SentimentInfoPanel.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 UnityEngine.UI;
  8. using Utility;
  9. namespace Fort23.Mono
  10. {
  11. [UIBinding(prefab = "SentimentInfoPanel")]
  12. public partial class SentimentInfoPanel : UIPanel
  13. {
  14. AccountFileInfo.SentimentProperty curretnSentimentProperty;
  15. private EnergyWidget energyWidget;
  16. private AccountFileInfo.SentimentData sentimentData;
  17. List<SentimentEffectWidget> sentimentEffectWidgets = new List<SentimentEffectWidget>();
  18. private List<SentimentEffectConfig> _sentimentEffectConfigs;
  19. private List<SentimentEffectConfig> currentGroupSentimentEffectConfigs;
  20. public SentimentEffectWidget mainSentimentEffectWidget;
  21. private SentimentEffectWidget currentSentimentEffectWidget;
  22. private ItemWidgetType1 _itemWidgetType1;
  23. private void Init()
  24. {
  25. isAddStack = false;
  26. isPopUi = true;
  27. IsShowAppBar = false;
  28. }
  29. protected override void AddEvent()
  30. {
  31. }
  32. protected override void DelEvent()
  33. {
  34. }
  35. public override void AddButtonEvent()
  36. {
  37. Btn_Rest.onClick.AddListener(() =>
  38. {
  39. foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
  40. {
  41. int count = 0;
  42. for (int i = 0; i < sentimentDataSentimentProperty.level; i++)
  43. {
  44. int level1 = sentimentData.sentimentProperties[0].level <= 0 ? 1 : sentimentData.sentimentProperties[0].level;
  45. int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
  46. var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
  47. count += sentimentEffectConfig1.upConstCount;
  48. }
  49. PlayerManager.Instance.BagController.AddItem(energyWidget._itemConfig.ID, count);
  50. sentimentDataSentimentProperty.level = 0;
  51. }
  52. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  53. {
  54. sentimentEffectWidget.CustomInit(sentimentEffectWidget.sentimentProperty);
  55. }
  56. AccountFileInfo.Instance.SavePlayerData();
  57. });
  58. Btn_LingWu.onClick.AddListener(() =>
  59. {
  60. if (curretnSentimentProperty == null)
  61. {
  62. return;
  63. }
  64. if (currentSentimentEffectWidget.lastSentimentWidget != null && currentSentimentEffectWidget.lastSentimentWidget.sentimentProperty.level < currentSentimentEffectWidget.sentimentEffectConfig.unlockLevel)
  65. {
  66. TipMessagePanel.OpenTipMessagePanel("前置节点没有解锁");
  67. return;
  68. }
  69. if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
  70. {
  71. TipMessagePanel.OpenTipMessagePanel("已经达到最大等级");
  72. return;
  73. }
  74. int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
  75. int conFigId = curretnSentimentProperty.groupId * 100 + level + 1;
  76. SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  77. if (PlayerManager.Instance.BagController.DeductItem(sentimentEffectConfig.upConstItemId, sentimentEffectConfig.upConstCount))
  78. {
  79. TipMessagePanel.OpenTipMessagePanel("道具不足");
  80. return;
  81. }
  82. //扣除道具
  83. // sentimentEffectConfig.upConstItemId.
