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 = HeroUITools.GetSkillParam(skillConfig);
  47. imgNewSkill4Up.icon_name = skillConfig.icon;
  48. txtSkillName4Up.text = LanguageManager.Instance.Text(skillConfig.name);
  49. txSkillDesc4Up.text = LanguageManager.Instance.Text(skillConfig.desc, data);
  50. //解锁技能
  51. if (upConfig.skillLv == 1)
  52. {
  53. txSkillUp.text = LanguageManager.Instance.Text(61);
  54. rtSkillUpDi.sizeDelta = new Vector2(80, rtSkillUpDi.sizeDelta.y);
  55. }
  56. //技能升级
  57. else
  58. {
  59. txSkillUp.text = LanguageManager.Instance.Text(62, upConfig.skillLv -1 , upConfig.skillLv);
  60. rtSkillUpDi.sizeDelta = new Vector2(120, rtSkillUpDi.sizeDelta.y);
  61. }
  62. }
  63. else
  64. {
  65. objUpSkill.SetActive(false);
  66. objUpLvTips.SetActive(true);
  67. objAtts.SetActive(true);
  68. SetAttInfo(heroInfo, nextLvInfo);
  69. }
  70. }
  71. public void OpenPromotePre(HeroInfo heroInfo)
  72. {
  73. objPromote.SetActive(true);
  74. objUpgrade.SetActive(false);
  75. rtPromoteBg.sizeDelta = new Vector2(rtUpgradeBg.sizeDelta.x, GlobalParam.Hero_Promote_UI_BG_Only_Star_Height);
  76. HeroInfo nextLvInfo = new HeroInfo();
  77. nextLvInfo.InitHero(heroInfo.modelID, heroInfo.powerUpConfig.ID, heroInfo.promoteConfig.ID + 1);
  78. SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(nextLvInfo.star.Value);
  79. SetAttInfo(heroInfo, nextLvInfo);
  80. HeroUITools.SetStarShow(Stars1, heroInfo.star.Value);
  81. HeroUITools.SetStarShow(Stars2, nextLvInfo.star.Value);
  82. SkillConfig skillConfig = nextLvInfo.SkillData.GetSkillConfig(upConfig.ID);
  83. if (upConfig.ID > 0 && skillConfig.ID > 0)
  84. {
  85. rtPromoteBg.sizeDelta = new Vector2(rtUpgradeBg.sizeDelta.x, GlobalParam.Hero_Promote_UI_BG_Unlock_Skill_Height);
  86. objProSkillUnlock.SetActive(true);
  87. starsPos.localPosition = new Vector3(0, GlobalParam.Hero_Promote_UI_BG_Star_Pos_2, 0);
  88. object[] data = HeroUITools.GetSkillParam(skillConfig);
  89. imgNewSkill4Pro.icon_name = skillConfig.icon;
  90. txtSkillName4Pro.text = LanguageManager.Instance.Text(skillConfig.name);
  91. txSkillLvDesc4Pro.text = LanguageManager.Instance.Text(skillConfig.desc, data);
  92. }
  93. else
  94. {
  95. objProSkillUnlock.SetActive(false);
  96. starsPos.localPosition = Vector3.zero;
  97. }
  98. }
  99. // private object[] GetSkillParam(SkillConfig skillConfig)
  100. // {
  101. // object[] data = null;
  102. // if (skillConfig.SkillType == 5)
  103. // {
  104. // data = new object[skillConfig.addPropertyValue.Length];
  105. // for (int j = 0; j < skillConfig.addPropertyValue.Length; j++)
  106. // {
  107. // data[j] = skillConfig.addPropertyValue[j];
  108. // }
  109. // }
  110. // else
  111. // {
  112. // data = new object[skillConfig.effectValue.Length];
  113. // for (int j = 0; j < skillConfig.effectValue.Length; j++)
  114. // {
  115. // data[j] = skillConfig.effectValue[j];
  116. // }
  117. // }
  118. //
  119. // return data;
  120. // }
  121. private void SetAttInfo(HeroInfo heroInfo, HeroInfo nextLvInfo)
  122. {
  123. objAtts.SetActive(true);
  124. txtHPUpLv1.text = heroInfo.hp.Value.ToStringEx();
  125. txtHPUpLv2.text = nextLvInfo.hp.Value.ToStringEx();
  126. txtATKUpLv1.text = heroInfo.attack.Value.ToStringEx();
  127. txtATKUpLv2.text = nextLvInfo.attack.Value.ToStringEx();
  128. txtDEFUpLv1.text = heroInfo.defense.Value.ToStringEx();
  129. txtDEFUpLv2.text = nextLvInfo.defense.Value.ToStringEx();
  130. txtSHANBIUpLv1.text = heroInfo.shanbi.Value.ToStringEx();
  131. txtSHANBIUpLv2.text = nextLvInfo.shanbi.Value.ToStringEx();
  132. }
  133. }
  134. }