Phase4.cs 11 KB

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  1. using Fort23.Core;
  2. using Fort23.UTool;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. namespace Fort23.Mono.Phases
  6. {
  7. public class Phase4 : IGuideLogic
  8. {
  9. public PlayerGuideManager pgm;
  10. public BetterList<string> dialogList = new BetterList<string>();
  11. private bool once = false;
  12. public Phase4(PlayerGuideManager guideManager)
  13. {
  14. this.pgm = guideManager;
  15. once = true;
  16. }
  17. public override void Active()
  18. {
  19. base.Active();
  20. actionList.Add(OnStep401);
  21. actionList.Add(OnStep402);
  22. actionList.Add(OnStep403);
  23. actionList.Add(OnStep404);
  24. actionList.Add(OnStep405);
  25. actionList.Add(OnStep406);
  26. actionList.Add(OnStep407);
  27. actionList.Add(OnStep408);
  28. actionList.Add(OnStep409);
  29. actionList.Add(OnStep410);
  30. actionList.Add(OnStepEnd);
  31. }
  32. public override void Begin()
  33. {
  34. guideID = 4;
  35. guideIdx = -1;
  36. pgm.isForceDone = false;
  37. pgm.isTriggerDone = false;
  38. }
  39. public override void End()
  40. {
  41. }
  42. public override async CTask Guide()
  43. {
  44. if (actionList.Count > guideIdx)
  45. {
  46. pgm.ResetPlayerGuide();
  47. guideIdx++;
  48. SaveStep(guideIdx);
  49. await actionList[guideIdx](null);
  50. }
  51. else
  52. {
  53. LogTool.Error("没有引导了,强制结束。出错步骤,:" + pgm.curPhase + guideIdx);
  54. pgm.isForceDone = true;
  55. }
  56. }
  57. public override void LogicRelase()
  58. {
  59. actionList.Clear();
  60. }
  61. public override void LogicUpdate()
  62. {
  63. }
  64. /// <summary>
  65. /// 点击功法
  66. /// </summary>
  67. /// <param name="obj"></param>
  68. public async CTask OnStep401(UnityEngine.Object obj)
  69. {
  70. pgm.StepInit();
  71. GameObject gameObject = UIManager.Instance.GetComponent<AppBarPanel>().Btn_GongFa.gameObject;
  72. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  73. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  74. localPos = new Vector2(-30, -755);
  75. size = new Vector2(78, 97);
  76. pgm.SetfxTransVisiable(true);
  77. pgm.SetMaskTarget(gameObject);
  78. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  79. await pgm.ConfigLogic(401, delegate() { });
  80. pgm.SetFingerPos(localPos);
  81. pgm.SetFingerVisiable(true);
  82. }
  83. /// <summary>
  84. /// 框选功法
  85. /// </summary>
  86. /// <param name="obj"></param>
  87. public async CTask OnStep402(UnityEngine.Object obj)
  88. {
  89. pgm.StepInit();
  90. await TimerComponent.Instance.WaitAsync(100);
  91. Vector2 size = new Vector2(735, 785);
  92. Vector3 localPos = new Vector2(0, -279);
  93. pgm.SetfxTransVisiable(true);
  94. pgm.SetShowFramePosAndSize(localPos, size, 0, null);
  95. await pgm.ConfigLogic(402, delegate() { pgm.NextGuide(); });
  96. pgm.SetFingerPos(localPos);
  97. pgm.SetFingerVisiable(true);
  98. }
  99. /// <summary>
  100. /// 框选功法盘
  101. /// </summary>
  102. /// <param name="obj"></param>
  103. public async CTask OnStep403(UnityEngine.Object obj)
  104. {
  105. pgm.StepInit();
  106. await TimerComponent.Instance.WaitAsync(100);
  107. pgm.SetfxTransVisiable(true);
  108. Vector2 size = new Vector2(743, 690);
  109. Vector2 localPos = new Vector2(0, 461);
  110. pgm.SetShowFramePosAndSize(localPos, size, 0, null);
  111. await pgm.ConfigLogic(403, delegate() { pgm.NextGuide(); });
  112. pgm.SetFingerPos(localPos);
  113. pgm.SetFingerVisiable(true);
  114. }
  115. /// <summary>
  116. /// 点击调整
  117. /// </summary>
  118. /// <param name="obj"></param>
  119. public async CTask OnStep404(UnityEngine.Object obj)
  120. {
  121. pgm.StepInit();
  122. await TimerComponent.Instance.WaitAsync(100);
  123. GameObject gameObject =
  124. UIManager.Instance.GetComponent<SkillSelectPanel>().Btn_Setting.gameObject;
  125. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  126. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  127. pgm.SetfxTransVisiable(true);
  128. pgm.SetMaskTarget(gameObject);
  129. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  130. await pgm.ConfigLogic(404, delegate() { });
  131. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  132. pgm.SetFingerVisiable(true);
  133. }
  134. /// <summary>
  135. /// 点击第二个功法
  136. /// </summary>
  137. /// <param name="obj"></param>
  138. public async CTask OnStep405(UnityEngine.Object obj)
  139. {
  140. pgm.StepInit();
  141. await TimerComponent.Instance.WaitAsync(100);
  142. SkillSelectPanel skillSelectPanel =
  143. UIManager.Instance.GetComponent<SkillSelectPanel>();
  144. GameObject gameObject = null;
