill(skills[i]);
  140. allUseSkill[indexList[i]] = skills[i];
  141. }
  142. isAlter = true;
  143. UpdateSkillWidget();
  144. });
  145. Btn_ChangeOk.onClick.AddListener(() =>
  146. {
  147. ChangeInfoType(1);
  148. if (isAlter)
  149. {
  150. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  151. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  152. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  153. AccountFileInfo.Instance.SavePlayerData();
  154. }
  155. isAlter = false;
  156. });
  157. Btn_Info.onClick.AddListener(async () =>
  158. {
  159. if (currentSelectedSkill != null)
  160. {
  161. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill.skillConfigId);
  162. await gongFaUpgradePanel.UIClosed();
  163. Sort(type1, type2);
  164. }
  165. });
  166. Btn_ChangeRoad.onClick.AddListener(() =>
  167. {
  168. SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
  169. {
  170. if (skillId != currenRoadSkilId && skillId != 0)
  171. {
  172. currenRoadSkilId = skillId;
  173. isAlter = true;
  174. UpdateRoad();
  175. }
  176. });
  177. });
  178. Btn_Setting.onClick.AddListener(() => { ChangeInfoType(2); });
  179. Btn_Jin.onClick.AddListener(() =>
  180. {
  181. if (type2 == 1)
  182. {
  183. type2 = 0;
  184. }
  185. else
  186. {
  187. type2 = 1;
  188. }
  189. Sort(type1, type2);
  190. });
  191. Btn_Mu.onClick.AddListener(() =>
  192. {
  193. if (type2 == 2)
  194. {
  195. type2 = 0;
  196. }
  197. else
  198. {
  199. type2 = 2;
  200. }
  201. Sort(type1, type2);
  202. });
  203. Btn_Shui.onClick.AddListener(() =>
  204. {
  205. if (type2 == 4)
  206. {
  207. type2 = 0;
  208. }
  209. else
  210. {
  211. type2 = 4;
  212. }
  213. Sort(type1, type2);
  214. });
  215. Btn_Huo.onClick.AddListener(() =>
  216. {
  217. if (type2 == 8)
  218. {
  219. type2 = 0;
  220. }
  221. else
  222. {
  223. type2 = 8;
  224. }
  225. Sort(type1, type2);
  226. });
  227. Btn_Tu.onClick.AddListener(() =>
  228. {
  229. if (type2 == 16)
  230. {
  231. type2 = 0;
  232. }
  233. else
  234. {
  235. type2 = 16;
  236. }
  237. Sort(type1, type2);
  238. });
  239. Btn_All.onClick.AddListener(() =>
  240. {
  241. type1 = 0;
  242. Sort(type1, type2);
  243. });
  244. Btn_ZhuDong.onClick.AddListener(() =>
  245. {
  246. type1 = 1;
  247. Sort(type1, type2);
  248. });
  249. Btn_FuZu.onClick.AddListener(() =>
  250. {
  251. type1 = 2;
  252. Sort(type1, type2);
  253. });
  254. Btn_BeiDong.onClick.AddListener(() =>
  255. {
  256. type1 = 5;
  257. Sort(type1, type2);
  258. });
  259. guanbi.onClick.AddListener(() =>
  260. {
  261. if (infoType == 2)
  262. {
  263. ChangeInfoType(1);
  264. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  265. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  266. for (var i = 0; i < allKongSkill.Count; i++)
  267. {
  268. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  269. allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
  270. }
  271. UpdateSkillWidget();
  272. UpdateRoad();
  273. }
  274. else
  275. {
  276. // UIManager.Instance.HideUIUIPanel(this);
  277. }
  278. });
  279. Btn_RemoveGongFa.onClick.AddListener(() =>
  280. {
  281. // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  282. allUseSkill[dianjiSkillKongWidget.index] = null;
  283. dianjiSkillKongWidget.Cleared();
  284. isAlter = true;
  285. UpdateSkillWidget();
  286. CloseSelect();
  287. });
  288. }
  289. private void UpdateRoad()
  290. {
  291. if (currenRoadSkilId != 0)
  292. {
  293. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
  294. Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
  295. }
  296. else
  297. {
  298. Text_RoadName.text = "未选择";
  299. }
  300. //
  301. }
  302. private void ChangeInfoType(int type)
  303. {
  304. if (type == 1)
  305. {
  306. GongFaSettingRoot.SetActive(false);
  307. infoType = 1;
  308. Btn_Setting.gameObject.SetActive(true);
  309. CloseSelect();
  310. AppBarPanel.OpenPanel(this);
