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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Core.Language;
- using Excel2Json;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.Combat;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Hero;
- using UnityEngine;
- namespace Fort23.Mono
- {
- [UIBinding(prefab = "SkillSelectPanel")]
- public partial class SkillSelectPanel : UIPanel, IScrollListContent
- {
- private bool _isSelectSkill;
- private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
- List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
- private SkillInfo selectSkillConfig;
- private bool isAlter;
- private int type1 = 0;
- private int type2 = 0;
- public SkillInfo[] allUseSkill;
- private int currenRoadSkilId;
- /// <summary>
- /// 1.执行升级逻辑 2.执行更换逻辑
- /// </summary>
- private int infoType = 1;
- SkillInfo currentSelectedSkill;
- public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()
- {
- CombatDrive.Instance.CombatController.isUpdate = false;
- SkillSelectPanel skillSelectPanel = await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
- return skillSelectPanel;
- }
- public async override CTask GetFocus()
- {
- if (infoType == 1)
- {
- await AppBarPanel.OpenPanel(this);
- }
- else if (infoType == 2)
- {
- AppBarPanel.ClosePanel();
- }
- // AppBarPanel.OpenPanel(this);
- await base.GetFocus();
- }
- public override CTask LoseFocus()
- {
- // AppBarPanel.ClosePanel();
- return base.LoseFocus();
- }
- private void Init()
- {
- isAddStack = true;
- IsShowAppBar = true;
- }
- protected override void AddEvent()
- {
- }
- protected override void DelEvent()
- {
- }
- public override CTask<bool> AsyncInit(object[] uiData)
- {
- allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
- currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
- UpdateSkillWidget();
- UpdateRoad();
- // CloseSelect();
- return base.AsyncInit(uiData);
- }
- public override void AddButtonEvent()
- {
- Btn_OneKyChange.onClick.AddListener(() =>
- {
- for (var i = 0; i < allUseSkill.Length; i++)
- {
- allUseSkill[i] = null;
- }
- SkillInfo[] skills = new SkillInfo[5];
- List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
- for (var i = 0; i < allSkill.Count; i++)
- {
- //金
- if (allSkill[i].skillConfig.attribute == 1)
- {
- if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
- {
- skills[0] = allSkill[i];
- }
- }
- //木
- if (allSkill[i].skillConfig.attribute == 2)
- {
- if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
- {
- skills[1] = allSkill[i];
- }
- }
- //水
- if (allSkill[i].skillConfig.attribute == 4)
- {
- if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
- {
- skills[2] = allSkill[i];
- }
- }
- //火
- if (allSkill[i].skillConfig.attribute == 8)
- {
- if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
- {
- skills[3] = allSkill[i];
- }
- }
- //土
- if (allSkill[i].skillConfig.attribute == 16)
- {
- if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
- {
- skills[4] = allSkill[i];
- }
- }
- }
- for (var i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].InitWidget(allKongSkill[i].index, this);
- }
- for (var i = 0; i < indexList.Count; i++)
- {
- if (skills[i] == null)
- continue;
- if (!IsMainGongFaChange(skills[i].skillConfig))
- continue;
- if (!IsPassiveGongFaChange(skills[i].skillConfig))
- continue;
- allKongSkill[indexList[i][0]].SetSKill(skills[i]);
- allUseSkill[indexList[i][0]] = skills[i];
- }
- isAlter = true;
- UpdateSkillWidget();
- BaoChun();
- });
- Btn_ChangeOk.onClick.AddListener(() =>
- {
- ChangeInfoType(1);
- if (isAlter)
- {
- PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
- PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
- PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
- AccountFileInfo.Instance.SavePlayerData();
- }
- isAlter = false;
- });
- Btn_Info.onClick.AddListener(async () =>
- {
- if (currentSelectedSkill != null)
- {
- GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill);
- await gongFaUpgradePanel.UIClosed();
- Sort(type1, type2);
- }
- });
- Btn_ChangeRoad.onClick.AddListener(() =>
- {
- SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
- {
- if (skillId != currenRoadSkilId && skillId != 0)
- {
