HeroInformationPanel.cs 11 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Animancer;
  4. using Animancer.TransitionLibraries;
  5. using Core.Language;
  6. using Excel2Json;
  7. using Fort23.Core;
  8. using Fort23.UTool;
  9. using GameLogic.Hero;
  10. using UnityEngine;
  11. namespace Fort23.Mono
  12. {
  13. [UIBinding(prefab = "HeroInformationPanel")]
  14. public partial class HeroInformationPanel : UIPanel
  15. {
  16. private GameObjectPool modelObj;
  17. List<HeroAttributeWidget> HeroAttributeWidgets = new List<HeroAttributeWidget>();
  18. private HeroInfo heroInfo;
  19. private void Init()
  20. {
  21. }
  22. protected override void AddEvent()
  23. {
  24. }
  25. protected override void DelEvent()
  26. {
  27. }
  28. public override void AddButtonEvent()
  29. {
  30. Btn_DanYao.onClick.AddListener(() => { UseExpElixirPanel.OpenPanel(); });
  31. Btn_Dujie.onClick.AddListener(async () =>
  32. {
  33. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != heroInfo.powerUpConfig.jingjie1)
  34. {
  35. HeroBreakthroughPanel.OpenPanel();
  36. }
  37. //预览
  38. else
  39. {
  40. HeroPowerUpConfig heroPowerUpConfig = default;
  41. HeroPowerUpConfig[] heroPowerUpConfigs = ConfigComponent.Instance.GetAll<HeroPowerUpConfig>();
  42. for (var i = PlayerManager.Instance.myHero.powerUpConfig.ID; i < heroPowerUpConfigs.Length; i++)
  43. {
  44. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != heroPowerUpConfigs[i].jingjie1)
  45. {
  46. heroPowerUpConfig = heroPowerUpConfigs[i - 1];
  47. break;
  48. }
  49. }
  50. AccountFileInfo.HeroData heroData = new AccountFileInfo.HeroData();
  51. heroData.heroModelId = PlayerManager.Instance.myHero.modelID;
  52. heroData.heroPowerId = heroPowerUpConfig.ID;
  53. HeroInfo heroInfo1 = new HeroInfo();
  54. heroInfo1.InitHero(heroData);
  55. await HeroBreakthroughPanel.OpenPanel1(heroInfo1);
  56. }
  57. });
  58. Btn_TuPo.onClick.AddListener(() =>
  59. {
  60. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
  61. {
  62. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  63. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  64. if (PlayerManager.Instance.myHero.heroData.exp + allexp < PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
  65. {
  66. return;
  67. }
  68. //小突破
  69. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie2 == heroInfo.powerUpConfig.jingjie2)
  70. {
  71. var heroAttributData = HeroHerlp.GetHeroChageHeroAttributeData(PlayerManager.Instance.myHero, heroInfo);
  72. HeroBreakthroughSuccessPanel.OpenPanel(heroAttributData);
  73. PlayerManager.Instance.myHero.Upgrade();
  74. CustomInit();
  75. }
  76. //大突破
  77. else
  78. {
  79. HeroBreakthroughPanel.OpenPanel();
  80. // PlayerManager.Instance.myHero.Upgrade();
  81. // CustomInit();
  82. }
  83. }
  84. else
  85. {
  86. // TipMessagePanel.OpenTipMessagePanel("")
  87. }
  88. });
  89. Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
  90. }
  91. public async CTask CustomInit()
  92. {
  93. ClosePool();
  94. await CreatHero();
  95. heroInfo = new HeroInfo();
  96. heroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, PlayerManager.Instance.myHero.heroData.heroPowerId + 1);
  97. HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  98. heroAttributeWidget.CustomInit(new HeroAttributeData("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), "+" + (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString()));
  99. HeroAttributeWidgets.Add(heroAttributeWidget);
  100. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  101. heroAttributeWidget.CustomInit(new HeroAttributeData("攻击", PlayerManager.Instance.myHero.attack.Value.ToString(), "+" + (heroInfo.attack.Value - PlayerManager.Instance.myHero.attack.Value).ToString()));
  102. HeroAttributeWidgets.Add(heroAttributeWidget);
  103. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  104. heroAttributeWidget.CustomInit(new HeroAttributeData("防御", PlayerManager.Instance.myHero.defense.Value.ToString(), "+" + (heroInfo.defense.Value - PlayerManager.Instance.myHero.defense.Value).ToString()));
  105. HeroAttributeWidgets.Add(heroAttributeWidget);
  106. Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
  107. Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp;
  108. //
