HeroInformationPanel.cs 9.5 KB

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