- currenRoadSkilId = skillId;
- isAlter = true;
- UpdateRoad();
- }
- });
- });
- Btn_Setting.onClick.AddListener(() => { ChangeInfoType(2); });
- Btn_Jin.onClick.AddListener(() =>
- {
- if (type2 == 1)
- {
- type2 = 0;
- }
- else
- {
- type2 = 1;
- }
- Sort(type1, type2);
- });
- Btn_Mu.onClick.AddListener(() =>
- {
- if (type2 == 2)
- {
- type2 = 0;
- }
- else
- {
- type2 = 2;
- }
- Sort(type1, type2);
- });
- Btn_Shui.onClick.AddListener(() =>
- {
- if (type2 == 4)
- {
- type2 = 0;
- }
- else
- {
- type2 = 4;
- }
- Sort(type1, type2);
- });
- Btn_Huo.onClick.AddListener(() =>
- {
- if (type2 == 8)
- {
- type2 = 0;
- }
- else
- {
- type2 = 8;
- }
- Sort(type1, type2);
- });
- Btn_Tu.onClick.AddListener(() =>
- {
- if (type2 == 16)
- {
- type2 = 0;
- }
- else
- {
- type2 = 16;
- }
- Sort(type1, type2);
- });
- Btn_All.onClick.AddListener(() =>
- {
- type1 = 0;
- Sort(type1, type2);
- });
- Btn_ZhuDong.onClick.AddListener(() =>
- {
- type1 = 1;
- Sort(type1, type2);
- });
- Btn_FuZu.onClick.AddListener(() =>
- {
- type1 = 2;
- Sort(type1, type2);
- });
- Btn_BeiDong.onClick.AddListener(() =>
- {
- type1 = 5;
- Sort(type1, type2);
- });
- guanbi.onClick.AddListener(() =>
- {
- if (infoType == 2)
- {
- ChangeInfoType(1);
- currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
- allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
- for (var i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].InitWidget(allKongSkill[i].index, this);
- allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
- }
- UpdateSkillWidget();
- UpdateRoad();
- }
- else
- {
- // UIManager.Instance.HideUIUIPanel(this);
- }
- });
- Btn_RemoveGongFa.onClick.AddListener(() =>
- {
- // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
- allUseSkill[dianjiSkillKongWidget.index] = null;
- dianjiSkillKongWidget.Cleared();
- isAlter = true;
- UpdateSkillWidget();
- CloseSelect();
- });
- Sv.onValueChanged.AddListener((s) =>
- {
- if (currentSelectedSkill == null)
- {
- return;
- }
- Btn_Info.transform.SetAsLastSibling();
- });
- }
- private void UpdateRoad()
- {
- if (currenRoadSkilId != 0)
- {
- SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
- Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
- }
- else
- {
- Text_RoadName.text = "未选择";
- }
- //
- }
- private void BaoChun()
- {
- // ChangeInfoType(1);
- // if (isAlter)
- {
- PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
- PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
- PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
- AccountFileInfo.Instance.SavePlayerData();
- }
- isAlter = false;
- }
- private void ChangeInfoType(int type)
- {
- if (type == 1)
- {
- GongFaSettingRoot.SetActive(false);
- infoType = 1;
- Btn_Setting.gameObject.SetActive(true);
- CloseSelect();
- AppBarPanel.OpenPanel(this);
- }
- else if (type == 2)
- {
- GongFaSettingRoot.SetActive(true);
- infoType = 2;
- allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
- Btn_Setting.gameObject.SetActive(false);
- AppBarPanel.ClosePanel();
- }
- }
- List<SkillInfo> showSkillInfo = new List<SkillInfo>();
- List<List<int>> indexList = new List<List<int>>()
- {
- new List<int>() { 0, 1, 9 },
- new List<int>() { 6, 7, 5 },
- new List<int>() { 8, 9, 7 },
- new List<int>() { 4, 5, 3 },
- new List<int>() { 2, 3, 1 },
- };
- private void Sort(int type1, int type2)
- {
- //先排序类型在排属性
- if (type1 == 0)
- {
- BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
- }
- else if (type1 == 1)
- {
- BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
- }
- else if (type1 == 2)
- {
- BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
- }
- else if (type1 == 5)
- {
- BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
- }
- if (type2 == 0)
- {
- Icon_Select.gameObject.SetActive(false);
- }
- else if (type2 == 1)
- {
- Icon_Select.transform.position = Btn_Jin.transform.position;
- Icon_Select.gameObject.SetActive(true);
- }
- else if (type2 == 2)
- {
- Icon_Select.transform.position = Btn_Mu.transform.position;
- Icon_Select.gameObject.SetActive(true);
- }
- else if (type2 == 4)
- {
- Icon_Select.transform.position = Btn_Shui.transform.position;
- Icon_Select.gameObject.SetActive(true);
- }
- else if (type2 == 8)