  109. // heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  110. // heroAttributeWidget.CustomInit("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString());
  111. // HeroAttributeWidgets.Add(heroAttributeWidget);
  112. Text_Jingjie.text = LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +
  113. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[1]) +
  114. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[2]);
  115. Text_Level.text = $"LV{PlayerManager.Instance.myHero.level}";
  116. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  117. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  118. int miao = (PlayerManager.Instance.myHero.powerUpConfig.levelUpExp - (PlayerManager.Instance.myHero.heroData.exp + allexp)) / PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  119. if (miao > 0)
  120. {
  121. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 下次突破时间{miao}秒";
  122. }
  123. else
  124. {
  125. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 可以突破";
  126. }
  127. Text_exp.text = $"{PlayerManager.Instance.myHero.exp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  128. // if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
  129. // {
  130. // Text_TuPo.text = "突破";
  131. // }
  132. // else
  133. // {
  134. // Text_TuPo.text = "渡劫";
  135. // }
  136. }
  137. [CustomMethod(CustomMethodType.Update)]
  138. public void Update()
  139. {
  140. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  141. int allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  142. Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp + allexp;
  143. Text_exp.text = $"{PlayerManager.Instance.myHero.heroData.exp + allexp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  144. int miao = (PlayerManager.Instance.myHero.powerUpConfig.levelUpExp - (PlayerManager.Instance.myHero.heroData.exp + allexp)) / PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  145. if (miao > 0)
  146. {
  147. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 下次突破时间{miao}秒";
  148. }
  149. else
  150. {
  151. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 可以突破";
  152. }
  153. }
  154. private async CTask CreatHero()
  155. {
  156. modelObj = await GObjectPool.Instance.FetchAsync<GameObjectPool>(PlayerManager.Instance.myHero.modelConfig.model + ".prefab", null);
  157. modelObj.own.transform.parent = CameraRoot;
  158. modelObj.own.transform.localEulerAngles = new Vector3(0, 180, 0);
  159. modelObj.own.transform.localPosition = new Vector3(0, -132, 854);
  160. modelObj.own.transform.localScale = Vector3.one * 330;
  161. ChangeLayerRecursively(modelObj.own, LayerMask.NameToLayer("UiModle"));
  162. var modelAnimComponent = modelObj.own.GetComponent<AnimancerComponent>();
  163. int max = modelAnimComponent.Transitions.Library.Count;
  164. for (int i = 0; i < max; i++)
  165. {
  166. if (modelAnimComponent.Transitions.Library.TryGetTransition(i,
  167. out TransitionModifierGroup transition))
  168. {
  169. var modelIdleClip = transition.Transition as TransitionAsset;
  170. if (modelIdleClip != null && modelIdleClip.name == "idle")
  171. {
  172. modelAnimComponent.Play(modelIdleClip);
  173. break;
  174. }
  175. }
  176. }
  177. }
  178. public void ChangeLayerRecursively(GameObject obj, int newLayer)
  179. {
  180. if (obj == null || obj.layer == newLayer) return;
  181. // 修改当前对象的 Layer
  182. obj.layer = newLayer;
  183. // 遍历所有子对象,递归修改
  184. foreach (Transform child in obj.transform)
  185. {
  186. ChangeLayerRecursively(child.gameObject, newLayer);
  187. }
  188. }
  189. public async static CTask<HeroInformationPanel> OpenPanel()
  190. {
  191. HeroInformationPanel heroInformationPanel = await UIManager.Instance.LoadAndOpenPanel<HeroInformationPanel>(null);
  192. heroInformationPanel.CustomInit();
  193. return heroInformationPanel;
  194. }
  195. public override void Close()
  196. {
  197. ClosePool();
  198. base.Close();
  199. }
  200. private void ClosePool()
  201. {
  202. UIManager.Instance.DormancyGComponent(modelObj);
  203. modelObj = null;
  204. foreach (var heroAttributeWidget in HeroAttributeWidgets)
  205. {
  206. UIManager.Instance.DormancyGComponent(heroAttributeWidget);
  207. }
  208. HeroAttributeWidgets.Clear();
  209. }
  210. }
  211. }