HeroPowerUpPre.cs 6.1 KB

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  1. using Core.Language;
  2. using Core.Utility;
  3. using Excel2Json;
  4. using GameLogic.Hero;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. using Utility;
  8. namespace Fort23.Mono
  9. {
  10. [UIBinding(prefab = "HeroPowerUpPre" )]
  11. public partial class HeroPowerUpPre : UIComponent
  12. {
  13. private HeroDetailPanel heroDetailPanel;
  14. private HeroInfo heroInfo;
  15. private async void Init()
  16. {
  17. heroDetailPanel = await UIManager.Instance.LoadAndOpenPanel<HeroDetailPanel>(null);
  18. }
  19. public override void AddEvent()
  20. {
  21. }
  22. public override void DelEvent()
  23. {
  24. }
  25. public override void AddButtonEvent()
  26. {
  27. }
  28. public void OpenUpgradePre(HeroInfo heroInfo)
  29. {
  30. // this.heroInfo = heroInfo;
  31. objPromote.SetActive(false);
  32. objUpgrade.SetActive(true);
  33. rtUpgradeBg.sizeDelta = new Vector2(rtUpgradeBg.sizeDelta.x, GlobalParam.Hero_Upgrade_UI_BG_Height);
  34. HeroInfo nextLvInfo = new HeroInfo();
  35. nextLvInfo.InitHero(heroInfo.modelID, (heroInfo.powerUpConfig.ID + 1), heroInfo.promoteConfig.ID);
  36. SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Lv(nextLvInfo.level.Value);
  37. txtUpLv1.text = heroInfo.level.Value.ToStringEx();
  38. txtUpLv2.text = nextLvInfo.level.Value.ToStringEx();
  39. SkillConfig skillConfig = nextLvInfo.SkillData.GetSkillConfig(upConfig.ID);
  40. //确认找到了技能
  41. if (upConfig.ID > 0 && skillConfig.ID > 0)
  42. {
  43. objUpLvTips.SetActive(false);
  44. objUpSkill.SetActive(true);
  45. objAtts.SetActive(false);
  46. object[] data = new object[skillConfig.effectValue.Length];
  47. for (int j = 0; j < skillConfig.effectValue.Length; j++)
  48. {
  49. data[j] = skillConfig.effectValue[j];
  50. }
  51. imgNewSkill4Up.icon_name = skillConfig.icon;
  52. txtSkillName4Up.text = LanguageManager.Instance.Text(skillConfig.name);
  53. txSkillDesc4Up.text = LanguageManager.Instance.Text(skillConfig.desc, data);
  54. //解锁技能
  55. if (upConfig.skillLv == 1)
  56. {
  57. txSkillUp.text = LanguageManager.Instance.Text(61);
  58. rtSkillUpDi.sizeDelta = new Vector2(80, rtSkillUpDi.sizeDelta.y);
  59. }
  60. //技能升级
  61. else
  62. {
  63. txSkillUp.text = LanguageManager.Instance.Text(62, upConfig.skillLv -1 , upConfig.skillLv);
  64. rtSkillUpDi.sizeDelta = new Vector2(120, rtSkillUpDi.sizeDelta.y);
  65. }
  66. }
  67. else
  68. {
  69. objUpSkill.SetActive(false);
  70. objUpLvTips.SetActive(true);
  71. objAtts.SetActive(true);
  72. SetAttInfo(heroInfo, nextLvInfo);
  73. }
  74. }
  75. public void OpenPromotePre(HeroInfo heroInfo)
  76. {
  77. objPromote.SetActive(true);
  78. objUpgrade.SetActive(false);
  79. rtPromoteBg.sizeDelta = new Vector2(rtUpgradeBg.sizeDelta.x, GlobalParam.Hero_Promote_UI_BG_Only_Star_Height);
  80. HeroInfo nextLvInfo = new HeroInfo();
  81. nextLvInfo.InitHero(heroInfo.modelID, heroInfo.powerUpConfig.ID, heroInfo.promoteConfig.ID + 1);
  82. SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(nextLvInfo.star.Value);
  83. SetAttInfo(heroInfo, nextLvInfo);
  84. HeroUITools.SetStarShow(Stars1, heroInfo.star.Value);
  85. HeroUITools.SetStarShow(Stars2, nextLvInfo.star.Value);
  86. // LayoutRebuilder.ForceRebuildLayoutImmediate(Stars1Layout.GetComponent<RectTransform>());
  87. // LayoutRebuilder.ForceRebuildLayoutImmediate(Stars2Layout.GetComponent<RectTransform>());
  88. SkillConfig skillConfig = nextLvInfo.SkillData.GetSkillConfig(upConfig.ID);
  89. if (upConfig.ID > 0 && skillConfig.ID > 0)
  90. {
  91. rtPromoteBg.sizeDelta = new Vector2(rtUpgradeBg.sizeDelta.x, GlobalParam.Hero_Promote_UI_BG_Unlock_Skill_Height);
  92. objProSkillUnlock.SetActive(true);
  93. starsPos.localPosition = new Vector3(0, GlobalParam.Hero_Promote_UI_BG_Star_Pos_2, 0);
  94. skillConfig = nextLvInfo.SkillData.GetSkillConfig(upConfig.ID);
  95. object[] data = new object[skillConfig.effectValue.Length];
  96. for (int j = 0; j < skillConfig.effectValue.Length; j++)
  97. {
  98. data[j] = skillConfig.effectValue[j];
  99. }
  100. imgNewSkill4Pro.icon_name = skillConfig.icon;
  101. txtSkillName4Pro.text = LanguageManager.Instance.Text(skillConfig.name);
  102. txSkillLvDesc4Pro.text = LanguageManager.Instance.Text(skillConfig.desc, data);
  103. }
  104. else
  105. {
  106. objProSkillUnlock.SetActive(false);
  107. starsPos.localPosition = Vector3.zero;
  108. }
  109. // objProSkillUnlock.SetActive(false);
  110. // objProSkillUp.SetActive(false);
  111. }
  112. private void SetAttInfo(HeroInfo heroInfo, HeroInfo nextLvInfo)
  113. {
  114. objAtts.SetActive(true);
  115. txtHPUpLv1.text = heroInfo.hp.Value.ToStringEx();
  116. txtHPUpLv2.text = nextLvInfo.hp.Value.ToStringEx();
  117. txtATKUpLv1.text = heroInfo.attack.Value.ToStringEx();
  118. txtATKUpLv2.text = nextLvInfo.attack.Value.ToStringEx();
  119. txtDEFUpLv1.text = heroInfo.defense.Value.ToStringEx();
  120. txtDEFUpLv2.text = nextLvInfo.defense.Value.ToStringEx();
  121. txtSHANBIUpLv1.text = heroInfo.shanbi.Value.ToStringEx();
  122. txtSHANBIUpLv2.text = nextLvInfo.shanbi.Value.ToStringEx();
  123. }
  124. }
  125. }