SkillSelectPanel.cs 35 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Core.Language;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat;
  9. using GameLogic.Combat.CombatTool;
  10. using GameLogic.Hero;
  11. using UnityEngine;
  12. namespace Fort23.Mono
  13. {
  14. [UIBinding(prefab = "SkillSelectPanel")]
  15. public partial class SkillSelectPanel : UIPanel, IScrollListContent
  16. {
  17. private bool _isSelectSkill;
  18. private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
  19. List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
  20. private SkillInfo selectSkillConfig;
  21. private bool isAlter;
  22. private int type1 = 0;
  23. private int type2 = 0;
  24. public SkillInfo[] allUseSkill;
  25. private int currenRoadSkilId;
  26. /// <summary>
  27. /// 1.执行升级逻辑 2.执行更换逻辑
  28. /// </summary>
  29. private int infoType = 1;
  30. SkillInfo currentSelectedSkill;
  31. public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()
  32. {
  33. CombatDrive.Instance.CombatController.isUpdate = false;
  34. SkillSelectPanel skillSelectPanel = await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  35. return skillSelectPanel;
  36. }
  37. public async override CTask GetFocus()
  38. {
  39. if (infoType == 1)
  40. {
  41. await AppBarPanel.OpenPanel(this);
  42. }
  43. else if (infoType == 2)
  44. {
  45. AppBarPanel.ClosePanel();
  46. }
  47. // AppBarPanel.OpenPanel(this);
  48. await base.GetFocus();
  49. }
  50. public override CTask LoseFocus()
  51. {
  52. // AppBarPanel.ClosePanel();
  53. return base.LoseFocus();
  54. }
  55. private void Init()
  56. {
  57. isAddStack = true;
  58. IsShowAppBar = true;
  59. }
  60. protected override void AddEvent()
  61. {
  62. }
  63. protected override void DelEvent()
  64. {
  65. }
  66. public override CTask<bool> AsyncInit(object[] uiData)
  67. {
  68. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  69. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  70. UpdateSkillWidget();
  71. UpdateRoad();
  72. // CloseSelect();
  73. return base.AsyncInit(uiData);
  74. }
  75. public override void AddButtonEvent()
  76. {
  77. Btn_OneKyChange.onClick.AddListener(() =>
  78. {
  79. for (var i = 0; i < allUseSkill.Length; i++)
  80. {
  81. allUseSkill[i] = null;
  82. }
  83. SkillInfo[] skills = new SkillInfo[5];
  84. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  85. for (var i = 0; i < allSkill.Count; i++)
  86. {
  87. //金
  88. if (allSkill[i].skillConfig.attribute == 1)
  89. {
  90. if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
  91. {
  92. skills[0] = allSkill[i];
  93. }
  94. }
  95. //木
  96. if (allSkill[i].skillConfig.attribute == 2)
  97. {
  98. if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
  99. {
  100. skills[1] = allSkill[i];
  101. }
  102. }
  103. //水
  104. if (allSkill[i].skillConfig.attribute == 4)
  105. {
  106. if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
  107. {
  108. skills[2] = allSkill[i];
  109. }
  110. }
  111. //火
  112. if (allSkill[i].skillConfig.attribute == 8)
  113. {
  114. if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
  115. {
  116. skills[3] = allSkill[i];
  117. }
  118. }
  119. //土
  120. if (allSkill[i].skillConfig.attribute == 16)
  121. {
  122. if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
  123. {
  124. skills[4] = allSkill[i];
  125. }
  126. }
  127. }
  128. for (var i = 0; i < allKongSkill.Count; i++)
  129. {
  130. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  131. }
  132. for (var i = 0; i < indexList.Count; i++)
  133. {
  134. if (skills[i] == null)
  135. continue;
  136. if (!IsMainGongFaChange(skills[i].skillConfig))
  137. continue;
  138. if (!IsPassiveGongFaChange(skills[i].skillConfig))
  139. continue;
  140. allKongSkill[indexList[i][0]].SetSKill(skills[i]);
  141. allUseSkill[indexList[i][0]] = skills[i];
  142. }
  143. isAlter = true;
  144. UpdateSkillWidget();
  145. BaoChun();
  146. });
  147. Btn_ChangeOk.onClick.AddListener(() =>
  148. {
  149. ChangeInfoType(1);
  150. if (isAlter)
  151. {
  152. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  153. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  154. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  155. AccountFileInfo.Instance.SavePlayerData();
