SentimentInfoPanel.cs 13 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Core.Audio;
  4. using Core.Language;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using UnityEngine.UI;
  9. using Utility;
  10. namespace Fort23.Mono
  11. {
  12. [UIBinding(prefab = "SentimentInfoPanel")]
  13. public partial class SentimentInfoPanel : UIPanel
  14. {
  15. AccountFileInfo.SentimentProperty curretnSentimentProperty;
  16. // private EnergyWidget energyWidget;
  17. private AccountFileInfo.SentimentData sentimentData;
  18. List<SentimentEffectWidget> sentimentEffectWidgets = new List<SentimentEffectWidget>();
  19. private List<SentimentEffectConfig> _sentimentEffectConfigs;
  20. private List<SentimentEffectConfig> currentGroupSentimentEffectConfigs;
  21. public SentimentEffectWidget mainSentimentEffectWidget;
  22. private SentimentEffectWidget currentSentimentEffectWidget;
  23. private ItemWidgetType1 _itemWidgetType1;
  24. TitlePanel _titlePanel;
  25. private void Init()
  26. {
  27. isAddStack = true;
  28. }
  29. public async override CTask GetFocus()
  30. {
  31. AppBarPanel.OpenPanel(this);
  32. await base.GetFocus();
  33. }
  34. protected override void AddEvent()
  35. {
  36. }
  37. protected override void DelEvent()
  38. {
  39. }
  40. public override void AddButtonEvent()
  41. {
  42. Btn_Rest.onClick.AddListener(() =>
  43. {
  44. foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
  45. {
  46. int count = 0;
  47. int itemid = 0;
  48. for (int i = 0; i < sentimentDataSentimentProperty.level; i++)
  49. {
  50. int level1 = sentimentData.sentimentProperties[0].level <= 0
  51. ? 1
  52. : sentimentData.sentimentProperties[0].level;
  53. int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
  54. var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
  55. itemid = sentimentEffectConfig1.upConstItemId;
  56. count += sentimentEffectConfig1.upConstCount;
  57. }
  58. PlayerManager.Instance.BagController.AddItem(itemid, count);
  59. sentimentDataSentimentProperty.level = 0;
  60. }
  61. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  62. {
  63. sentimentEffectWidget.CustomInit(sentimentEffectWidget.sentimentProperty);
  64. }
  65. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  66. {
  67. sentimentEffectWidget.UpdateXian();
  68. }
  69. UpdateRestBtn();
  70. PlayerManager.Instance.myHero.ComputeHeroInfo();
  71. AccountFileInfo.Instance.SavePlayerData();
  72. });
  73. Btn_LingWu.onClick.AddListener(() =>
  74. {
  75. if (curretnSentimentProperty == null)
  76. {
  77. return;
  78. }
  79. if (currentSentimentEffectWidget.lastSentimentWidget != null &&
  80. currentSentimentEffectWidget.lastSentimentWidget.sentimentProperty.level <
  81. currentSentimentEffectWidget.sentimentEffectConfig.unlockLevel)
  82. {
  83. TipMessagePanel.OpenTipMessagePanel("前置节点没有解锁");
  84. AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav");
  85. return;
  86. }
  87. if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
  88. {
  89. TipMessagePanel.OpenTipMessagePanel("已经达到最大等级");
  90. AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav");
  91. return;
  92. }
  93. int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
  94. int conFigId = curretnSentimentProperty.groupId * 10 + level;
  95. SentimentEffectConfig sentimentEffectConfig =
  96. ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  97. //TODO 消耗:心境点
  98. if (!PlayerManager.Instance.BagController.DeductItem(sentimentEffectConfig.upConstItemId,
  99. sentimentEffectConfig.upConstCount))
  100. {
  101. ItemSourcePanel.OpenPanel(sentimentEffectConfig.upConstItemId);
  102. AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav");
  103. return;
  104. }
  105. AudioManager.Instance.PlayAudio("ui_tycg.wav");
  106. curretnSentimentProperty.level++;
  107. AccountFileInfo.Instance.SavePlayerData();
  108. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  109. {
  110. sentimentEffectWidget.UpdateXian();
  111. }
  112. UpdateRestBtn();
  113. UpdateUi();
  114. PlayerManager.Instance.myHero.ComputeHeroInfo();
  115. currentSentimentEffectWidget.CustomInit(curretnSentimentProperty);
  116. });
  117. }
  118. public int MapNumber(int input)
  119. {
  120. if (input >= 1 && input <= 3)
  121. {
  122. return 0;
  123. }
  124. else if (input >= 4 && input <= 6)
  125. {
  126. return 1;
  127. }
  128. else if (input >= 7 && input <= 9)
  129. {
  130. return 2;
  131. }
  132. else
  133. {
  134. return -1;
  135. }
  136. }
  137. public async override CTask<bool> AsyncInit(object[] uiData)
  138. {
  139. sentimentData = uiData[0] as AccountFileInfo.SentimentData;
  140. _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>().ToList();
  141. mainSentimentEffectWidget =
  142. await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget,
  143. null);
  144. mainSentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
  145. mainSentimentEffectWidget.OnClick = OnClick;
  146. int level1 = sentimentData.sentimentProperties[0].level <= 0
  147. ? 1
  148. : sentimentData.sentimentProperties[0].level;
  149. int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
