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							- using System;
 
- using System.Collections.Generic;
 
- using Common.Utility.CombatEvent;
 
- using Core.Utility;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using GameLogic.Combat.Hero.Turntable;
 
- using GameLogic.Combat.Skill;
 
- using GameLogic.Player;
 
- using UnityEngine;
 
- using Utility;
 
- namespace Fort23.Mono
 
- {
 
-     [UIBinding(prefab = "ZhuanPanPanel")]
 
-     public partial class ZhuanPanPanel : UIComponent
 
-     {
 
-         private List<gf_widget> _gfWidgets = new List<gf_widget>();
 
-         // List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
 
-         private Map<WuXingType, WuXingGongFaWidget> _wuXingGongFaWidgets = new Map<WuXingType, WuXingGongFaWidget>();
 
-         private ParticleSystemPool fx_ui_zhuangPan;
 
-    
 
-         public  async CTask ShowPanel()
 
-         {
 
-             GObjectPool.Instance.DormancyPool<ParticleSystemPool>("fx_ui_fb_shifang");
 
-             GObjectPool.Instance.DormancyPool<ParticleSystemPool>("fx_ui_fb_Noshifang");
 
-             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_jin_tw", Prestore: true));
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_shui_tw", Prestore: true));
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_mu_tw", Prestore: true));
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_huo_tw", Prestore: true));
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_tu_tw", Prestore: true));
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_shifang", Prestore: true));
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_Noshifang", Prestore: true));
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_fb_gw_Starshifang", Prestore: true));
 
-             cTaskAwaitBuffer.AddTask(
 
-                 GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_ui_zhuanpanBuff_xingchendao",
 
-                     delegate(ParticleSystemPool pool)
 
-                     {
 
-                         fx_ui_zhuangPan=pool;
 
-                         pool.transform.SetParent(pan);
 
-                         pool.transform.localPosition=new Vector3(0, 0, 0);
 
-                         pool.SetActive(false);
 
-                     }));
 
-             await cTaskAwaitBuffer.WaitAll();
 
-             cTaskAwaitBuffer.Dispose();
 
-             for (_wuXingGongFaWidgets.Begin(); _wuXingGongFaWidgets.Next();)
 
-             {
 
-                 UIManager.Instance.DormancyGComponent(_wuXingGongFaWidgets.Value);
 
-             }
 
-             _wuXingGongFaWidgets.Clear();
 
-             for (int i = 0; i < 5; i++)
 
-             {
 
-                 double hd = i * 72 * Math.PI / 180f;
 
-                 double a = Math.Cos(hd);
 
-                 double b = -Math.Sin(hd);
 
-                 double c = Math.Sin(hd);
 
-                 double d = a;
 
-                 double x = a * 0 + b * 103;
 
-                 double y = c * 0 + d * 103;
 
-                 int index = i;
 
-                 WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponentForObject<WuXingGongFaWidget>(
 
-                     WuXingGongFaWidget, null, root: pan,
 
-                     isInstance: true);
 
-                 widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
 
-                 widget.ShowWidget(index);
 
-                 _wuXingGongFaWidgets.Add(widget.huangDaoWuXingType, widget);
 
-             }
 
-             ExercisesAlter(null);
 
-         }
 
-         private async CTask SetSkillFxMovePlay(SkillSlots skillSlots)
 
-         {
 
-             WuXingType wuXingType = skillSlots.SkillBasic.wuXingType;
 
-             Vector2 startPos = Vector2.zero;
 
-             for (int i = 0; i < _gfWidgets.Count; i++)
 
-             {
 
-                 if (_gfWidgets[i].SkillSlots == skillSlots)
 
-                 {
 
-                     startPos = _gfWidgets[i].transform.position;
 
-                 }
 
-             }
 
-             // double hd = skillSlots.angle * Math.PI / 180f;
 
-             // double a = Math.Cos(hd);
 
-             // double b = -Math.Sin(hd);
 
-             // double c = Math.Sin(hd);
 
-             // double d = a;
 
-             // double x = a * 0 + b * 150;
 
