SkillSelectPanel.cs 34 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Core.Language;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat;
  9. using GameLogic.Combat.CombatTool;
  10. using GameLogic.Hero;
  11. using UnityEngine;
  12. namespace Fort23.Mono
  13. {
  14. [UIBinding(prefab = "SkillSelectPanel")]
  15. public partial class SkillSelectPanel : UIPanel, IScrollListContent
  16. {
  17. private bool _isSelectSkill;
  18. private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
  19. List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
  20. private SkillInfo selectSkillConfig;
  21. private bool isAlter;
  22. private int type1 = 0;
  23. private int type2 = 0;
  24. public SkillInfo[] allUseSkill;
  25. private int currenRoadSkilId;
  26. /// <summary>
  27. /// 1.执行升级逻辑 2.执行更换逻辑
  28. /// </summary>
  29. private int infoType = 1;
  30. SkillInfo currentSelectedSkill;
  31. public static async CTask<SkillSelectPanel> OpenSkillSelectPanel()
  32. {
  33. CombatDrive.Instance.CombatController.isUpdate = false;
  34. SkillSelectPanel skillSelectPanel = await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  35. return skillSelectPanel;
  36. }
  37. public async override CTask GetFocus()
  38. {
  39. if (infoType == 1)
  40. {
  41. await AppBarPanel.OpenPanel(this);
  42. }
  43. else if (infoType == 2)
  44. {
  45. AppBarPanel.ClosePanel();
  46. }
  47. // AppBarPanel.OpenPanel(this);
  48. await base.GetFocus();
  49. }
  50. public override CTask LoseFocus()
  51. {
  52. // AppBarPanel.ClosePanel();
  53. return base.LoseFocus();
  54. }
  55. private void Init()
  56. {
  57. isAddStack = true;
  58. IsShowAppBar = true;
  59. }
  60. protected override void AddEvent()
  61. {
  62. }
  63. protected override void DelEvent()
  64. {
  65. }
  66. public override CTask<bool> AsyncInit(object[] uiData)
  67. {
  68. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  69. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  70. UpdateSkillWidget();
  71. UpdateRoad();
  72. CloseSelect();
  73. return base.AsyncInit(uiData);
  74. }
  75. public override void AddButtonEvent()
  76. {
  77. Btn_OneKyChange.onClick.AddListener(() =>
  78. {
  79. for (var i = 0; i < allUseSkill.Length; i++)
  80. {
  81. allUseSkill[i] = null;
  82. }
  83. SkillInfo[] skills = new SkillInfo[5];
  84. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  85. for (var i = 0; i < allSkill.Count; i++)
  86. {
  87. //金
  88. if (allSkill[i].skillConfig.attribute == 1)
  89. {
  90. if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
  91. {
  92. skills[0] = allSkill[i];
  93. }
  94. }
  95. //木
  96. if (allSkill[i].skillConfig.attribute == 2)
  97. {
  98. if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
  99. {
  100. skills[1] = allSkill[i];
  101. }
  102. }
  103. //水
  104. if (allSkill[i].skillConfig.attribute == 4)
  105. {
  106. if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
  107. {
  108. skills[2] = allSkill[i];
  109. }
  110. }
  111. //火
  112. if (allSkill[i].skillConfig.attribute == 8)
  113. {
  114. if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
  115. {
  116. skills[3] = allSkill[i];
  117. }
  118. }
  119. //土
  120. if (allSkill[i].skillConfig.attribute == 16)
  121. {
  122. if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
  123. {
  124. skills[4] = allSkill[i];
  125. }
  126. }
  127. }
  128. for (var i = 0; i < allKongSkill.Count; i++)
  129. {
  130. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  131. }
  132. for (var i = 0; i < indexList.Count; i++)
  133. {
  134. if (skills[i] == null)
  135. continue;
  136. if (!IsMainGongFaChange(skills[i].skillConfig))
  137. continue;
  138. if (!IsPassiveGongFaChange(skills[i].skillConfig))
  139. continue;
  140. allKongSkill[indexList[i][0]].SetSKill(skills[i]);