  150. var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
  151. if (_titlePanel == null)
  152. {
  153. _titlePanel = await TitlePanel.OpenPanel(new List<int>() { sentimentEffectConfig1.upConstItemId });
  154. }
  155. else
  156. {
  157. _titlePanel.CustomInit(new List<int>() { sentimentEffectConfig1.upConstItemId });
  158. }
  159. return await base.AsyncInit(uiData);
  160. }
  161. public async override CTask Show()
  162. {
  163. await base.Show();
  164. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  165. {
  166. UIManager.Instance.DormancyGComponent(sentimentEffectWidget);
  167. }
  168. sentimentEffectWidgets.Clear();
  169. foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
  170. {
  171. int level = sentimentDataSentimentProperty.level <= 0 ? 1 : sentimentDataSentimentProperty.level;
  172. int conFigId = sentimentDataSentimentProperty.groupId * 10 + level;
  173. var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  174. int index = MapNumber(sentimentEffectConfig.pos);
  175. SentimentEffectWidget sentimentEffectWidget1 =
  176. await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]);
  177. sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
  178. sentimentEffectWidget1.OnClick = OnClick;
  179. sentimentEffectWidgets.Add(sentimentEffectWidget1);
  180. if (currentSentimentEffectWidget == null)
  181. {
  182. sentimentEffectWidget1.OnPointerClick();
  183. }
  184. }
  185. UpdateRestBtn();
  186. foreach (var rectTransform in Root)
  187. {
  188. LayoutRebuilder.ForceRebuildLayoutImmediate(rectTransform);
  189. }
  190. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  191. {
  192. int level = sentimentEffectWidget.sentimentProperty.level <= 0
  193. ? 1
  194. : sentimentEffectWidget.sentimentProperty.level;
  195. int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 10 + level;
  196. var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  197. SentimentEffectWidget sentimentEffectWidget1 = null;
  198. if (sentimentEffectConfig.lastSentimentEffectId == mainSentimentEffectWidget.sentimentEffectConfig.groupId)
  199. {
  200. sentimentEffectWidget1 = mainSentimentEffectWidget;
  201. }
  202. else
  203. {
  204. sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s =>
  205. s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId);
  206. }
  207. if (sentimentEffectWidget1 != null)
  208. {
  209. sentimentEffectWidget.CreatXian(XianRoot, sentimentEffectWidget1);
  210. }
  211. }
  212. }
  213. private void UpdateRestBtn()
  214. {
  215. bool isCanRest = false;
  216. foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
  217. {
  218. if (sentimentDataSentimentProperty.level >= 1)
  219. {
  220. isCanRest = true;
  221. }
  222. }
  223. Btn_Rest.gameObject.SetActive(isCanRest);
  224. }
  225. private async void UpdateUi()
  226. {
  227. int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
  228. int conFigId = curretnSentimentProperty.groupId * 10 + level;
  229. SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
  230. currentGroupSentimentEffectConfigs = _sentimentEffectConfigs
  231. .Where(se => se.groupId == sentimentEffectConfig.groupId).ToList();
  232. Text_Name.text = LanguageManager.Instance.Text(sentimentEffectConfig.name);
  233. Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(sentimentEffectConfig.massge),
  234. sentimentEffectConfig.effectVale);
  235. UIManager.Instance.DormancyGComponent(_itemWidgetType1);
  236. _itemWidgetType1 = null;
  237. _itemWidgetType1 =
  238. await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null);
  239. _itemWidgetType1.CustomInit(sentimentEffectConfig.upConstItemId, sentimentEffectConfig.upConstCount);
  240. if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
  241. {
  242. Text_CurrentLevel.text = $"{curretnSentimentProperty.level}级 ";
  243. Text_NextLevel.text = $"MAX级";
  244. }
  245. else
  246. {
  247. Text_CurrentLevel.text = $"{curretnSentimentProperty.level}级 ";
  248. Text_NextLevel.text = $"{curretnSentimentProperty.level + 1}级";
  249. }
  250. }
  251. private void OnClick(ItemWidgetBasic obj)
  252. {
  253. SentimentEffectWidget sentimentEffectWidget = obj as SentimentEffectWidget;
  254. currentSentimentEffectWidget = sentimentEffectWidget;
  255. curretnSentimentProperty = sentimentEffectWidget.sentimentProperty;
  256. Text_EffectName.text = LanguageManager.Instance.Text(sentimentEffectWidget.sentimentEffectConfig.name);
  257. UpdateUi();
  258. }
  259. public static async CTask OpenPanel(AccountFileInfo.SentimentData sentimentData)
  260. {
  261. await UIManager.Instance.LoadAndOpenPanel<SentimentInfoPanel>(null, uiData: new object[] { sentimentData });
  262. }
  263. public async override CTask Close()
  264. {
  265. foreach (var sentimentEffectWidget in sentimentEffectWidgets)
  266. {
  267. UIManager.Instance.DormancyGComponent(sentimentEffectWidget);
  268. }
  269. sentimentEffectWidgets.Clear();
  270. currentSentimentEffectWidget = null;
  271. curretnSentimentProperty = null;
  272. // UIManager.Instance.DormancyGComponent(energyWidget);
  273. // energyWidget = null;
  274. await base.Close();
  275. }
  276. }
  277. }