TowerLevelWidget.cs 4.6 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Core.Language;
  4. using Excel2Json;
  5. using Fort23.UTool;
  6. using GameLogic.Bag;
  7. namespace Fort23.Mono
  8. {
  9. [UIBinding(prefab = "TowerLevelWidget")]
  10. public partial class TowerLevelWidget : ItemWidgetBasic
  11. {
  12. public TowerInfoConfig _towerInfoConfig;
  13. public AccountFileInfo.TowerData towerData;
  14. public AccountFileInfo.TowerLevelData towerLevelData;
  15. public AccountFileInfo.TowerLevelData lastTowerLevelData;
  16. public bool isLock;
  17. private void Init()
  18. {
  19. }
  20. public override void AddEvent()
  21. {
  22. }
  23. public override void DelEvent()
  24. {
  25. }
  26. public override void AddButtonEvent()
  27. {
  28. base.AddButtonEvent();
  29. Btn_GetWard.onClick.AddListener(async () =>
  30. {
  31. if (towerLevelData == null || towerLevelData.reward || !towerLevelData.finish)
  32. {
  33. ItemDetailsPanel.OpenPanel(
  34. new ItemInfo(_towerInfoConfig.reward[0], _towerInfoConfig.rewardCount[0]));
  35. return;
  36. }
  37. List<ItemInfo> itemInfos = new List<ItemInfo>();
  38. for (var i = 0; i < _towerInfoConfig.reward.Length; i++)
  39. {
  40. ItemInfo itemInfo = new ItemInfo(_towerInfoConfig.reward[i], _towerInfoConfig.rewardCount[i]);
  41. //TODO 命运峰
  42. PlayerManager.Instance.BagController.AddItem(itemInfo);
  43. itemInfos.Add(itemInfo);
  44. }
  45. towerLevelData.reward = true;
  46. AccountFileInfo.Instance.SavePlayerData();
  47. RewardsPanel rewardsPanel = await RewardsPanel.OpenPanel(itemInfos);
  48. await rewardsPanel.UIClosed();
  49. CustomInit(towerData, _towerInfoConfig);
  50. });
  51. }
  52. public async void CustomInit(AccountFileInfo.TowerData towerData, TowerInfoConfig towerInfoConfig)
  53. {
  54. this.towerData = towerData;
  55. this._towerInfoConfig = towerInfoConfig;
  56. towerLevelData = towerData.towerLevelDatas.FirstOrDefault(t => t.id == _towerInfoConfig.ID);
  57. lastTowerLevelData = towerData.towerLevelDatas.FirstOrDefault(t => t.id == _towerInfoConfig.ID - 1);
  58. Text_Name.text = LanguageManager.Instance.Text(10365, _towerInfoConfig.ID);
  59. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(_towerInfoConfig.reward[0]);
  60. Icon_Item.icon_name = itemConfig.icon;
  61. Text_Num.text = _towerInfoConfig.rewardCount[0].ToString();
  62. GetWard.transform.RecoverColor();
  63. //上一层已经通关
  64. if ((lastTowerLevelData != null && lastTowerLevelData.finish)
  65. || _towerInfoConfig.level == 1)
  66. {
  67. isLock = true;
  68. // if()
  69. if (towerLevelData != null && towerLevelData.finish)
  70. {
  71. Csc.ChangeState(0);
  72. //可以领取奖励
  73. if (towerLevelData != null && !towerLevelData.reward)
  74. {
  75. Icon_Item.transform.parent.transform.RecoverColor();
  76. fx_ui_jiangli_loop.gameObject.SetActive(true);
  77. fx_ui_jiangli_loop.Play();
  78. GetWard.transform.RecoverColor();
  79. }
  80. //领了奖励
  81. else if (towerLevelData != null && towerLevelData.reward)
  82. {
  83. Icon_Item.transform.parent.transform.RecoverColor();
  84. fx_ui_jiangli_loop.gameObject.SetActive(false);
  85. GetWard.transform.Gray();
  86. }
  87. //通关了但是没有完成时间
  88. else
  89. {
  90. Icon_Item.transform.parent.transform.Gray();
  91. fx_ui_jiangli_loop.gameObject.SetActive(false);
  92. GetWard.transform.RecoverColor();
  93. }
  94. }
  95. else
  96. {
  97. Csc.ChangeState(1);
  98. GetWard.transform.RecoverColor();
  99. fx_ui_jiangli_loop.gameObject.SetActive(false);
  100. }
  101. }
  102. else
  103. {
  104. isLock = false;
  105. Csc.ChangeState(2);
  106. GetWard.transform.RecoverColor();
  107. fx_ui_jiangli_loop.gameObject.SetActive(false);
  108. }
  109. }
  110. }
  111. }