SkillSelectPanel.cs 15 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Fort23.Core;
  5. using GameLogic.Combat;
  6. using GameLogic.Combat.CombatTool;
  7. using GameLogic.Hero;
  8. using UnityEngine;
  9. namespace Fort23.Mono
  10. {
  11. [UIBinding(prefab = "SkillSelectPanel")]
  12. public partial class SkillSelectPanel : UIPanel, IScrollListContent
  13. {
  14. private bool _isSelectSkill;
  15. private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
  16. List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
  17. private SkillInfo selectSkillConfig;
  18. private bool isAlter;
  19. private int type1 = 0;
  20. private int type2 = 0;
  21. /// <summary>
  22. /// 1.执行升级逻辑 2.执行更换逻辑
  23. /// </summary>
  24. private int infoType = 1;
  25. public static async CTask OpenSkillSelectPanel()
  26. {
  27. CombatDrive.Instance.CombatController.isUpdate = false;
  28. await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  29. }
  30. private void Init()
  31. {
  32. }
  33. protected override void AddEvent()
  34. {
  35. }
  36. protected override void DelEvent()
  37. {
  38. }
  39. public override void AddButtonEvent()
  40. {
  41. Btn_Setting.onClick.AddListener(() =>
  42. {
  43. GongFaSettingRoot.SetActive(true);
  44. infoType = 2;
  45. Btn_Setting.gameObject.SetActive(false);
  46. });
  47. Btn_Jin.onClick.AddListener(() =>
  48. {
  49. if (type2 == 1)
  50. {
  51. type2 = 0;
  52. }
  53. else
  54. {
  55. type2 = 1;
  56. }
  57. Sort(type1, type2);
  58. });
  59. Btn_Mu.onClick.AddListener(() =>
  60. {
  61. if (type2 == 2)
  62. {
  63. type2 = 0;
  64. }
  65. else
  66. {
  67. type2 = 2;
  68. }
  69. Sort(type1, type2);
  70. });
  71. Btn_Shui.onClick.AddListener(() =>
  72. {
  73. if (type2 == 4)
  74. {
  75. type2 = 0;
  76. }
  77. else
  78. {
  79. type2 = 4;
  80. }
  81. Sort(type1, type2);
  82. });
  83. Btn_Huo.onClick.AddListener(() =>
  84. {
  85. if (type2 == 8)
  86. {
  87. type2 = 0;
  88. }
  89. else
  90. {
  91. type2 = 8;
  92. }
  93. Sort(type1, type2);
  94. });
  95. Btn_Tu.onClick.AddListener(() =>
  96. {
  97. if (type2 == 16)
  98. {
  99. type2 = 0;
  100. }
  101. else
  102. {
  103. type2 = 16;
  104. }
  105. Sort(type1, type2);
  106. });
  107. Btn_All.onClick.AddListener(() =>
  108. {
  109. type1 = 0;
  110. Sort(type1, type2);
  111. });
  112. Btn_ZhuDong.onClick.AddListener(() =>
  113. {
  114. type1 = 1;
  115. Sort(type1, type2);
  116. });
  117. Btn_FuZu.onClick.AddListener(() =>
  118. {
  119. type1 = 2;
  120. Sort(type1, type2);
  121. });
  122. Btn_BeiDong.onClick.AddListener(() =>
  123. {
  124. type1 = 5;
  125. Sort(type1, type2);
  126. });
  127. guanbi.onClick.AddListener(() =>
  128. {
  129. if (infoType == 2)
  130. {
  131. GongFaSettingRoot.SetActive(false);
  132. infoType = 1;
  133. Btn_Setting.gameObject.SetActive(true);
  134. CloseSelect();
  135. }
  136. else
  137. {
  138. UIManager.Instance.HideUIUIPanel(this);
  139. }
  140. });
  141. Btn_RemoveGongFa.onClick.AddListener(() =>
  142. {
  143. PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  144. dianjiSkillKongWidget.Cleared();
  145. UpdateSkillWidget();
  146. CloseSelect();
  147. });
  148. }
  149. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  150. private void Sort(int type1, int type2)
  151. {
  152. //先排序类型在排属性
  153. if (type1 == 0)
  154. {
  155. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  156. }
  157. else if (type1 == 1)
  158. {
  159. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  160. }
  161. else if (type1 == 2)
  162. {
  163. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  164. }
  165. else if (type1 == 5)
  166. {
  167. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  168. }
  169. if (type2 == 0)
  170. {
  171. }
  172. else if (type2 == 1)
  173. {
  174. }