  311. }
  312. else if (type == 2)
  313. {
  314. GongFaSettingRoot.SetActive(true);
  315. infoType = 2;
  316. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  317. Btn_Setting.gameObject.SetActive(false);
  318. AppBarPanel.ClosePanel();
  319. }
  320. }
  321. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  322. List<int> indexList = new List<int>() { 0, 6, 8, 4, 2 };
  323. private void Sort(int type1, int type2)
  324. {
  325. //先排序类型在排属性
  326. if (type1 == 0)
  327. {
  328. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  329. }
  330. else if (type1 == 1)
  331. {
  332. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  333. }
  334. else if (type1 == 2)
  335. {
  336. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  337. }
  338. else if (type1 == 5)
  339. {
  340. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  341. }
  342. if (type2 == 0)
  343. {
  344. Icon_Select.gameObject.SetActive(false);
  345. }
  346. else if (type2 == 1)
  347. {
  348. Icon_Select.transform.position = Btn_Jin.transform.position;
  349. Icon_Select.gameObject.SetActive(true);
  350. }
  351. else if (type2 == 2)
  352. {
  353. Icon_Select.transform.position = Btn_Mu.transform.position;
  354. Icon_Select.gameObject.SetActive(true);
  355. }
  356. else if (type2 == 4)
  357. {
  358. Icon_Select.transform.position = Btn_Shui.transform.position;
  359. Icon_Select.gameObject.SetActive(true);
  360. }
  361. else if (type2 == 8)
  362. {
  363. Icon_Select.transform.position = Btn_Huo.transform.position;
  364. Icon_Select.gameObject.SetActive(true);
  365. }
  366. else if (type2 == 16)
  367. {
  368. Icon_Select.transform.position = Btn_Tu.transform.position;
  369. Icon_Select.gameObject.SetActive(true);
  370. }
  371. //0代表全部
  372. if (type1 == 0)
  373. {
  374. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  375. }
  376. else
  377. {
  378. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.Where(s => s.skillConfig.SkillType == type1).ToList();
  379. }
  380. if (type2 == 0)
  381. {
  382. }
  383. else
  384. {
  385. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  386. }
  387. CloseSelect();
  388. Content.Init(this, showSkillInfo.Count);
  389. }
  390. public override async CTask Open()
  391. {
  392. await base.Open();
  393. Sort(type1, type2);
  394. for (int i = 0; i < 5; i++)
  395. {
  396. double hd = i * 72 * Math.PI / 180f;
  397. double a = Math.Cos(hd);
  398. double b = -Math.Sin(hd);
  399. double c = Math.Sin(hd);
  400. double d = a;
  401. double x = a * 0 + b * 144;
  402. double y = c * 0 + d * 144;
  403. int index = i;
  404. WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot, poolName: "132");
  405. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  406. widget.ShowWidget(index);
  407. _wuXingGongFaWidgets.Add(widget);
  408. }
  409. for (int i = 0; i < 10; i++)
  410. {
  411. int index = i;
  412. double hd = (-36 * i) * Math.PI / 180f;
  413. double a = Math.Cos(hd);
  414. double b = -Math.Sin(hd);
  415. double c = Math.Sin(hd);
  416. double d = a;
  417. double x = a * 0 + b * 218;
  418. double y = c * 0 + d * 218;
  419. Vector2 pos = new Vector2((float)x, (float)y);
  420. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  421. kongdongs.gameObject,
  422. null, SkillKongWeiRoot,
  423. isInstance: true);
  424. skillKongWidget.InitWidget(index, this);
  425. skillKongWidget.SetSKill(allUseSkill[index]);
  426. skillKongWidget.transform.anchoredPosition = pos;
  427. skillKongWidget.OnClick = OnClickSkillKongWidget;
  428. allKongSkill.Add(skillKongWidget);
  429. }
  430. }
  431. private SkillKongWidget dianjiSkillKongWidget;
  432. private void OnClickSkillKongWidget(ItemWidgetBasic obj)
  433. {
  434. if (infoType == 1)
  435. return;
  436. Btn_Info.gameObject.SetActive(false);
  437. currentSelectedSkill = null;
  438. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  439. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