  156. }
  157. isAlter = false;
  158. });
  159. Btn_Info.onClick.AddListener(async () =>
  160. {
  161. if (currentSelectedSkill != null)
  162. {
  163. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill);
  164. await gongFaUpgradePanel.UIClosed();
  165. Sort(type1, type2);
  166. }
  167. });
  168. Btn_ChangeRoad.onClick.AddListener(() =>
  169. {
  170. SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
  171. {
  172. if (skillId != currenRoadSkilId && skillId != 0)
  173. {
  174. currenRoadSkilId = skillId;
  175. isAlter = true;
  176. UpdateRoad();
  177. }
  178. });
  179. });
  180. Btn_Setting.onClick.AddListener(() => { ChangeInfoType(2); });
  181. Btn_Jin.onClick.AddListener(() =>
  182. {
  183. if (type2 == 1)
  184. {
  185. type2 = 0;
  186. }
  187. else
  188. {
  189. type2 = 1;
  190. }
  191. Sort(type1, type2);
  192. });
  193. Btn_Mu.onClick.AddListener(() =>
  194. {
  195. if (type2 == 2)
  196. {
  197. type2 = 0;
  198. }
  199. else
  200. {
  201. type2 = 2;
  202. }
  203. Sort(type1, type2);
  204. });
  205. Btn_Shui.onClick.AddListener(() =>
  206. {
  207. if (type2 == 4)
  208. {
  209. type2 = 0;
  210. }
  211. else
  212. {
  213. type2 = 4;
  214. }
  215. Sort(type1, type2);
  216. });
  217. Btn_Huo.onClick.AddListener(() =>
  218. {
  219. if (type2 == 8)
  220. {
  221. type2 = 0;
  222. }
  223. else
  224. {
  225. type2 = 8;
  226. }
  227. Sort(type1, type2);
  228. });
  229. Btn_Tu.onClick.AddListener(() =>
  230. {
  231. if (type2 == 16)
  232. {
  233. type2 = 0;
  234. }
  235. else
  236. {
  237. type2 = 16;
  238. }
  239. Sort(type1, type2);
  240. });
  241. Btn_All.onClick.AddListener(() =>
  242. {
  243. type1 = 0;
  244. Sort(type1, type2);
  245. });
  246. Btn_ZhuDong.onClick.AddListener(() =>
  247. {
  248. type1 = 1;
  249. Sort(type1, type2);
  250. });
  251. Btn_FuZu.onClick.AddListener(() =>
  252. {
  253. type1 = 2;
  254. Sort(type1, type2);
  255. });
  256. Btn_BeiDong.onClick.AddListener(() =>
  257. {
  258. type1 = 5;
  259. Sort(type1, type2);
  260. });
  261. guanbi.onClick.AddListener(() =>
  262. {
  263. if (infoType == 2)
  264. {
  265. ChangeInfoType(1);
  266. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  267. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  268. for (var i = 0; i < allKongSkill.Count; i++)
  269. {
  270. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  271. allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
  272. }
  273. UpdateSkillWidget();
  274. UpdateRoad();
  275. }
  276. else
  277. {
  278. // UIManager.Instance.HideUIUIPanel(this);
  279. }
  280. });
  281. Btn_RemoveGongFa.onClick.AddListener(() =>
  282. {
  283. // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  284. allUseSkill[dianjiSkillKongWidget.index] = null;
  285. dianjiSkillKongWidget.Cleared();
  286. isAlter = true;
  287. UpdateSkillWidget();
  288. CloseSelect();
  289. });
  290. Sv.onValueChanged.AddListener((s) =>
  291. {
  292. if (currentSelectedSkill == null)
  293. {
  294. return;
  295. }
  296. Btn_Info.transform.SetAsLastSibling();
  297. });
  298. }
  299. private void UpdateRoad()
  300. {
  301. if (currenRoadSkilId != 0)
  302. {
  303. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
  304. Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
  305. }
  306. else
  307. {
  308. Text_RoadName.text = "未选择";
  309. }
  310. //
  311. }
  312. private void BaoChun()
  313. {
  314. // ChangeInfoType(1);
  315. // if (isAlter)
  316. {
  317. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  318. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  319. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  320. AccountFileInfo.Instance.SavePlayerData();
  321. }
  322. isAlter = false;
  323. }
  324. private void ChangeInfoType(int type)
  325. {
  326. if (type == 1)
  327. {
  328. GongFaSettingRoot.SetActive(false);
  329. infoType = 1;
  330. Btn_Setting.gameObject.SetActive(true);
  331. CloseSelect();
  332. AppBarPanel.OpenPanel(this);
  333. }
  334. else if (type == 2)
  335. {