  175. else if (type2 == 2)
  176. {
  177. }
  178. else if (type2 == 4)
  179. {
  180. }
  181. else if (type2 == 8)
  182. {
  183. }
  184. else if (type2 == 16)
  185. {
  186. }
  187. //0代表全部
  188. if (type1 == 0)
  189. {
  190. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  191. }
  192. else
  193. {
  194. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.Where(s => s.skillConfig.SkillType == type1).ToList();
  195. }
  196. if (type2 == 0)
  197. {
  198. }
  199. else
  200. {
  201. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  202. }
  203. Content.Init(this, showSkillInfo.Count);
  204. }
  205. public override async CTask Open()
  206. {
  207. await base.Open();
  208. Sort(type1, type2);
  209. for (int i = 0; i < 5; i++)
  210. {
  211. double hd = i * 72 * Math.PI / 180f;
  212. double a = Math.Cos(hd);
  213. double b = -Math.Sin(hd);
  214. double c = Math.Sin(hd);
  215. double d = a;
  216. double x = a * 0 + b * 172;
  217. double y = c * 0 + d * 172;
  218. int index = i;
  219. WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot, poolName: "132");
  220. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  221. widget.ShowWidget(index);
  222. _wuXingGongFaWidgets.Add(widget);
  223. }
  224. for (int i = 0; i < 10; i++)
  225. {
  226. int index = i;
  227. double hd = (-36 * i) * Math.PI / 180f;
  228. double a = Math.Cos(hd);
  229. double b = -Math.Sin(hd);
  230. double c = Math.Sin(hd);
  231. double d = a;
  232. double x = a * 0 + b * 275;
  233. double y = c * 0 + d * 275;
  234. Vector2 pos = new Vector2((float)x, (float)y);
  235. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  236. kongdongs.gameObject,
  237. null, SkillKongWeiRoot,
  238. isInstance: true);
  239. skillKongWidget.InitWidget(index, this);
  240. skillKongWidget.SetSKill(PlayerManager.Instance.GongFaControl.GetSkillInfo(index));
  241. skillKongWidget.transform.anchoredPosition = pos;
  242. skillKongWidget.onClick = OnClickSkillKongWidget;
  243. allKongSkill.Add(skillKongWidget);
  244. }
  245. }
  246. private SkillKongWidget dianjiSkillKongWidget;
  247. private void OnClickSkillKongWidget(ItemWidgetBasic obj)
  248. {
  249. if (infoType == 1)
  250. return;
  251. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  252. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null)
  253. {
  254. skillKongWidget.SetSKill(selectSkillConfig);
  255. selectSkillConfig.index = skillKongWidget.index;
  256. PlayerManager.Instance.GongFaControl.AddUseSkill(selectSkillConfig);
  257. CloseSelect();
  258. }
  259. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  260. {
  261. PlayerManager.Instance.GongFaControl.RemoveSkillInfo(skillKongWidget.SkillInfo);
  262. skillKongWidget.SetSKill(selectSkillConfig);
  263. selectSkillConfig.index = skillKongWidget.index;
  264. PlayerManager.Instance.GongFaControl.AddUseSkill(selectSkillConfig);
  265. skillKongWidget.SetSKill(selectSkillConfig);
  266. CloseSelect();
  267. }
  268. else
  269. {
  270. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  271. {
  272. CloseSelect();
  273. return;
  274. }
  275. if (dianjiSkillKongWidget == null)
  276. {
  277. dianjiSkillKongWidget = skillKongWidget;
  278. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  279. Btn_RemoveGongFa.gameObject.SetActive(true);
  280. SelectSkill(skillKongWidget.SkillInfo);
  281. }
  282. else
  283. {
  284. isAlter = true;
  285. if (skillKongWidget.SkillInfo != null)
  286. {
  287. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  288. dianjiSkillKongWidget.SkillInfo.index = dianjiSkillKongWidget.index;
  289. PlayerManager.Instance.GongFaControl.AddUseSkill(dianjiSkillKongWidget.SkillInfo);
  290. }
  291. else
  292. {
  293. PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.SkillInfo);
  294. dianjiSkillKongWidget.Cleared();
  295. }