  440. {
  441. return;
  442. }
  443. //直接上功法
  444. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  445. {
  446. if (selectSkillConfig.skillConfig.SkillType == 1)
  447. {
  448. if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  449. {
  450. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  451. CloseSelect();
  452. return;
  453. }
  454. }
  455. if (selectSkillConfig.skillConfig.SkillType == 2)
  456. {
  457. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  458. {
  459. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  460. CloseSelect();
  461. return;
  462. }
  463. }
  464. isAlter = true;
  465. skillKongWidget.SetSKill(selectSkillConfig);
  466. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  467. CloseSelect();
  468. }
  469. //替换功法
  470. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  471. {
  472. if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
  473. {
  474. if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  475. {
  476. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  477. CloseSelect();
  478. return;
  479. }
  480. }
  481. if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
  482. {
  483. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  484. {
  485. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  486. CloseSelect();
  487. return;
  488. }
  489. }
  490. isAlter = true;
  491. allUseSkill[skillKongWidget.SkillInfo.index] = null;
  492. skillKongWidget.SetSKill(selectSkillConfig);
  493. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  494. skillKongWidget.SetSKill(selectSkillConfig);
  495. CloseSelect();
  496. }
  497. else
  498. {
  499. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  500. {
  501. CloseSelect();
  502. return;
  503. }
  504. //交换功法
  505. if (dianjiSkillKongWidget == null)
  506. {
  507. dianjiSkillKongWidget = skillKongWidget;
  508. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  509. Btn_RemoveGongFa.gameObject.SetActive(true);
  510. SelectSkill(skillKongWidget.SkillInfo, false);
  511. }
  512. else
  513. {
  514. isAlter = true;
  515. if (skillKongWidget.SkillInfo != null)
  516. {
  517. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  518. allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
  519. }
  520. else
  521. {
  522. allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
  523. dianjiSkillKongWidget.Cleared();
  524. }
  525. skillKongWidget.SetSKill(selectSkillConfig);
  526. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  527. CloseSelect();
  528. }
  529. }
  530. UpdateSkillWidget();
  531. }
  532. public void SelectSkill(SkillInfo skillConfig, bool max)
  533. {
  534. selectSkillConfig = skillConfig;
  535. _isSelectSkill = true;
  536. for (int i = 0; i < allKongSkill.Count; i++)
  537. {
  538. allKongSkill[i].SelectState(false);
  539. }
  540. if (!max)
  541. {
  542. for (int i = 0; i < allKongSkill.Count; i++)
  543. {
  544. allKongSkill[i].SelectState(true);
  545. }
  546. }
  547. else
  548. {
  549. for (int i = 0; i < allKongSkill.Count; i++)
  550. {
  551. if (allKongSkill[i].SkillInfo != null)
  552. {
  553. allKongSkill[i].SelectState(true);
  554. }
  555. }
  556. }
  557. }
  558. private void CloseSelect()
  559. {
  560. _isSelectSkill = false;
  561. selectSkillConfig = null;
  562. dianjiSkillKongWidget = null;
  563. Btn_RemoveGongFa.gameObject.SetActive(false);
  564. Btn_Info.gameObject.SetActive(false);
  565. currentSelectedSkill = null;
  566. for (int i = 0; i < allKongSkill.Count; i++)
  567. {
  568. allKongSkill[i].SelectState(false);
  569. }
  570. }
  571. public override void Hide()
  572. {
  573. base.Hide();
  574. CombatDrive.Instance.CombatController.isUpdate = true;
  575. }
  576. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  577. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  578. {
  579. if (index < 0 || index >= showSkillInfo.Count)