  141. allUseSkill[indexList[i][0]] = skills[i];
  142. }
  143. isAlter = true;
  144. UpdateSkillWidget();
  145. BaoChun();
  146. });
  147. Btn_ChangeOk.onClick.AddListener(() =>
  148. {
  149. ChangeInfoType(1);
  150. if (isAlter)
  151. {
  152. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  153. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  154. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  155. AccountFileInfo.Instance.SavePlayerData();
  156. }
  157. isAlter = false;
  158. });
  159. Btn_Info.onClick.AddListener(async () =>
  160. {
  161. if (currentSelectedSkill != null)
  162. {
  163. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill);
  164. await gongFaUpgradePanel.UIClosed();
  165. Sort(type1, type2);
  166. }
  167. });
  168. Btn_ChangeRoad.onClick.AddListener(() =>
  169. {
  170. SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
  171. {
  172. if (skillId != currenRoadSkilId && skillId != 0)
  173. {
  174. currenRoadSkilId = skillId;
  175. isAlter = true;
  176. UpdateRoad();
  177. }
  178. });
  179. });
  180. Btn_Setting.onClick.AddListener(() => { ChangeInfoType(2); });
  181. Btn_Jin.onClick.AddListener(() =>
  182. {
  183. if (type2 == 1)
  184. {
  185. type2 = 0;
  186. }
  187. else
  188. {
  189. type2 = 1;
  190. }
  191. Sort(type1, type2);
  192. });
  193. Btn_Mu.onClick.AddListener(() =>
  194. {
  195. if (type2 == 2)
  196. {
  197. type2 = 0;
  198. }
  199. else
  200. {
  201. type2 = 2;
  202. }
  203. Sort(type1, type2);
  204. });
  205. Btn_Shui.onClick.AddListener(() =>
  206. {
  207. if (type2 == 4)
  208. {
  209. type2 = 0;
  210. }
  211. else
  212. {
  213. type2 = 4;
  214. }
  215. Sort(type1, type2);
  216. });
  217. Btn_Huo.onClick.AddListener(() =>
  218. {
  219. if (type2 == 8)
  220. {
  221. type2 = 0;
  222. }
  223. else
  224. {
  225. type2 = 8;
  226. }
  227. Sort(type1, type2);
  228. });
  229. Btn_Tu.onClick.AddListener(() =>
  230. {
  231. if (type2 == 16)
  232. {
  233. type2 = 0;
  234. }
  235. else
  236. {
  237. type2 = 16;
  238. }
  239. Sort(type1, type2);
  240. });
  241. Btn_All.onClick.AddListener(() =>
  242. {
  243. type1 = 0;
  244. Sort(type1, type2);
  245. });
  246. Btn_ZhuDong.onClick.AddListener(() =>
  247. {
  248. type1 = 1;
  249. Sort(type1, type2);
  250. });
  251. Btn_FuZu.onClick.AddListener(() =>
  252. {
  253. type1 = 2;
  254. Sort(type1, type2);
  255. });
  256. Btn_BeiDong.onClick.AddListener(() =>
  257. {
  258. type1 = 5;
  259. Sort(type1, type2);
  260. });
  261. guanbi.onClick.AddListener(() =>
  262. {
  263. if (infoType == 2)
  264. {
  265. ChangeInfoType(1);
  266. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  267. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  268. for (var i = 0; i < allKongSkill.Count; i++)
  269. {
  270. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  271. allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
  272. }
  273. UpdateSkillWidget();
  274. UpdateRoad();
  275. }
  276. else
  277. {
  278. // UIManager.Instance.HideUIUIPanel(this);
  279. }
  280. });
  281. Btn_RemoveGongFa.onClick.AddListener(() =>
  282. {
  283. // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  284. allUseSkill[dianjiSkillKongWidget.index] = null;
  285. dianjiSkillKongWidget.Cleared();
  286. isAlter = true;
  287. UpdateSkillWidget();
  288. CloseSelect();
  289. });
  290. Sv.onValueChanged.AddListener((s) =>
  291. {
  292. if (currentSelectedSkill == null)
  293. {
  294. return;
  295. }
  296. Btn_Info.transform.SetAsLastSibling();
  297. });
  298. }
  299. private void UpdateRoad()
  300. {
  301. if (currenRoadSkilId != 0)
  302. {
  303. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
  304. Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
  305. }
  306. else
  307. {