  336. GongFaSettingRoot.SetActive(true);
  337. infoType = 2;
  338. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  339. Btn_Setting.gameObject.SetActive(false);
  340. AppBarPanel.ClosePanel();
  341. }
  342. }
  343. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  344. List<List<int>> indexList = new List<List<int>>()
  345. {
  346. new List<int>() { 0, 1, 9 },
  347. new List<int>() { 6, 7, 5 },
  348. new List<int>() { 8, 9, 7 },
  349. new List<int>() { 4, 5, 3 },
  350. new List<int>() { 2, 3, 1 },
  351. };
  352. private void Sort(int type1, int type2)
  353. {
  354. //先排序类型在排属性
  355. if (type1 == 0)
  356. {
  357. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  358. }
  359. else if (type1 == 1)
  360. {
  361. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  362. }
  363. else if (type1 == 2)
  364. {
  365. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  366. }
  367. else if (type1 == 5)
  368. {
  369. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  370. }
  371. if (type2 == 0)
  372. {
  373. Icon_Select.gameObject.SetActive(false);
  374. }
  375. else if (type2 == 1)
  376. {
  377. Icon_Select.transform.position = Btn_Jin.transform.position;
  378. Icon_Select.gameObject.SetActive(true);
  379. }
  380. else if (type2 == 2)
  381. {
  382. Icon_Select.transform.position = Btn_Mu.transform.position;
  383. Icon_Select.gameObject.SetActive(true);
  384. }
  385. else if (type2 == 4)
  386. {
  387. Icon_Select.transform.position = Btn_Shui.transform.position;
  388. Icon_Select.gameObject.SetActive(true);
  389. }
  390. else if (type2 == 8)
  391. {
  392. Icon_Select.transform.position = Btn_Huo.transform.position;
  393. Icon_Select.gameObject.SetActive(true);
  394. }
  395. else if (type2 == 16)
  396. {
  397. Icon_Select.transform.position = Btn_Tu.transform.position;
  398. Icon_Select.gameObject.SetActive(true);
  399. }
  400. //0代表全部
  401. if (type1 == 0)
  402. {
  403. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  404. }
  405. else
  406. {
  407. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.Where(s => s.skillConfig.SkillType == type1).ToList();
  408. }
  409. if (type2 == 0)
  410. {
  411. }
  412. else
  413. {
  414. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  415. }
  416. CloseSelect();
  417. Content.Init(this, showSkillInfo.Count);
  418. }
  419. public override async CTask Open()
  420. {
  421. await base.Open();
  422. Sort(type1, type2);
  423. for (int i = 0; i < 5; i++)
  424. {
  425. double hd = i * 72 * Math.PI / 180f;
  426. double a = Math.Cos(hd);
  427. double b = -Math.Sin(hd);
  428. double c = Math.Sin(hd);
  429. double d = a;
  430. double x = a * 0 + b * 144;
  431. double y = c * 0 + d * 144;
  432. int index = i;
  433. WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot, poolName: "132");
  434. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  435. widget.ShowWidget(index);
  436. _wuXingGongFaWidgets.Add(widget);
  437. }
  438. for (int i = 0; i < 10; i++)
  439. {
  440. int index = i;
  441. double hd = (36 * i) * Math.PI / 180f;
  442. double a = Math.Cos(hd);
  443. double b = -Math.Sin(hd);
  444. double c = Math.Sin(hd);
  445. double d = a;
  446. double x = a * 0 + b * 218;
  447. double y = c * 0 + d * 218;
  448. Vector2 pos = new Vector2((float)x, (float)y);
  449. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  450. kongdongs.gameObject,
  451. null, SkillKongWeiRoot,
  452. isInstance: true);
  453. skillKongWidget.InitWidget(index, this);
  454. skillKongWidget.SetSKill(allUseSkill[index]);
  455. skillKongWidget.transform.anchoredPosition = pos;
  456. skillKongWidget.OnClick = OnClickSkillKongWidget;
  457. allKongSkill.Add(skillKongWidget);
  458. }
  459. ChangeFuZhuYingXiang();
  460. }
  461. private SkillKongWidget dianjiSkillKongWidget;
  462. private async void OnClickSkillKongWidget(ItemWidgetBasic obj)
  463. {
  464. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  465. if (infoType == 1)
  466. {
  467. if (skillKongWidget.SkillInfo == null)
  468. return;
  469. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillKongWidget.SkillInfo);
  470. await gongFaUpgradePanel.UIClosed();
