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							- using System.Collections.Generic;
 
- using System.Linq;
 
- using Core.Language;
 
- using Excel2Json;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Hero;
 
- using GameLogic.Player;
 
- using UnityEngine;
 
- using UnityEngine.UI;
 
- using Utility;
 
- namespace Fort23.Mono
 
- {
 
-     [UIBinding(prefab = "GongFaUpgradePanel")]
 
-     public partial class GongFaUpgradePanel : UIPanel
 
-     {
 
-         private SkillInfo _skillInfo;
 
-         private List<SkillConfig> configs;
 
-         List<GongFaUpgradeInfoWidget> _gongFaUpgradeInfoWidgets = new List<GongFaUpgradeInfoWidget>();
 
-         private List<SkillPowerupConfig> _skillPowerupConfigs;
 
-         private SkillConstant skillConstant;
 
-         List<ItemWidgetType1> _itemWidgetType1 = new List<ItemWidgetType1>();
 
-         List<EnergyWidget> _energyWidgets = new List<EnergyWidget>();
 
-         bool isUpStar = false;
 
-         bool isUpGrad = false;
 
-         private void Init()
 
-         {
 
-             isAddStack = true;
 
-             IsShowAppBar = false;
 
-         }
 
-         protected override void AddEvent()
 
-         {
 
-         }
 
-         protected override void DelEvent()
 
-         {
 
-         }
 
-         public override void AddButtonEvent()
 
-         {
 
-             Btn_Back.onClick.AddListener(() =>
 
-             {
 
-                 if (isUpStar || isUpGrad)
 
-                 {
 
-                     isUpStar = false;
 
-                     isUpGrad = false;
 
-                     UpdateStarBtn();
 
-                     return;
 
-                 }
 
-                 UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
 
-             });
 
-             Btn_UpGrade.onClick.AddListener(() =>
 
-             {
 
-                 if (_skillInfo.SkillData == null)
 
-                 {
 
-                     return;
 
-                 }
 
-                 if (!isUpGrad)
 
-                 {
 
-                     isUpGrad = true;
 
-                     UpdateStarBtn();
 
-                     return;
 
-                 }
 
-                 if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
 
-                 {
 
-                     TipMessagePanel.OpenTipMessagePanel("已经满级!");
 
-                     return;
 
-                 }
 
-                 if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
 
-                 {
 
-                     HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
 
-                     TipMessagePanel.OpenTipMessagePanel($"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}");
 
-                     return;
 
-                 }
 
-                 for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
 
-                 {
 
-                     if (!PlayerManager.Instance.BagController.IsEnough(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
 
-                     {
 
-                         TipMessagePanel.OpenTipMessagePanel("道具不足!");
 
-                         return;
 
-                     }
 
-                 }
 
-                 for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
 
-                 {
 
-                     if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
 
-                     {
 
-                         TipMessagePanel.OpenTipMessagePanel("道具不足!");
 
-                         return;
 
-                     }
 
-                 }
 
-                 _skillInfo.SkillData.level++;
 
-                 _skillInfo.CustomInt(_skillInfo.SkillData);
 
-                 CustomInit(_skillInfo);
 
-                 AccountFileInfo.Instance.SavePlayerData();
 
-             });
 
-             Btn_UpStar.onClick.AddListener(() =>
 
-             {
 
-                 if (!isUpStar)
 
-                 {
 
-                     isUpStar = true;
 
-                     UpdateStarBtn();
 
-                     return;
 
-                 }
 
-                 if (_skillInfo.SkillData == null)
 
-                 {
 
-                     return;
 
-                 }
 
-                 if (_skillInfo.SkillData.star > _gongFaUpgradeInfoWidgets.Count)
 
-                 {
 
-                     TipMessagePanel.OpenTipMessagePanel("已经满星!");
 
-                     return;
 
-                 }
 
-                 int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
 
-                 if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
 
-                 {
 
-                     TipMessagePanel.OpenTipMessagePanel("道具不足!");
 
-                     return;
 
-                 }
 
-                 _skillInfo.SkillData.star++;
 
-                 _skillInfo.CustomInt(_skillInfo.SkillData);
 
-                 CustomInit(_skillInfo);
 
-                 AccountFileInfo.Instance.SavePlayerData();
 