-             // double y = c * 0 + d * 150;
 
-             Vector2 endPos = _wuXingGongFaWidgets[wuXingType].transform.position;
 
-             Vector2 endPos2 = currUseSkillRoot.transform.position;
 
-             BesselPath besselPath = new BesselPath();
 
-             besselPath.controlPoints.Add(startPos);
 
-             besselPath.controlPoints.Add(startPos);
 
-             besselPath.controlPoints.Add(endPos2);
 
-             besselPath.controlPoints.Add(endPos2);
 
-             BesselPathGroup besselPathGroup = new BesselPathGroup();
 
-             besselPathGroup.AddBesselPath(besselPath);
 
-             // besselPathGroup.AddBesselPath(besselPath2);
 
-             // GameObject fxObject = null;
 
-             string fxName = null;
 
-             string fxName_end = null;
 
-             string fxName_tar = null;
 
-             switch (wuXingType)
 
-             {
 
-                 case WuXingType.Gold:
 
-                     // fxObject = fx_skill_jing;
 
-                     fxName = "fx_ui_jin_tw";
 
-                     fxName_end = "fx_ui_jin_end";
 
-                     fxName_tar = "fx_ui_jin_tar";
 
-                     break;
 
-                 case WuXingType.Water:
 
-                     // fxObject = fx_skill_shui;
 
-                     fxName = "fx_ui_shui_tw";
 
-                     fxName_end = "fx_ui_shui_end";
 
-                     fxName_tar = "fx_ui_shui_tar";
 
-                     break;
 
-                 case WuXingType.Wood:
 
-                     // fxObject = fx_skill_huo;
 
-                     fxName = "fx_ui_mu_tw";
 
-                     fxName_end = "fx_ui_mu_end";
 
-                     fxName_tar = "fx_ui_mu_tar";
 
-                     break;
 
-                 case WuXingType.Fire:
 
-                     // fxObject = fx_skill_huo;
 
-                     fxName = "fx_ui_huo_tw";
 
-                     fxName_end = "fx_ui_huo_end";
 
-                     fxName_tar = "fx_ui_huo_tar";
 
-                     break;
 
-                 case WuXingType.Earth:
 
-                     // fxObject = fx_skill_shui;
 
-                     fxName = "fx_ui_tu_tw";
 
-                     fxName_end = "fx_ui_tu_end";
 
-                     fxName_tar = "fx_ui_tu_tar";
 
-                     break;
 
-             }
 
-             UseSkillShowFxMono useSkillShowFxMono = CObjectPool.Instance.Fetch<UseSkillShowFxMono>();
 
-             ParticleSystemPool particleSystemPool1 = null;
 
-             ParticleSystemPool particleSystemPool2 = null;
 
-             ParticleSystemPool particleSystemPool3 = null;
 
-             using (CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer())
 
-             {
 
-                 cTaskAwaitBuffer.AddTask(
 
-                     GObjectPool.Instance.FetchAsync<ParticleSystemPool>(fxName,
 
-                         delegate(ParticleSystemPool pool)
 
-                         {
 
-                             particleSystemPool1 = pool;
 
-                             particleSystemPool1.SetParent(fxRoot);
 
-                             particleSystemPool1.transform.position = startPos;
 
-                         }));
 
-                 cTaskAwaitBuffer.AddTask(
 
-                     GObjectPool.Instance.FetchAsync<ParticleSystemPool>(fxName_end,
 
-                         delegate(ParticleSystemPool pool)
 
-                         {
 
-                             particleSystemPool2 = pool;
 
-                             particleSystemPool2.SetParent(fxRoot);
 
-                             particleSystemPool2.transform.position = endPos2;
 
-                             particleSystemPool2.SetActive(false);
 
-                         }));
 
-                 cTaskAwaitBuffer.AddTask(
 
-                     GObjectPool.Instance.FetchAsync<ParticleSystemPool>(fxName_tar,
 
-                         delegate(ParticleSystemPool pool)
 
-                         {
 
-                             particleSystemPool3 = pool;
 
-                             particleSystemPool3.SetParent(fxRoot);
 