- {
- Icon_Select.transform.position = Btn_Huo.transform.position;
- Icon_Select.gameObject.SetActive(true);
- }
- else if (type2 == 16)
- {
- Icon_Select.transform.position = Btn_Tu.transform.position;
- Icon_Select.gameObject.SetActive(true);
- }
- //0代表全部
- if (type1 == 0)
- {
- showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
- }
- else
- {
- showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.Where(s => s.skillConfig.SkillType == type1).ToList();
- }
- if (type2 == 0)
- {
- }
- else
- {
- showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
- }
- CloseSelect();
- Content.Init(this, showSkillInfo.Count);
- }
- public override async CTask Open()
- {
- await base.Open();
- Sort(type1, type2);
- 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 * 144;
- double y = c * 0 + d * 144;
- int index = i;
- WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot, poolName: "132");
- widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
- widget.ShowWidget(index);
- _wuXingGongFaWidgets.Add(widget);
- }
- for (int i = 0; i < 10; i++)
- {
- int index = i;
- double hd = (36 * i) * 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 * 218;
- double y = c * 0 + d * 218;
- Vector2 pos = new Vector2((float)x, (float)y);
- SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
- kongdongs.gameObject,
- null, SkillKongWeiRoot,
- isInstance: true);
- skillKongWidget.InitWidget(index, this);
- skillKongWidget.SetSKill(allUseSkill[index]);
- skillKongWidget.transform.anchoredPosition = pos;
- skillKongWidget.OnClick = OnClickSkillKongWidget;
- allKongSkill.Add(skillKongWidget);
- }
- ChangeFuZhuYingXiang();
- }
- private SkillKongWidget dianjiSkillKongWidget;
- private async void OnClickSkillKongWidget(ItemWidgetBasic obj)
- {
- SkillKongWidget skillKongWidget = obj as SkillKongWidget;
- if (infoType == 1)
- {
- if (skillKongWidget.SkillInfo == null)
- return;
- GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillKongWidget.SkillInfo);
- await gongFaUpgradePanel.UIClosed();
- Sort(type1, type2);
- return;
- }
- Btn_Info.transform.SetParent(transform);
- Btn_Info.gameObject.SetActive(false);
- currentSelectedSkill = skillKongWidget.SkillInfo;
- // SkillKongWidget skillKongWidget = obj as SkillKongWidget;
- if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
- {
- return;
- }
- //直接上功法
- if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
- {
- if (selectSkillConfig.skillConfig.SkillType == 1)
- {
- if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
- {
- TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
- CloseSelect();
- return;
- }
- }
- if (selectSkillConfig.skillConfig.SkillType == 2)
- {
- if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
- {
- TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
- CloseSelect();
- return;
- }
- }
- isAlter = true;
- skillKongWidget.SetSKill(selectSkillConfig);
- allUseSkill[skillKongWidget.index] = selectSkillConfig;
- CloseSelect();
- BaoChun();
- }
- //替换功法
- else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
- {
- // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
- // {
- // if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
- // {
- // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
- // CloseSelect();
- // return;
- // }
- // }
- //
- // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
- // {
- // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
- // {
- // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
- // CloseSelect();
- // return;
- // }
- // }
- if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
- {
- TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
- CloseSelect();
- return;
- }
- if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
- {
- TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
- CloseSelect();
- return;
- }
- // if (selectSkillConfig.skillConfig.SkillType == 1)
- // {
- // if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
- // {
- // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
- // CloseSelect();
- // return;
- // }
- // }
- //
- // if (selectSkillConfig.skillConfig.SkillType == 2)
- // {
- // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