-             });
 
-         }
 
-         public async void CustomInit(SkillInfo skillInfo)
 
-         {
 
-             foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
 
-             {
 
-                 UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
 
-             }
 
-             _gongFaUpgradeInfoWidgets.Clear();
 
-             _skillInfo = skillInfo;
 
-             _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
 
-             SkillConfig skillConfig = _skillInfo.skillConfig;
 
-             Icon_GongFaIcon.icon_name = skillConfig.icon;
 
-             Text_Level1.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
 
-             Text_Level.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
 
-             Text_SkillCd.text = $"功法运作周期:{skillConfig.cd}转";
 
-             skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
 
-             UpdateStarBtn();
 
-             Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
 
-             Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name);
 
-             switch (skillConfig.attribute)
 
-             {
 
-                 case 1:
 
-                     Icon_Attribute.icon_name = "dec_jin";
 
-                     break;
 
-                 case 2:
 
-                     Icon_Attribute.icon_name = "dec_mu";
 
-                     break;
 
-                 case 4:
 
-                     Icon_Attribute.icon_name = "dec_shui";
 
-                     break;
 
-                 case 8:
 
-                     Icon_Attribute.icon_name = "dec_huo";
 
-                     break;
 
-                 case 16:
 
-                     Icon_Attribute.icon_name = "dec_tu";
 
-                     break;
 
-             }
 
-             for (var i = 0; i < StarRoot.Count; i++)
 
-             {
 
-                 MyImage icon = StarRoot[i] as MyImage;
 
-                 if (i < skillInfo.skillConfig.level - 1)
 
-                 {
 
-                     icon.gameObject.SetActive(true);
 
-                 }
 
-                 else
 
-                 {
 
-                     icon.gameObject.SetActive(false);
 
-                 }
 
-             }
 
-             // for (var i = 0; i < StarRoot.Count; i++)
 
-             // {
 
-             //     MyImage myImage = StarRoot[i] as MyImage;
 
-             //     myImage.gameObject.SetActive(false);
 
-             // }
 
-             //
 
-             // int yinstar = skillInfo.skillConfig.level - 5;
 
-             // for (var i = 0; i < StarRoot.Count; i++)
 
-             // {
 
-             //     MyImage icon = StarRoot[i] as MyImage;
 
-             //     if (skillInfo.skillConfig.level > 5)
 
-             //     {
 
-             //         if (i < yinstar)
 
-             //         {
 
-             //             icon.icon_name = "dec_star_2";
 
-             //             icon.gameObject.SetActive(true);
 
-             //         }
 
-             //         else
 
-             //         {
 
-             //             icon.icon_name = "dec_gfxingji";
 
-             //             icon.gameObject.SetActive(true);
 
-             //         }
 
-             //     }
 
-             //     else
 
-             //     {
 
-             //         if (i < skillInfo.skillConfig.level)
 
-             //         {
 
-             //             icon.icon_name = "dec_gfxingji";
 
-             //             icon.gameObject.SetActive(true);
 
-             //         }
 
-             //     }
 
-             // }
 
-             List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
 
-             configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
 
-             for (var i = 0; i < configs.Count; i++)
 
-             {
 
-                 if (configs[i].level == 1)
 
-                     continue;
 
-                 SkillInfo skillInfo1 = new SkillInfo(configs[i].IDGroup, _skillInfo.SkillPowerupConfig.ID,configs[i].level);
 
-                 GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
 
-                 gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
 
-                 _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
 
-             }
 
-         }
 
-         private async CTask UpdateStarBtn()
 
-         {
 
-             foreach (var itemWidgetType1 in _itemWidgetType1)
 
-             {
 
-                 UIManager.Instance.DormancyGComponent(itemWidgetType1);
 
-             }
 
-             _itemWidgetType1.Clear();
 
-             foreach (var energyWidget in _energyWidgets)
 
-             {
 
-                 UIManager.Instance.DormancyGComponent(energyWidget);
 
-             }
 
-             _energyWidgets.Clear();
 
-             if (isUpGrad)
 
-             {
 
-                 if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
 
-                 {
 
-                     Btn_UpStar.gameObject.SetActive(false);
 