  308. Text_RoadName.text = "未选择";
  309. }
  310. //
  311. }
  312. private void BaoChun()
  313. {
  314. // ChangeInfoType(1);
  315. // if (isAlter)
  316. {
  317. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  318. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  319. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  320. AccountFileInfo.Instance.SavePlayerData();
  321. }
  322. isAlter = false;
  323. }
  324. private void ChangeInfoType(int type)
  325. {
  326. if (type == 1)
  327. {
  328. GongFaSettingRoot.SetActive(false);
  329. infoType = 1;
  330. Btn_Setting.gameObject.SetActive(true);
  331. CloseSelect();
  332. AppBarPanel.OpenPanel(this);
  333. }
  334. else if (type == 2)
  335. {
  336. GongFaSettingRoot.SetActive(true);
  337. infoType = 2;
  338. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  339. Btn_Setting.gameObject.SetActive(false);
  340. AppBarPanel.ClosePanel();
  341. }
  342. }
  343. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  344. List<List<int>> indexList = new List<List<int>>()
  345. {
  346. new List<int>() { 0, 1, 9 },
  347. new List<int>() { 6, 7, 5 },
  348. new List<int>() { 8, 9, 7 },
  349. new List<int>() { 4, 5, 3 },
  350. new List<int>() { 2, 3, 1 },
  351. };
  352. private void Sort(int type1, int type2)
  353. {
  354. //先排序类型在排属性
  355. if (type1 == 0)
  356. {
  357. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  358. }
  359. else if (type1 == 1)
  360. {
  361. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  362. }
  363. else if (type1 == 2)
  364. {
  365. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  366. }
  367. else if (type1 == 5)
  368. {
  369. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  370. }
  371. if (type2 == 0)
  372. {
  373. Icon_Select.gameObject.SetActive(false);
  374. }
  375. else if (type2 == 1)
  376. {
  377. Icon_Select.transform.position = Btn_Jin.transform.position;
  378. Icon_Select.gameObject.SetActive(true);
  379. }
  380. else if (type2 == 2)
  381. {
  382. Icon_Select.transform.position = Btn_Mu.transform.position;
  383. Icon_Select.gameObject.SetActive(true);
  384. }
  385. else if (type2 == 4)
  386. {
  387. Icon_Select.transform.position = Btn_Shui.transform.position;
  388. Icon_Select.gameObject.SetActive(true);
  389. }
  390. else if (type2 == 8)
  391. {
  392. Icon_Select.transform.position = Btn_Huo.transform.position;
  393. Icon_Select.gameObject.SetActive(true);
  394. }
  395. else if (type2 == 16)
  396. {
  397. Icon_Select.transform.position = Btn_Tu.transform.position;
  398. Icon_Select.gameObject.SetActive(true);
  399. }
  400. //0代表全部
  401. if (type1 == 0)
  402. {
  403. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  404. }
  405. else
  406. {
  407. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.Where(s => s.skillConfig.SkillType == type1).ToList();
  408. }
  409. if (type2 == 0)
  410. {
  411. }
  412. else
  413. {
  414. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  415. }
  416. CloseSelect();
  417. Content.Init(this, showSkillInfo.Count);
  418. }
  419. public override async CTask Open()
  420. {
  421. await base.Open();
  422. Sort(type1, type2);
  423. for (int i = 0; i < 5; i++)
  424. {
  425. double hd = i * 72 * Math.PI / 180f;
  426. double a = Math.Cos(hd);
  427. double b = -Math.Sin(hd);
  428. double c = Math.Sin(hd);
  429. double d = a;
  430. double x = a * 0 + b * 144;
  431. double y = c * 0 + d * 144;
  432. int index = i;
  433. WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot, poolName: "132");
  434. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  435. widget.ShowWidget(index);
  436. _wuXingGongFaWidgets.Add(widget);
  437. }
  438. for (int i = 0; i < 10; i++)
  439. {
  440. int index = i;
  441. double hd = (36 * i) * Math.PI / 180f;