- // {
- // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
- // CloseSelect();
- // return;
- // }
- // }
- isAlter = true;
- allUseSkill[skillKongWidget.SkillInfo.index] = null;
- skillKongWidget.SetSKill(selectSkillConfig);
- allUseSkill[skillKongWidget.index] = selectSkillConfig;
- skillKongWidget.SetSKill(selectSkillConfig);
- CloseSelect();
- BaoChun();
- }
- else
- {
- if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
- {
- CloseSelect();
- return;
- }
- //交换功法
- if (dianjiSkillKongWidget == null)
- {
- dianjiSkillKongWidget = skillKongWidget;
- Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
- Btn_RemoveGongFa.gameObject.SetActive(true);
- Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;
- Btn_Info.gameObject.SetActive(true);
- SelectSkill(skillKongWidget.SkillInfo, false, false);
- // BaoChun();
- }
- else
- {
- isAlter = true;
- if (skillKongWidget.SkillInfo != null)
- {
- dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
- allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
- }
- else
- {
- allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
- dianjiSkillKongWidget.Cleared();
- }
- skillKongWidget.SetSKill(selectSkillConfig);
- allUseSkill[skillKongWidget.index] = selectSkillConfig;
- CloseSelect();
- BaoChun();
- }
- }
- UpdateSkillWidget();
- }
- public void SelectSkill(SkillInfo skillConfig, bool max, bool isClick)
- {
- for (int i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].SelectState(false);
- }
- if (!max)
- {
- if (isClick)
- {
- int index = 0;
- //金
- if (skillConfig.skillConfig.attribute == 1)
- {
- index = 0;
- }
- //木
- if (skillConfig.skillConfig.attribute == 2)
- {
- index = 1;
- }
- //水
- if (skillConfig.skillConfig.attribute == 4)
- {
- index = 2;
- }
- //火
- if (skillConfig.skillConfig.attribute == 8)
- {
- index = 3;
- }
- //土
- if (skillConfig.skillConfig.attribute == 16)
- {
- index = 4;
- }
- bool isSuccess = false;
- //先上对应位置
- foreach (var i in indexList[index])
- {
- if (allKongSkill[i].SkillInfo == null)
- {
- allKongSkill[i].SetSKill(skillConfig);
- allUseSkill[i] = skillConfig;
- isSuccess = true;
- break;
- }
- }
- //对应位置已经上了 ,就随便找给位置上
- if (!isSuccess)
- {
- for (var i = 0; i < allKongSkill.Count; i++)
- {
- if (allKongSkill[i].SkillInfo == null)
- {
- allKongSkill[i].SetSKill(skillConfig);
- allUseSkill[i] = skillConfig;
- break;
- }
- }
- }
- if (isSuccess)
- {
- BaoChun();
- ChangeFuZhuYingXiang();
- UpdateSkillWidget();
- }
- else
- {
- for (int i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].SelectState(true);
- }
- }
- }
- else
- {
- selectSkillConfig = skillConfig;
- _isSelectSkill = true;
- for (int i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].SelectState(true);
- }
- }
- }
- else
- {
- selectSkillConfig = skillConfig;
- _isSelectSkill = true;
- for (int i = 0; i < allKongSkill.Count; i++)
- {
- if (allKongSkill[i].SkillInfo != null)
- {
- if(selectSkillConfig.skillConfig.SkillType == allKongSkill[i].SkillInfo.skillConfig.SkillType)
- allKongSkill[i].SelectState(true);
- }
- }
- }
- }
- List<int> yingxiang = new List<int>();
- private void CloseSelect()
- {
- _isSelectSkill = false;
- selectSkillConfig = null;
- dianjiSkillKongWidget = null;
- Btn_RemoveGongFa.gameObject.SetActive(false);
- Btn_Info.transform.SetParent(transform);
- Btn_Info.gameObject.SetActive(false);
- currentSelectedSkill = null;
- for (int i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].SelectState(false);
- }
- ChangeFuZhuYingXiang();
- }
- private void ChangeFuZhuYingXiang()
- {
- yingxiang.Clear();
- float addcd = 0;
- for (int i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
- if (allKongSkill[i].SkillInfo != null)
- {
- addcd += allKongSkill[i].SkillInfo.skillConfig.addcd;
- }
- if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 && allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
- {
- foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)
- {
- if (f != 0)
- {
- var nubs = GetNumbers(i, f);
- foreach (var nub in nubs)
- {
- if (!yingxiang.Contains(nub))
- {
- yingxiang.Add(nub);
- }
- }
- }
- }
- }
- }
- foreach (var i in yingxiang)
- {
- allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
- }