  296. skillKongWidget.SetSKill(selectSkillConfig);
  297. selectSkillConfig.index = skillKongWidget.index;
  298. PlayerManager.Instance.GongFaControl.AddUseSkill(selectSkillConfig);
  299. CloseSelect();
  300. }
  301. }
  302. UpdateSkillWidget();
  303. }
  304. public void SelectSkill(SkillInfo skillConfig)
  305. {
  306. selectSkillConfig = skillConfig;
  307. _isSelectSkill = true;
  308. for (int i = 0; i < allKongSkill.Count; i++)
  309. {
  310. allKongSkill[i].SelectState(true);
  311. }
  312. }
  313. private void CloseSelect()
  314. {
  315. _isSelectSkill = false;
  316. selectSkillConfig = null;
  317. dianjiSkillKongWidget = null;
  318. Btn_RemoveGongFa.gameObject.SetActive(false);
  319. for (int i = 0; i < allKongSkill.Count; i++)
  320. {
  321. allKongSkill[i].SelectState(false);
  322. }
  323. }
  324. public override void Hide()
  325. {
  326. base.Hide();
  327. if (isAlter)
  328. {
  329. PlayerManager.Instance.GongFaControl.SaveUseSkill();
  330. }
  331. CombatDrive.Instance.CombatController.isUpdate = true;
  332. isAlter = false;
  333. }
  334. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  335. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  336. {
  337. if (index < 0 || index >= showSkillInfo.Count)
  338. return null;
  339. SkillInfo skillInfo = showSkillInfo[index];
  340. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  341. skillWidget.InitSkillWidget(skillInfo, this);
  342. skillWidget.onClick = OnClick;
  343. if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
  344. {
  345. skillWidget.Icon_Marsk.SetActive(true);
  346. }
  347. else
  348. {
  349. skillWidget.Icon_Marsk.SetActive(false);
  350. }
  351. _skillWidgets.Add(skillWidget);
  352. return skillWidget;
  353. }
  354. private void UpdateSkillWidget()
  355. {
  356. int count = 0;
  357. foreach (var skillWidget in _skillWidgets)
  358. {
  359. if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
  360. {
  361. skillWidget.Icon_Marsk.SetActive(true);
  362. }
  363. else
  364. {
  365. skillWidget.Icon_Marsk.SetActive(false);
  366. }
  367. }
  368. for (var i = 0; i < PlayerManager.Instance.GongFaControl.allUseSkill.Length; i++)
  369. {
  370. if (PlayerManager.Instance.GongFaControl.allUseSkill != null)
  371. {
  372. count++;
  373. }
  374. }
  375. Text_GongFaCount.text = $"功法数量{count}/4";
  376. }
  377. private void OnClick(ItemWidgetBasic obj)
  378. {
  379. SkillWidget skillWidget = obj as SkillWidget;
  380. if (infoType == 1)
  381. {
  382. GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  383. }
  384. else if (infoType == 2)
  385. {
  386. int count = 0;
  387. for (var i = 0; i < PlayerManager.Instance.GongFaControl.allUseSkill.Length; i++)
  388. {
  389. if (PlayerManager.Instance.GongFaControl.allUseSkill != null)
  390. {
  391. count++;
  392. }
  393. }
  394. if(count >= 4)
  395. return;
  396. if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
  397. {
  398. return;
  399. }
  400. Btn_RemoveGongFa.gameObject.SetActive(false);
  401. SelectSkill(skillWidget.skillConfigId);
  402. }
  403. }
  404. public void HindIScorllListWidget(IScorllListWidget widget)
  405. {
  406. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  407. _skillWidgets.Remove(widget as SkillWidget);
  408. }
  409. public override void Close()
  410. {
  411. foreach (var skillWidget in _skillWidgets)
  412. {
  413. UIManager.Instance.DormancyGComponent(skillWidget);
  414. }
  415. _skillWidgets.Clear();
  416. foreach (var skillKongWidget in allKongSkill)
  417. {
  418. UIManager.Instance.DormancyGComponent(skillKongWidget);
  419. }
  420. allKongSkill.Clear();
  421. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  422. {
  423. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  424. }
  425. _wuXingGongFaWidgets.Clear();
  426. base.Close();
  427. }
  428. }
  429. }