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