SkillWidget.cs 4.7 KB

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  1. using System.Linq;
  2. using Core.Language;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. using GameLogic.Hero;
  6. using UnityEngine.UI;
  7. namespace Fort23.Mono
  8. {
  9. [UIBinding(prefab = "SkillWidget")]
  10. public partial class SkillWidget : ItemWidgetBasic
  11. {
  12. public SkillInfo skillConfigId;
  13. private SkillSelectPanel skillSelectPanel;
  14. private void Init()
  15. {
  16. }
  17. public override void AddEvent()
  18. {
  19. }
  20. public override void DelEvent()
  21. {
  22. }
  23. public override void AddButtonEvent()
  24. {
  25. base.AddButtonEvent();
  26. // myButton.onClick=delegate {
  27. // skillSelectPanel.SelectSkill(skillConfigId);
  28. // };
  29. // myButton.OnPressAndHold=delegate
  30. // {
  31. // SkillConfig skillConfig = skillConfigId.skillConfig;
  32. // SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillConfig.name), LanguageManager.Instance.Text(skillConfig.dec));
  33. // };
  34. }
  35. public void InitSkillWidget(SkillInfo skillId)
  36. {
  37. skillConfigId = skillId;
  38. SkillConfig skillConfig = skillId.skillConfig;
  39. icon.icon_name = skillConfig.icon;
  40. Text_Level.text = skillConfigId.SkillPowerupConfig.ID.ToString() + "级";
  41. Text_SkillName.text = LanguageManager.Instance.Text(skillConfig.name);
  42. for (var i = 0; i < StarRoot.Count; i++)
  43. {
  44. MyImage icon = StarRoot[i] as MyImage;
  45. if (i < skillConfigId.skillConfig.level - 1)
  46. {
  47. icon.gameObject.SetActive(true);
  48. }
  49. else
  50. {
  51. icon.gameObject.SetActive(false);
  52. }
  53. }
  54. //金
  55. if (skillConfigId.skillConfig.attribute == 1)
  56. {
  57. ShuXingCsc.ChangeState(0);
  58. }
  59. //木
  60. if (skillConfigId.skillConfig.attribute == 2)
  61. {
  62. ShuXingCsc.ChangeState(1);
  63. }
  64. //水
  65. if (skillConfigId.skillConfig.attribute == 4)
  66. {
  67. ShuXingCsc.ChangeState(2);
  68. }
  69. //火
  70. if (skillConfigId.skillConfig.attribute == 8)
  71. {
  72. ShuXingCsc.ChangeState(3);
  73. }
  74. //土
  75. if (skillConfigId.skillConfig.attribute == 16)
  76. {
  77. ShuXingCsc.ChangeState(4);
  78. }
  79. // for (var i = 0; i < StarRoot.Count; i++)
  80. // {
  81. // MyImage myImage = StarRoot[i] as MyImage;
  82. // myImage.gameObject.SetActive(false);
  83. // }
  84. //
  85. // int yinstar = skillConfigId.skillConfig.level - 5;
  86. // for (var i = 0; i < StarRoot.Count; i++)
  87. // {
  88. // MyImage icon = StarRoot[i] as MyImage;
  89. // if (skillConfigId.skillConfig.level > 5)
  90. // {
  91. // if (i < yinstar)
  92. // {
  93. // icon.icon_name = "dec_star_2";
  94. // icon.gameObject.SetActive(true);
  95. // }
  96. // else
  97. // {
  98. // icon.icon_name = "dec_gfxingji";
  99. // icon.gameObject.SetActive(true);
  100. // }
  101. // }
  102. // else
  103. // {
  104. // if (i < skillConfigId.skillConfig.level)
  105. // {
  106. // icon.icon_name = "dec_gfxingji";
  107. // icon.gameObject.SetActive(true);
  108. // }
  109. // }
  110. // }
  111. switch (skillConfig.SkillType)
  112. {
  113. case 1:
  114. Text_SkillType.text = "主动";
  115. csc.ChangeState(0);
  116. break;
  117. case 5:
  118. Text_SkillType.text = "被动";
  119. csc.ChangeState(1);
  120. break;
  121. case 2:
  122. Text_SkillType.text = "辅助";
  123. csc.ChangeState(1);
  124. break;
  125. }
  126. if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillConfigId))
  127. {
  128. redDotComType01.CustomInit(2, skillConfigId);
  129. }
  130. else
  131. {
  132. redDotComType01.CustomInit(2, null);
  133. }
  134. }
  135. public override void DormancyObj()
  136. {
  137. Icon_Marsk.gameObject.SetActive(false);
  138. base.DormancyObj();
  139. }
  140. }
  141. }