-                             particleSystemPool3.transform.position =
 
-                                 _wuXingGongFaWidgets[wuXingType].transform.position;
 
-                             particleSystemPool3.SetActive(false);
 
-                         }));
 
-                 await cTaskAwaitBuffer.WaitAll();
 
-             }
 
-             // particleSystemPool.transform.parent = fxObject.transform.parent;
 
-             useSkillShowFxMono.Init(besselPathGroup, particleSystemPool1, particleSystemPool2, particleSystemPool3);
 
-         }
 
-         private void Init()
 
-         {
 
-         }
 
-         public override void AddEvent()
 
-         {
 
-             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
 
-         }
 
-         public override void DelEvent()
 
-         {
 
-             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
 
-         }
 
-         private async void UseSkillFinish(IEventData ieveData)
 
-         {
 
-             UseSkillFinishEventData eventData = ieveData as UseSkillFinishEventData;
 
-             if (eventData.SkillBasic.CombatHeroEntity.IsEnemy)
 
-             {
 
-                 return;
 
-             }
 
-             CombatHeroSkillControl combatHeroSkillControl =
 
-                 eventData.SkillBasic.CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>();
 
-             if (combatHeroSkillControl.useSkillCount <= 0)
 
-             {
 
-                 currUseSkillRoot.SetActive(false);
 
-             }
 
-         }
 
-         private async void UseSkill(IEventData ieveData)
 
-         {
 
-             CombatUseSkillEventData eventData = ieveData as CombatUseSkillEventData;
 
-             if (eventData.useSkill.CombatHeroEntity.IsEnemy)
 
-             {
 
-                 return;
 
-             }
 
-             string fxName_end = "";
 
-             switch (eventData.useSkill.wuXingType)
 
-             {
 
-                 case WuXingType.Gold:
 
-                     // fxObject = fx_skill_jing;
 
-                     fxName_end = "fx_ui_jin_end";
 
-                     break;
 
-                 case WuXingType.Water:
 
-                     // fxObject = fx_skill_shui;
 
-                     fxName_end = "fx_ui_shui_end";
 
-                     break;
 
-                 case WuXingType.Wood:
 
-                     // fxObject = fx_skill_huo;
 
-                     fxName_end = "fx_ui_mu_end";
 
-                     break;
 
-                 case WuXingType.Fire:
 
-                     // fxObject = fx_skill_huo;
 
-                     fxName_end = "fx_ui_huo_end";
 
-                     break;
 
-                 case WuXingType.Earth:
 
-                     // fxObject = fx_skill_shui;
 
-                     fxName_end = "fx_ui_tu_end";
 
-                     break;
 
-             }
 
-             Vector2 endPos2 = currUseSkillRoot.transform.position;
 
-             GObjectPool.Instance.FetchAsync<ParticleSystemPool>(fxName_end,
 
-                 delegate(ParticleSystemPool pool)
 
-                 {
 
-                     pool.SetParent(fxRoot);
 
-                     pool.transform.position = endPos2;
 
-                 });
 
-             currUseSkillRoot.SetActive(true);
 
-             currUseSkillIcon.icon_name = eventData.useSkill.SelfSkillConfig.icon;
 
-         }
 
-         private async void AddUseGongFa(IEventData ieveData)
 
-         {
 
-             AddUseGongFaEventData eventData = ieveData as AddUseGongFaEventData;
 
-             SkillBasic skillBasic = eventData.SkillBasic;
 
-             if (skillBasic.CombatHeroEntity.IsEnemy)
 
-             {
 
-                 return;
 
-             }
 
-             SetSkillFxMovePlay(eventData.SkillSlots);
 
-             CombatHeroSkillControl combatHeroSkillControl =
 
-                 skillBasic.CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>();
 
-             if (combatHeroSkillControl.useSkillCount > 1 || combatHeroSkillControl.currUseSkill != null)
 
-             {
 
-                 UseQuqueSkill useQuqueSkill =
 
-                     await UIManager.Instance.CreateGComponentForObject<UseQuqueSkill>(UseQuqueSkill, null,
 
