GongFaUpgradePanel.cs 11 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Core.Language;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Hero;
  8. using UnityEngine;
  9. using UnityEngine.UI;
  10. using Utility;
  11. namespace Fort23.Mono
  12. {
  13. [UIBinding(prefab = "GongFaUpgradePanel")]
  14. public partial class GongFaUpgradePanel : UIPanel
  15. {
  16. private SkillInfo _skillInfo;
  17. private List<SkillConfig> configs;
  18. List<GongFaUpgradeInfoWidget> _gongFaUpgradeInfoWidgets = new List<GongFaUpgradeInfoWidget>();
  19. private List<SkillPowerupConfig> _skillPowerupConfigs;
  20. private SkillConstant skillConstant;
  21. bool isUpgrade = false;
  22. private void Init()
  23. {
  24. }
  25. protected override void AddEvent()
  26. {
  27. }
  28. protected override void DelEvent()
  29. {
  30. }
  31. public override void AddButtonEvent()
  32. {
  33. Btn_Back.onClick.AddListener(() =>
  34. {
  35. if (isUpgrade)
  36. {
  37. isUpgrade = false;
  38. Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(185.0133f, 76.141f);
  39. Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(-137.8784f,-704.8f);
  40. Btn_UpGrade.gameObject.SetActive(true);
  41. return;
  42. }
  43. UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
  44. });
  45. Btn_UpGrade.onClick.AddListener(() =>
  46. {
  47. if (_skillInfo.SkillData == null)
  48. {
  49. return;
  50. }
  51. if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
  52. {
  53. TipMessagePanel.OpenTipMessagePanel("已经满级!");
  54. return;
  55. }
  56. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  57. {
  58. HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  59. TipMessagePanel.OpenTipMessagePanel($"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}");
  60. return;
  61. }
  62. // if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[0], _skillInfo.SkillPowerupConfig.LevelupItemNum[0]))
  63. // {
  64. // TipMessagePanel.OpenTipMessagePanel("道具不足!");
  65. // return;
  66. // }
  67. _skillInfo.SkillData.level++;
  68. _skillInfo.CustomInt(_skillInfo.SkillData);
  69. CustomInit(_skillInfo);
  70. AccountFileInfo.Instance.SavePlayerData();
  71. });
  72. Btn_UpStar.onClick.AddListener(() =>
  73. {
  74. if (!isUpgrade)
  75. {
  76. isUpgrade = true;
  77. Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(569.34f, 76.141f);
  78. Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(54.285f,-704.8f);
  79. Btn_UpGrade.gameObject.SetActive(false);
  80. return;
  81. }
  82. if (_skillInfo.SkillData == null)
  83. {
  84. return;
  85. }
  86. if (_skillInfo.SkillData.star >= _gongFaUpgradeInfoWidgets.Count)
  87. {
  88. TipMessagePanel.OpenTipMessagePanel("已经满星!");
  89. return;
  90. }
  91. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
  92. // if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
  93. // {
  94. // TipMessagePanel.OpenTipMessagePanel("道具不足!");
  95. // return;
  96. // }
  97. _skillInfo.SkillData.star++;
  98. _skillInfo.CustomInt(_skillInfo.SkillData);
  99. CustomInit(_skillInfo);
  100. AccountFileInfo.Instance.SavePlayerData();
  101. });
  102. }
  103. public async void CustomInit(SkillInfo skillInfo)
  104. {
  105. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  106. {
  107. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  108. }
  109. _gongFaUpgradeInfoWidgets.Clear();
  110. _skillInfo = skillInfo;
  111. _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
  112. SkillConfig skillConfig = _skillInfo.skillConfig;
  113. Icon_GongFaIcon.icon_name = skillConfig.icon;
  114. Text_Level1.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  115. Text_Level.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
  116. skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
  117. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  118. {
  119. Btn_UpGrade.gameObject.transform.Gray(true);
  120. HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  121. UpGradeRoot.SetActive(false);
  122. Text_UpGrade.gameObject.SetActive(true);