  84. // s
  85. curretnSentimentProperty.level++;
  86. AccountFileInfo.Instance.SavePlayerData();
  87. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  88. {
  89. sentimentEffectWidget.UpdateXian();
  90. }
  91. UpdateUi();
  92. currentSentimentEffectWidget.CustomInit(curretnSentimentProperty);
  93. });
  94. }
  95. public int MapNumber(int input)
  96. {
  97. if (input >= 1 && input <= 3)
  98. {
  99. return 0;
  100. }
  101. else if (input >= 4 && input <= 6)
  102. {
  103. return 1;
  104. }
  105. else if (input >= 7 && input <= 9)
  106. {
  107. return 2;
  108. }
  109. else
  110. {
  111. return -1;
  112. }
  113. }
  114. public async override CTask<bool> AsyncInit(object[] uiData)
  115. {
  116. sentimentData = uiData[0] as AccountFileInfo.SentimentData;
  117. _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>().ToList();
  118. mainSentimentEffectWidget = await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, null);
  119. mainSentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
  120. mainSentimentEffectWidget.OnClick = OnClick;
  121. int level1 = sentimentData.sentimentProperties[0].level <= 0 ? 1 : sentimentData.sentimentProperties[0].level;
  122. int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
  123. var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
  124. energyWidget =
  125. await UIManager.Instance.CreateGComponent<EnergyWidget>(null, Group_ResourceBar);
  126. energyWidget.CustomInit(sentimentEffectConfig1.upConstItemId);
  127. foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
  128. {
  129. int level = sentimentDataSentimentProperty.level <= 0 ? 1 : sentimentDataSentimentProperty.level;
  130. int conFigId = sentimentDataSentimentProperty.groupId * 10 + level;
  131. var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  132. int index = MapNumber(sentimentEffectConfig.pos);
  133. SentimentEffectWidget sentimentEffectWidget1 = await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]);
  134. sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
  135. sentimentEffectWidget1.OnClick = OnClick;
  136. sentimentEffectWidgets.Add(sentimentEffectWidget1);
  137. if (currentSentimentEffectWidget == null)
  138. {
  139. sentimentEffectWidget1.OnPointerClick();
  140. }
  141. }
  142. foreach (var rectTransform in Root)
  143. {
  144. LayoutRebuilder.ForceRebuildLayoutImmediate(rectTransform);
  145. }
  146. return await base.AsyncInit(uiData);
  147. }
  148. public async override CTask Show()
  149. {
  150. await base.Show();
  151. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  152. {
  153. int level = sentimentEffectWidget.sentimentProperty.level <= 0 ? 1 : sentimentEffectWidget.sentimentProperty.level;
  154. int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 10 + level;
  155. var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  156. SentimentEffectWidget sentimentEffectWidget1 = null;
  157. if (sentimentEffectConfig.lastSentimentEffectId == -1)
  158. {
  159. sentimentEffectWidget1 = mainSentimentEffectWidget;
  160. }
  161. else
  162. {
  163. sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s => s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId);
  164. }
  165. sentimentEffectWidget.CreatXian(XianRoot, sentimentEffectWidget1);
  166. }
  167. }
  168. private async void UpdateUi()
  169. {
  170. int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
  171. int conFigId = curretnSentimentProperty.groupId * 10 + level;
  172. SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  173. currentGroupSentimentEffectConfigs = _sentimentEffectConfigs.Where(se => se.groupId == sentimentEffectConfig.groupId).ToList();
  174. Text_Name.text = LanguageManager.Instance.Text(sentimentEffectConfig.name);
  175. Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(sentimentEffectConfig.massge), sentimentEffectConfig.effectVale);
  176. UIManager.Instance.DormancyGComponent(_itemWidgetType1);
  177. _itemWidgetType1 = null;
  178. _itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null);
  179. _itemWidgetType1.CustomInit(sentimentEffectConfig.upConstItemId, sentimentEffectConfig.upConstCount);
  180. if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
  181. {
  182. Text_CurrentLevel.text = $"{curretnSentimentProperty.level}级 ";
  183. Text_NextLevel.text = $"MAX级";
  184. }
  185. else
  186. {
  187. Text_CurrentLevel.text = $"{curretnSentimentProperty.level}级 ";
  188. Text_NextLevel.text = $"{curretnSentimentProperty.level + 1}级";
  189. }
  190. }
  191. private void OnClick(ItemWidgetBasic obj)
  192. {
  193. SentimentEffectWidget sentimentEffectWidget = obj as SentimentEffectWidget;
  194. currentSentimentEffectWidget = sentimentEffectWidget;
  195. curretnSentimentProperty = sentimentEffectWidget.sentimentProperty;
  196. Text_EffectName.text = LanguageManager.Instance.Text(sentimentEffectWidget.sentimentEffectConfig.name);
  197. UpdateUi();
  198. }
  199. public static async CTask OpenPanel(AccountFileInfo.SentimentData sentimentData)
  200. {
  201. await UIManager.Instance.LoadAndOpenPanel<SentimentInfoPanel>(null, uiData: new object[] { sentimentData });
  202. }
  203. public override void Close()
  204. {
  205. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  206. {
  207. UIManager.Instance.DormancyGComponent(sentimentEffectWidget);
  208. }
  209. sentimentEffectWidgets.Clear();
  210. currentSentimentEffectWidget = null;
  211. curretnSentimentProperty = null;
  212. UIManager.Instance.DormancyGComponent(energyWidget);
  213. energyWidget = null;
  214. base.Close();
  215. }
  216. }
  217. }