-                         UseQuqueSkillRoot, isInstance: true);
 
-                 useQuqueSkill.ShowWidget(skillBasic);
 
-                 useQuqueSkill.transform.SetAsLastSibling();
 
-             }
 
-         }
 
-         public override void AddButtonEvent()
 
-         {
 
-             lanLiang_button.onClick.AddListener(() =>
 
-             {
 
-                 // SkillSelectPanel.OpenSkillSelectPanel();
 
-             });
 
-         }
 
-         private void TaoismSkillAlter(IEventData iEventData)
 
-         {
 
-         }
 
-         private async void ExercisesAlter(IEventData iEventData)
 
-         {
 
-             _gfWidgets.Clear();
 
-             UIManager.Instance.DormancyAllGComponent<gf_widget>();
 
-             CombatHeroSkillControl combatHeroSkillControl = CombatController.currActiveCombat
 
-                 .playerHeroEntity.CombatHeroSkillControl
 
-                 .This<CombatHeroSkillControl>();
 
-             for (int i = 0; i < combatHeroSkillControl.SkillTurntable.allSkillSlots.Count; i++)
 
-             {
 
-                 SkillSlots skillBasic = combatHeroSkillControl.SkillTurntable.allSkillSlots[i];
 
-                 if (skillBasic == null)
 
-                 {
 
-                     continue;
 
-                 }
 
-                 gf_widget gfWidget = await UIManager.Instance.CreateGComponentForObject<gf_widget>(this.gf_widget, null,
 
-                     Gf_root, isInstance: true);
 
-                 gfWidget.SkillSlots = skillBasic;
 
-                 gfWidget.InitWidget(skillBasic, CombatController.currActiveCombat
 
-                     .playerHeroEntity);
 
-                 _gfWidgets.Add(gfWidget);
 
-             }
 
-         }
 
-         public void Update()
 
-         {
 
-             if (CombatController.currActiveCombat == null ||
 
-                 CombatController.currActiveCombat.CombatHeroController == null ||
 
-                 CombatController.currActiveCombat.playerHeroEntity == null || CombatController
 
-                     .currActiveCombat.playerHeroEntity.CombatHeroSkillControl == null)
 
-             {
 
-                 return;
 
-             }
 
-             CombatHeroSkillControl combatHeroSkillControl = CombatController.currActiveCombat
 
-                 .playerHeroEntity.CombatHeroSkillControl
 
-                 .This<CombatHeroSkillControl>();
 
-             if (combatHeroSkillControl.taoismSkillBasic != null)
 
-             {
 
-                 DS60101 ds60101 = combatHeroSkillControl.taoismSkillBasic as DS60101;
 
-                 if (ds60101 != null)
 
-                 {
 
-                     if (fx_ui_zhuangPan != null)
 
-                     {
 
-                         fx_ui_zhuangPan.gameObject.SetActive(ds60101.isSkillActive);
 
-                     }
 
-                     zhuanpan_chongneng.gameObject.SetActive(!ds60101.isSkillActive);
 
-                     zhuanpan_chongneng.fillAmount = ds60101.currEnergy / ds60101.SelfSkillConfig.effectValue[1];
 
-                     // lanLiang.color = !ds60101._updateTime
 
-                     //     ? new Color(1f, 0.96f, 0f)
 
-                     //     : new Color(0.96f, 0f, 1f);
 
-                 }
 
-             }
 
-             for (int i = 0; i < _gfWidgets.Count; i++)
 
-             {
 
-                 gf_widget gfWidget = _gfWidgets[i];
 
-                 gfWidget.Update();
 
-                 double hd = gfWidget.SkillSlots.angle * Math.PI / 180f;
 
-                 double a = Math.Cos(hd);
 
-                 double b = -Math.Sin(hd);
 
-                 double c = Math.Sin(hd);
 
-                 double d = a;
 
-                 double x = a * 0 + b * 150;
 
-                 double y = c * 0 + d * 150;
 
-                 gfWidget.transform.anchoredPosition = new Vector2((float)x, (float)y);
 
-             }
 
-         }
 
-     }
 
- }
 
 
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