  580. return null;
  581. SkillInfo skillInfo = showSkillInfo[index];
  582. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  583. skillWidget.InitSkillWidget(skillInfo);
  584. skillWidget.OnClick = OnClick;
  585. if (allUseSkill.Contains(skillWidget.skillConfigId))
  586. {
  587. skillWidget.Icon_Marsk.SetActive(true);
  588. }
  589. else
  590. {
  591. skillWidget.Icon_Marsk.SetActive(false);
  592. }
  593. _skillWidgets.Add(skillWidget);
  594. return skillWidget;
  595. }
  596. private void UpdateSkillWidget()
  597. {
  598. foreach (var skillWidget in _skillWidgets)
  599. {
  600. if (allUseSkill.Contains(skillWidget.skillConfigId))
  601. {
  602. skillWidget.Icon_Marsk.SetActive(true);
  603. }
  604. else
  605. {
  606. skillWidget.Icon_Marsk.SetActive(false);
  607. }
  608. }
  609. Text_GongFaCount.text = $"功法数量{GetMainGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum}";
  610. }
  611. private async void OnClick(ItemWidgetBasic obj)
  612. {
  613. SkillWidget skillWidget = obj as SkillWidget;
  614. if (infoType == 1)
  615. {
  616. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  617. await gongFaUpgradePanel.UIClosed();
  618. Sort(type1, type2);
  619. }
  620. else if (infoType == 2)
  621. {
  622. CloseSelect();
  623. Btn_Info.transform.position = skillWidget.InfoPos.position;
  624. Btn_Info.gameObject.SetActive(true);
  625. currentSelectedSkill = skillWidget;
  626. if (allUseSkill.Contains(skillWidget.skillConfigId))
  627. {
  628. return;
  629. }
  630. Btn_RemoveGongFa.gameObject.SetActive(false);
  631. if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) || !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
  632. {
  633. SelectSkill(skillWidget.skillConfigId, true);
  634. }
  635. else
  636. {
  637. SelectSkill(skillWidget.skillConfigId, false);
  638. }
  639. }
  640. }
  641. /// <summary>
  642. /// 获得主功法数量
  643. /// </summary>
  644. /// <returns></returns>
  645. private int GetMainGongFaCount()
  646. {
  647. int count = 0;
  648. for (var i = 0; i < allUseSkill.Length; i++)
  649. {
  650. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)
  651. {
  652. count++;
  653. }
  654. }
  655. return count;
  656. }
  657. /// <summary>
  658. /// 获得被动功法数量
  659. /// </summary>
  660. /// <returns></returns>
  661. private int GetPassiveGongFaCount()
  662. {
  663. int count = 0;
  664. for (var i = 0; i < allUseSkill.Length; i++)
  665. {
  666. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)
  667. {
  668. count++;
  669. }
  670. }
  671. return count;
  672. }
  673. private bool IsMainGongFaChange(SkillConfig s)
  674. {
  675. if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum || s.SkillType != 1)
  676. {
  677. return true;
  678. }
  679. else
  680. {
  681. return false;
  682. }
  683. }
  684. private bool IsPassiveGongFaChange(SkillConfig s)
  685. {
  686. if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum || s.SkillType != 2)
  687. {
  688. return true;
  689. }
  690. else
  691. {
  692. return false;
  693. }
  694. }
  695. public void HindIScorllListWidget(IScorllListWidget widget)
  696. {
  697. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  698. _skillWidgets.Remove(widget as SkillWidget);
  699. }
  700. public override void Close()
  701. {
  702. foreach (var skillWidget in _skillWidgets)
  703. {
  704. UIManager.Instance.DormancyGComponent(skillWidget);
  705. }
  706. _skillWidgets.Clear();
  707. foreach (var skillKongWidget in allKongSkill)
  708. {
  709. UIManager.Instance.DormancyGComponent(skillKongWidget);
  710. }
  711. allKongSkill.Clear();
  712. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  713. {
  714. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  715. }
  716. Icon_Select.gameObject.SetActive(false);
  717. _wuXingGongFaWidgets.Clear();
  718. CloseSelect();
  719. // ChangeInfoType(1);
  720. base.Close();
  721. }
  722. }
  723. }