  145. foreach (var skillWidget in skillSelectPanel._skillWidgets)
  146. {
  147. if (skillWidget.skillConfigId.skillConfig.IDGroup == 1405)
  148. {
  149. gameObject = skillWidget.own;
  150. break;
  151. }
  152. }
  153. // GameObject gameObject =
  154. // UIManager.Instance.GetComponent<SkillSelectPanel>()._skillWidgets[1].own;
  155. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  156. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  157. pgm.SetfxTransVisiable(true);
  158. pgm.SetMaskTarget(gameObject);
  159. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  160. await pgm.ConfigLogic(405, delegate() { });
  161. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  162. pgm.SetFingerVisiable(true);
  163. }
  164. /// <summary>
  165. /// 对话
  166. /// </summary>
  167. /// <param name="obj"></param>
  168. public async CTask OnStep406(UnityEngine.Object obj)
  169. {
  170. pgm.StepInit();
  171. await TimerComponent.Instance.WaitAsync(100);
  172. await pgm.ConfigLogic(406, delegate() { pgm.NextGuide(); });
  173. }
  174. /// <summary>
  175. /// 这是个{火}功法,把他放在功法盘{火}的附近,会优先释放
  176. /// </summary>
  177. /// <param name="obj"></param>
  178. public async CTask OnStep407(UnityEngine.Object obj)
  179. {
  180. pgm.StepInit();
  181. await TimerComponent.Instance.WaitAsync(100);
  182. GameObject gameObject =
  183. UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[5].own;
  184. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  185. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  186. pgm.SetfxTransVisiable(true);
  187. pgm.SetMaskTarget(gameObject);
  188. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  189. await pgm.ConfigLogic(407, delegate() { });
  190. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  191. pgm.SetFingerVisiable(true);
  192. }
  193. /// <summary>
  194. /// 上辅助功法
  195. /// </summary>
  196. /// <param name="obj"></param>
  197. public async CTask OnStep408(UnityEngine.Object obj)
  198. {
  199. pgm.StepInit();
  200. await TimerComponent.Instance.WaitAsync(100);
  201. SkillSelectPanel skillSelectPanel =
  202. UIManager.Instance.GetComponent<SkillSelectPanel>();
  203. GameObject gameObject = null;
  204. foreach (var skillWidget in skillSelectPanel._skillWidgets)
  205. {
  206. if (skillWidget.skillConfigId.skillConfig.IDGroup == 2006)
  207. {
  208. gameObject = skillWidget.own;
  209. break;
  210. }
  211. }
  212. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  213. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  214. pgm.SetfxTransVisiable(true);
  215. pgm.SetMaskTarget(gameObject);
  216. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  217. await pgm.ConfigLogic(408, delegate() { });
  218. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  219. pgm.SetFingerVisiable(true);
  220. }
  221. /// <summary>
  222. ///
  223. /// </summary>
  224. /// <param name="obj"></param>
  225. public async CTask OnStep409(UnityEngine.Object obj)
  226. {
  227. pgm.StepInit();
  228. await TimerComponent.Instance.WaitAsync(100);
  229. GameObject gameObject =
  230. UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[6].own;
  231. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  232. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  233. pgm.SetfxTransVisiable(true);
  234. pgm.SetMaskTarget(gameObject);
  235. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  236. await pgm.ConfigLogic(409, delegate() { });
  237. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  238. pgm.SetFingerVisiable(true);
  239. }
  240. /// <summary>
  241. /// 功法调整完毕,点这里返回
  242. /// </summary>
  243. /// <param name="obj"></param>
  244. public async CTask OnStep410(UnityEngine.Object obj)
  245. {
  246. pgm.StepInit();
  247. await TimerComponent.Instance.WaitAsync(100);
  248. GameObject gameObject =
  249. UIManager.Instance.GetComponent<SkillSelectPanel>().guanbi.gameObject;
  250. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  251. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  252. pgm.SetfxTransVisiable(true);
  253. pgm.SetMaskTarget(gameObject);
  254. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  255. await pgm.ConfigLogic(410, delegate() { });
  256. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  257. pgm.SetFingerVisiable(true);
  258. }
  259. public async CTask OnStepEnd(UnityEngine.Object obj)
  260. {
  261. pgm.StepInit();
  262. pgm.SetBlackBaseVisiable(false);
  263. ForceGuideOver();
  264. }
  265. /// <summary>
  266. /// 引导完成
  267. /// </summary>
  268. private void ForceGuideOver()
  269. {
  270. pgm.CloseForceGuide();
  271. pgm.RestGuide();
  272. }
  273. }
  274. }