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