  471. Sort(type1, type2);
  472. return;
  473. }
  474. Btn_Info.transform.SetParent(transform);
  475. Btn_Info.gameObject.SetActive(false);
  476. currentSelectedSkill = skillKongWidget.SkillInfo;
  477. // SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  478. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
  479. {
  480. return;
  481. }
  482. //直接上功法
  483. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  484. {
  485. if (selectSkillConfig.skillConfig.SkillType == 1)
  486. {
  487. if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  488. {
  489. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  490. CloseSelect();
  491. return;
  492. }
  493. }
  494. if (selectSkillConfig.skillConfig.SkillType == 2)
  495. {
  496. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  497. {
  498. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  499. CloseSelect();
  500. return;
  501. }
  502. }
  503. isAlter = true;
  504. skillKongWidget.SetSKill(selectSkillConfig);
  505. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  506. CloseSelect();
  507. BaoChun();
  508. }
  509. //替换功法
  510. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  511. {
  512. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
  513. // {
  514. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  515. // {
  516. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  517. // CloseSelect();
  518. // return;
  519. // }
  520. // }
  521. //
  522. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
  523. // {
  524. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  525. // {
  526. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  527. // CloseSelect();
  528. // return;
  529. // }
  530. // }
  531. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  532. {
  533. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  534. CloseSelect();
  535. return;
  536. }
  537. if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  538. {
  539. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  540. CloseSelect();
  541. return;
  542. }
  543. // if (selectSkillConfig.skillConfig.SkillType == 1)
  544. // {
  545. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  546. // {
  547. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  548. // CloseSelect();
  549. // return;
  550. // }
  551. // }
  552. //
  553. // if (selectSkillConfig.skillConfig.SkillType == 2)
  554. // {
  555. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  556. // {
  557. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  558. // CloseSelect();
  559. // return;
  560. // }
  561. // }
  562. isAlter = true;
  563. allUseSkill[skillKongWidget.SkillInfo.index] = null;
  564. skillKongWidget.SetSKill(selectSkillConfig);
  565. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  566. skillKongWidget.SetSKill(selectSkillConfig);
  567. CloseSelect();
  568. BaoChun();
  569. }
  570. else
  571. {
  572. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  573. {
  574. CloseSelect();
  575. return;
  576. }
  577. //交换功法
  578. if (dianjiSkillKongWidget == null)
  579. {
  580. dianjiSkillKongWidget = skillKongWidget;
  581. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  582. Btn_RemoveGongFa.gameObject.SetActive(true);
  583. Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;
  584. Btn_Info.gameObject.SetActive(true);
  585. SelectSkill(skillKongWidget.SkillInfo, false, false);
  586. // BaoChun();
  587. }
  588. else
  589. {
  590. isAlter = true;
  591. if (skillKongWidget.SkillInfo != null)
  592. {
  593. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  594. allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
  595. }
  596. else
  597. {
  598. allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
  599. dianjiSkillKongWidget.Cleared();
  600. }
  601. skillKongWidget.SetSKill(selectSkillConfig);
  602. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  603. CloseSelect();
  604. BaoChun();
  605. }
  606. }
  607. UpdateSkillWidget();
  608. }
  609. public void SelectSkill(SkillInfo skillConfig, bool max, bool isClick)
  610. {
  611. for (int i = 0; i < allKongSkill.Count; i++)
  612. {
  613. allKongSkill[i].SelectState(false);