- Text_Cd.text = "功法盘CD:" + ((PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum * PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000) + addcd);
- }
- public List<int> GetNumbers(int start, float offset)
- {
- List<int> indexs = new List<int>();
- for (int i = 0; i < Math.Abs(offset); i++)
- {
- if (offset >= 0)
- {
- indexs.Add(SafeMod(start + i + 1));
- }
- else
- {
- indexs.Add(SafeMod(start - i - 1));
- }
- }
- // 确保结果在0-9范围内(循环数组)
- int SafeMod(int n) => (n % 10 + 10) % 10;
- return indexs;
- }
- public override void Hide()
- {
- base.Hide();
- CombatDrive.Instance.CombatController.isUpdate = true;
- }
- List<SkillWidget> _skillWidgets = new List<SkillWidget>();
- public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
- {
- if (index < 0 || index >= showSkillInfo.Count)
- return null;
- SkillInfo skillInfo = showSkillInfo[index];
- SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
- skillWidget.InitSkillWidget(skillInfo);
- skillWidget.OnClick = OnClick;
- if (allUseSkill.Contains(skillWidget.skillConfigId))
- {
- skillWidget.Icon_Marsk.SetActive(true);
- }
- else
- {
- skillWidget.Icon_Marsk.SetActive(false);
- }
- _skillWidgets.Add(skillWidget);
- return skillWidget;
- }
- private void UpdateSkillWidget()
- {
- foreach (var skillWidget in _skillWidgets)
- {
- if (allUseSkill.Contains(skillWidget.skillConfigId))
- {
- skillWidget.Icon_Marsk.SetActive(true);
- }
- else
- {
- skillWidget.Icon_Marsk.SetActive(false);
- }
- }
- Text_GongFaCount.text = $"功法数量{GetMainGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum}";
- }
- private async void OnClick(ItemWidgetBasic obj)
- {
- SkillWidget skillWidget = obj as SkillWidget;
- if (infoType == 1)
- {
- GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
- await gongFaUpgradePanel.UIClosed();
- Sort(type1, type2);
- }
- else if (infoType == 2)
- {
- CloseSelect();
- Btn_Info.transform.SetParent(ContentRoot);
- Btn_Info.transform.position = skillWidget.InfoPos.position;
- Btn_Info.gameObject.SetActive(true);
- currentSelectedSkill = skillWidget.skillConfigId;
- if (allUseSkill.Contains(skillWidget.skillConfigId))
- {
- return;
- }
- Btn_RemoveGongFa.gameObject.SetActive(false);
- if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) || !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
- {
- SelectSkill(skillWidget.skillConfigId, true, true);
- }
- else
- {
- SelectSkill(skillWidget.skillConfigId, false, true);
- }
- }
- }
- /// <summary>
- /// 获得主功法数量
- /// </summary>
- /// <returns></returns>
- private int GetMainGongFaCount()
- {
- int count = 0;
- for (var i = 0; i < allUseSkill.Length; i++)
- {
- if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)
- {
- count++;
- }
- }
- return count;
- }
- /// <summary>
- /// 获得被动功法数量
- /// </summary>
- /// <returns></returns>
- private int GetPassiveGongFaCount()
- {
- int count = 0;
- for (var i = 0; i < allUseSkill.Length; i++)
- {
- if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)
- {
- count++;
- }
- }
- return count;
- }
- private bool IsMainGongFaChange(SkillConfig s)
- {
- if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum || s.SkillType != 1)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- private bool IsPassiveGongFaChange(SkillConfig s)
- {
- if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum || s.SkillType != 2)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public void HindIScorllListWidget(IScorllListWidget widget)
- {
- UIManager.Instance.DormancyGComponent(widget as SkillWidget);
- _skillWidgets.Remove(widget as SkillWidget);
- }
- public override void Close()
- {
- foreach (var skillWidget in _skillWidgets)
- {
- UIManager.Instance.DormancyGComponent(skillWidget);
- }
- _skillWidgets.Clear();
- foreach (var skillKongWidget in allKongSkill)
- {
- UIManager.Instance.DormancyGComponent(skillKongWidget);
- }
- allKongSkill.Clear();
- foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
- {
- UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
- }
- Icon_Select.gameObject.SetActive(false);
- _wuXingGongFaWidgets.Clear();
- CloseSelect();
- // ChangeInfoType(1);
- base.Close();
- }
- }
- }
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