  123. Text_UpGrade.text = $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}";
  124. }
  125. else
  126. {
  127. Btn_UpGrade.gameObject.transform.RecoverColor();
  128. if (skillConfig.level < 10)
  129. {
  130. UpGradeRoot.SetActive(true);
  131. Text_UpGrade.gameObject.SetActive(false);
  132. ItemConfig upStarItemConfig = ConfigComponent.Instance.Get<ItemConfig>(skillConfig.PieceID);
  133. Icon_UpstarIcon.icon_name = upStarItemConfig.icon;
  134. int count = skillConstant.SkillPromoteNeedPieceNum[skillConfig.level];
  135. Text_UpStarCount.text = $"{count}/{PlayerManager.Instance.BagController.GetItemCount(skillConfig.PieceID)}";
  136. }
  137. else
  138. {
  139. UpGradeRoot.SetActive(false);
  140. Text_UpGrade.gameObject.SetActive(true);
  141. Text_UpGrade.text = $"已满级";
  142. }
  143. }
  144. if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
  145. {
  146. UpStarRoot.SetActive(true);
  147. Text_UpStar.gameObject.SetActive(false);
  148. ItemConfig upGradeItemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.SkillPowerupConfig.LevelupItem[0]);
  149. Icon_UpstarIcon.icon_name = upGradeItemConfig.icon;
  150. Text_UpGradeItemCount.text = $"{_skillInfo.SkillPowerupConfig.LevelupItemNum[0]}/{PlayerManager.Instance.BagController.GetItemCount(upGradeItemConfig.ID)}";
  151. }
  152. else
  153. {
  154. UpStarRoot.SetActive(false);
  155. Text_UpStar.gameObject.SetActive(true);
  156. Text_UpStar.text = $"已满星";
  157. }
  158. Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
  159. Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name);
  160. switch (skillConfig.attribute)
  161. {
  162. case 1:
  163. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(0);
  164. Text_Attribute.text = "金";
  165. break;
  166. case 2:
  167. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(1);
  168. Text_Attribute.text = "木";
  169. break;
  170. case 4:
  171. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(2);
  172. Text_Attribute.text = "水";
  173. break;
  174. case 8:
  175. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(3);
  176. Text_Attribute.text = "火";
  177. break;
  178. case 16:
  179. Icon_Attribute.GetComponent<CustomStateController>().ChangeState(4);
  180. Text_Attribute.text = "土";
  181. break;
  182. }
  183. for (var i = 0; i < StarRoot.Count; i++)
  184. {
  185. MyImage myImage = StarRoot[i] as MyImage;
  186. myImage.gameObject.SetActive(false);
  187. }
  188. int yinstar = skillInfo.skillConfig.level - 5;
  189. for (var i = 0; i < StarRoot.Count; i++)
  190. {
  191. MyImage icon = StarRoot[i] as MyImage;
  192. if (skillInfo.skillConfig.level > 5)
  193. {
  194. if (i < yinstar)
  195. {
  196. icon.icon_name = "dec_star_2";
  197. icon.gameObject.SetActive(true);
  198. }
  199. else
  200. {
  201. icon.icon_name = "dec_star_1";
  202. icon.gameObject.SetActive(true);
  203. }
  204. }
  205. else
  206. {
  207. if (i < skillInfo.skillConfig.level)
  208. {
  209. icon.icon_name = "dec_star_1";
  210. icon.gameObject.SetActive(true);
  211. }
  212. }
  213. }
  214. List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  215. configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
  216. for (var i = 0; i < configs.Count; i++)
  217. {
  218. SkillInfo skillInfo1 = new SkillInfo(configs[i].ID, _skillInfo.SkillPowerupConfig.ID);
  219. GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
  220. gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
  221. _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
  222. }
  223. }
  224. public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
  225. {
  226. GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
  227. gongFaUpgradePanel.CustomInit(skillInfo);
  228. return gongFaUpgradePanel;
  229. }
  230. public override void Close()
  231. {
  232. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  233. {
  234. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  235. }
  236. _gongFaUpgradeInfoWidgets.Clear();
  237. isUpgrade = false;
  238. base.Close();
  239. }
  240. }
  241. }