  614. }
  615. if (!max)
  616. {
  617. if (isClick)
  618. {
  619. int index = 0;
  620. //金
  621. if (skillConfig.skillConfig.attribute == 1)
  622. {
  623. index = 0;
  624. }
  625. //木
  626. if (skillConfig.skillConfig.attribute == 2)
  627. {
  628. index = 1;
  629. }
  630. //水
  631. if (skillConfig.skillConfig.attribute == 4)
  632. {
  633. index = 2;
  634. }
  635. //火
  636. if (skillConfig.skillConfig.attribute == 8)
  637. {
  638. index = 3;
  639. }
  640. //土
  641. if (skillConfig.skillConfig.attribute == 16)
  642. {
  643. index = 4;
  644. }
  645. bool isSuccess = false;
  646. //先上对应位置
  647. foreach (var i in indexList[index])
  648. {
  649. if (allKongSkill[i].SkillInfo == null)
  650. {
  651. allKongSkill[i].SetSKill(skillConfig);
  652. allUseSkill[i] = skillConfig;
  653. isSuccess = true;
  654. break;
  655. }
  656. }
  657. //对应位置已经上了 ,就随便找给位置上
  658. if (!isSuccess)
  659. {
  660. for (var i = 0; i < allKongSkill.Count; i++)
  661. {
  662. if (allKongSkill[i].SkillInfo == null)
  663. {
  664. allKongSkill[i].SetSKill(skillConfig);
  665. allUseSkill[i] = skillConfig;
  666. break;
  667. }
  668. }
  669. }
  670. if (isSuccess)
  671. {
  672. BaoChun();
  673. ChangeFuZhuYingXiang();
  674. UpdateSkillWidget();
  675. }
  676. else
  677. {
  678. for (int i = 0; i < allKongSkill.Count; i++)
  679. {
  680. allKongSkill[i].SelectState(true);
  681. }
  682. }
  683. }
  684. else
  685. {
  686. selectSkillConfig = skillConfig;
  687. _isSelectSkill = true;
  688. for (int i = 0; i < allKongSkill.Count; i++)
  689. {
  690. allKongSkill[i].SelectState(true);
  691. }
  692. }
  693. }
  694. else
  695. {
  696. selectSkillConfig = skillConfig;
  697. _isSelectSkill = true;
  698. for (int i = 0; i < allKongSkill.Count; i++)
  699. {
  700. if (allKongSkill[i].SkillInfo != null)
  701. {
  702. if(selectSkillConfig.skillConfig.SkillType == allKongSkill[i].SkillInfo.skillConfig.SkillType)
  703. allKongSkill[i].SelectState(true);
  704. }
  705. }
  706. }
  707. }
  708. List<int> yingxiang = new List<int>();
  709. private void CloseSelect()
  710. {
  711. _isSelectSkill = false;
  712. selectSkillConfig = null;
  713. dianjiSkillKongWidget = null;
  714. Btn_RemoveGongFa.gameObject.SetActive(false);
  715. Btn_Info.transform.SetParent(transform);
  716. Btn_Info.gameObject.SetActive(false);
  717. currentSelectedSkill = null;
  718. for (int i = 0; i < allKongSkill.Count; i++)
  719. {
  720. allKongSkill[i].SelectState(false);
  721. }
  722. ChangeFuZhuYingXiang();
  723. }
  724. private void ChangeFuZhuYingXiang()
  725. {
  726. yingxiang.Clear();
  727. float addcd = 0;
  728. for (int i = 0; i < allKongSkill.Count; i++)
  729. {
  730. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
  731. if (allKongSkill[i].SkillInfo != null)
  732. {
  733. addcd += allKongSkill[i].SkillInfo.skillConfig.addcd;
  734. }
  735. if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 && allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
  736. {
  737. foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)
  738. {
  739. if (f != 0)
  740. {
  741. var nubs = GetNumbers(i, f);
  742. foreach (var nub in nubs)
  743. {
  744. if (!yingxiang.Contains(nub))
  745. {
  746. yingxiang.Add(nub);
  747. }
  748. }
  749. }
  750. }
  751. }
  752. }
  753. foreach (var i in yingxiang)
  754. {
  755. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
  756. }
  757. Text_Cd.text = "功法盘CD:" + ((PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum * PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000) + addcd);
  758. }
  759. public List<int> GetNumbers(int start, float offset)
  760. {
  761. List<int> indexs = new List<int>();
  762. for (int i = 0; i < Math.Abs(offset); i++)
  763. {
  764. if (offset >= 0)
  765. {
  766. indexs.Add(SafeMod(start + i + 1));
  767. }
  768. else
  769. {
  770. indexs.Add(SafeMod(start - i - 1));
  771. }
  772. }
  773. // 确保结果在0-9范围内(循环数组)
  774. int SafeMod(int n) => (n % 10 + 10) % 10;
  775. return indexs;
  776. }
  777. public override void Hide()
  778. {
  779. base.Hide();
  780. CombatDrive.Instance.CombatController.isUpdate = true;