-                     if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
 
-                     {
 
-                         HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
 
-                         Text_UpGrade.text = $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}";
 
-                         Btn_UpGrade.gameObject.transform.Gray(true);
 
-                         UpGradeItemRoot.SetActive(false);
 
-                     }
 
-                     else
 
-                     {
 
-                         Btn_UpGrade.gameObject.transform.RecoverColor();
 
-                         Text_UpGrade.text = "升级";
 
-                         UpGradeItemRoot.SetActive(true);
 
-                         for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
 
-                         {
 
-                             ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
 
-                             itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
 
-                             _itemWidgetType1.Add(itemWidgetType1);
 
-                             EnergyWidget energyWidget =
 
-                                 await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
 
-                             energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
 
-                             _energyWidgets.Add(energyWidget);
 
-                         }
 
-                     }
 
-                 }
 
-                 else
 
-                 {
 
-                     Text_UpGrade.text = "已满级";
 
-                     Btn_UpStar.gameObject.SetActive(false);
 
-                     UpGradeItemRoot.SetActive(false);
 
-                 }
 
-             }
 
-             if (isUpStar)
 
-             {
 
-                 if (_skillInfo.skillConfig.level < 6)
 
-                 {
 
-                     Btn_UpStar.gameObject.transform.RecoverColor();
 
-                     Text_UpStar.text = "领悟";
 
-                     Btn_UpGrade.gameObject.SetActive(false);
 
-                     UpStarItemRoot.SetActive(true);
 
-                     int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
 
-                     ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpStarItemRoot.GetComponent<RectTransform>(), isInstance: true);
 
-                     itemWidgetType1.CustomInit(_skillInfo.skillConfig.PieceID, count);
 
-                     _itemWidgetType1.Add(itemWidgetType1);
 
-                     EnergyWidget energyWidget =
 
-                         await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
 
-                     energyWidget.CustomInit(_skillInfo.skillConfig.PieceID);
 
-                     _energyWidgets.Add(energyWidget);
 
-                 }
 
-                 else
 
-                 {
 
-                     Text_UpStar.text = "已满星";
 
-                     Btn_UpGrade.gameObject.SetActive(false);
 
-                     UpStarItemRoot.SetActive(false);
 
-                 }
 
-             }
 
-             if (!isUpGrad && !isUpStar)
 
-             {
 
-                 Btn_UpGrade.gameObject.SetActive(true);
 
-                 Btn_UpStar.gameObject.SetActive(true);
 
-                 UpStarItemRoot.SetActive(false);
 
-                 UpGradeItemRoot.SetActive(false);
 
-                 Text_UpStar.text = "领悟";
 
-                 Text_UpGrade.text = "升级";
 
-                 Btn_UpGrade.gameObject.transform.RecoverColor();
 
-             }
 
-             LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.GetComponent<RectTransform>());
 
-             LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.GetComponent<RectTransform>());
 
-             LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpStar.GetComponent<RectTransform>());
 
-             LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpGrade.GetComponent<RectTransform>());
 
-             LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.transform.parent.GetComponent<RectTransform>());
 
-             LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.transform.parent.GetComponent<RectTransform>());
 
-             LayoutRebuilder.ForceRebuildLayoutImmediate(Btn_UpGrade.GetComponent<RectTransform>());
 
-         }
 
-         public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
 
-         {
 
-             GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
 
-             gongFaUpgradePanel.CustomInit(skillInfo);
 
-             return gongFaUpgradePanel;
 
-         }
 
-         public override void Close()
 
-         {
 
-             foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
 
-             {
 
-                 UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
 
-             }
 
-             foreach (var itemWidgetType1 in _itemWidgetType1)
 
-             {
 
-                 UIManager.Instance.DormancyGComponent(itemWidgetType1);
 
-             }
 
-             foreach (var energyWidget in _energyWidgets)
 
-             {
 
-                 UIManager.Instance.DormancyGComponent(energyWidget);
 
-             }
 
-             _energyWidgets.Clear();
 
-             _itemWidgetType1.Clear();
 
-             _gongFaUpgradeInfoWidgets.Clear();
 
-             isUpStar = false;
 
-             isUpGrad = false;
 
-             _skillInfo = null;
 
-             base.Close();
 
-         }
 
-     }
 
- }
 
 
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