  781. }
  782. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  783. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  784. {
  785. if (index < 0 || index >= showSkillInfo.Count)
  786. return null;
  787. SkillInfo skillInfo = showSkillInfo[index];
  788. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  789. skillWidget.InitSkillWidget(skillInfo);
  790. skillWidget.OnClick = OnClick;
  791. if (allUseSkill.Contains(skillWidget.skillConfigId))
  792. {
  793. skillWidget.Icon_Marsk.SetActive(true);
  794. }
  795. else
  796. {
  797. skillWidget.Icon_Marsk.SetActive(false);
  798. }
  799. _skillWidgets.Add(skillWidget);
  800. return skillWidget;
  801. }
  802. private void UpdateSkillWidget()
  803. {
  804. foreach (var skillWidget in _skillWidgets)
  805. {
  806. if (allUseSkill.Contains(skillWidget.skillConfigId))
  807. {
  808. skillWidget.Icon_Marsk.SetActive(true);
  809. }
  810. else
  811. {
  812. skillWidget.Icon_Marsk.SetActive(false);
  813. }
  814. }
  815. Text_GongFaCount.text = $"功法数量{GetMainGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum}";
  816. }
  817. private async void OnClick(ItemWidgetBasic obj)
  818. {
  819. SkillWidget skillWidget = obj as SkillWidget;
  820. if (infoType == 1)
  821. {
  822. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  823. await gongFaUpgradePanel.UIClosed();
  824. Sort(type1, type2);
  825. }
  826. else if (infoType == 2)
  827. {
  828. CloseSelect();
  829. Btn_Info.transform.SetParent(ContentRoot);
  830. Btn_Info.transform.position = skillWidget.InfoPos.position;
  831. Btn_Info.gameObject.SetActive(true);
  832. currentSelectedSkill = skillWidget.skillConfigId;
  833. if (allUseSkill.Contains(skillWidget.skillConfigId))
  834. {
  835. return;
  836. }
  837. Btn_RemoveGongFa.gameObject.SetActive(false);
  838. if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) || !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
  839. {
  840. SelectSkill(skillWidget.skillConfigId, true, true);
  841. }
  842. else
  843. {
  844. SelectSkill(skillWidget.skillConfigId, false, true);
  845. }
  846. }
  847. }
  848. /// <summary>
  849. /// 获得主功法数量
  850. /// </summary>
  851. /// <returns></returns>
  852. private int GetMainGongFaCount()
  853. {
  854. int count = 0;
  855. for (var i = 0; i < allUseSkill.Length; i++)
  856. {
  857. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)
  858. {
  859. count++;
  860. }
  861. }
  862. return count;
  863. }
  864. /// <summary>
  865. /// 获得被动功法数量
  866. /// </summary>
  867. /// <returns></returns>
  868. private int GetPassiveGongFaCount()
  869. {
  870. int count = 0;
  871. for (var i = 0; i < allUseSkill.Length; i++)
  872. {
  873. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)
  874. {
  875. count++;
  876. }
  877. }
  878. return count;
  879. }
  880. private bool IsMainGongFaChange(SkillConfig s)
  881. {
  882. if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum || s.SkillType != 1)
  883. {
  884. return true;
  885. }
  886. else
  887. {
  888. return false;
  889. }
  890. }
  891. private bool IsPassiveGongFaChange(SkillConfig s)
  892. {
  893. if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum || s.SkillType != 2)
  894. {
  895. return true;
  896. }
  897. else
  898. {
  899. return false;
  900. }
  901. }
  902. public void HindIScorllListWidget(IScorllListWidget widget)
  903. {
  904. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  905. _skillWidgets.Remove(widget as SkillWidget);
  906. }
  907. public override void Close()
  908. {
  909. foreach (var skillWidget in _skillWidgets)
  910. {
  911. UIManager.Instance.DormancyGComponent(skillWidget);
  912. }
  913. _skillWidgets.Clear();
  914. foreach (var skillKongWidget in allKongSkill)
  915. {
  916. UIManager.Instance.DormancyGComponent(skillKongWidget);
  917. }
  918. allKongSkill.Clear();
  919. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  920. {
  921. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  922. }
  923. Icon_Select.gameObject.SetActive(false);
  924. _wuXingGongFaWidgets.Clear();
  925. CloseSelect();
  926. // ChangeInfoType(1);
  927. base.Close();
  928. }
  929. }
  930. }