  442. double a = Math.Cos(hd);
  443. double b = -Math.Sin(hd);
  444. double c = Math.Sin(hd);
  445. double d = a;
  446. double x = a * 0 + b * 218;
  447. double y = c * 0 + d * 218;
  448. Vector2 pos = new Vector2((float)x, (float)y);
  449. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  450. kongdongs.gameObject,
  451. null, SkillKongWeiRoot,
  452. isInstance: true);
  453. skillKongWidget.InitWidget(index, this);
  454. skillKongWidget.SetSKill(allUseSkill[index]);
  455. skillKongWidget.transform.anchoredPosition = pos;
  456. skillKongWidget.OnClick = OnClickSkillKongWidget;
  457. allKongSkill.Add(skillKongWidget);
  458. }
  459. }
  460. private SkillKongWidget dianjiSkillKongWidget;
  461. private async void OnClickSkillKongWidget(ItemWidgetBasic obj)
  462. {
  463. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  464. if (infoType == 1)
  465. {
  466. if (skillKongWidget.SkillInfo == null)
  467. return;
  468. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillKongWidget.SkillInfo);
  469. await gongFaUpgradePanel.UIClosed();
  470. Sort(type1, type2);
  471. return;
  472. }
  473. Btn_Info.transform.SetParent(transform);
  474. Btn_Info.gameObject.SetActive(false);
  475. currentSelectedSkill = skillKongWidget.SkillInfo;
  476. // SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  477. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
  478. {
  479. return;
  480. }
  481. //直接上功法
  482. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  483. {
  484. if (selectSkillConfig.skillConfig.SkillType == 1)
  485. {
  486. if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  487. {
  488. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  489. CloseSelect();
  490. return;
  491. }
  492. }
  493. if (selectSkillConfig.skillConfig.SkillType == 2)
  494. {
  495. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  496. {
  497. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  498. CloseSelect();
  499. return;
  500. }
  501. }
  502. isAlter = true;
  503. skillKongWidget.SetSKill(selectSkillConfig);
  504. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  505. CloseSelect();
  506. BaoChun();
  507. }
  508. //替换功法
  509. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  510. {
  511. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
  512. // {
  513. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  514. // {
  515. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  516. // CloseSelect();
  517. // return;
  518. // }
  519. // }
  520. //
  521. // if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
  522. // {
  523. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  524. // {
  525. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  526. // CloseSelect();
  527. // return;
  528. // }
  529. // }
  530. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  531. {
  532. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  533. CloseSelect();
  534. return;
  535. }
  536. if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  537. {
  538. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  539. CloseSelect();
  540. return;
  541. }
  542. // if (selectSkillConfig.skillConfig.SkillType == 1)
  543. // {
  544. // if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  545. // {
  546. // TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  547. // CloseSelect();
  548. // return;
  549. // }
  550. // }
  551. //
  552. // if (selectSkillConfig.skillConfig.SkillType == 2)
  553. // {
  554. // if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  555. // {
  556. // TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  557. // CloseSelect();
  558. // return;
  559. // }
  560. // }
  561. isAlter = true;
  562. allUseSkill[skillKongWidget.SkillInfo.index] = null;
  563. skillKongWidget.SetSKill(selectSkillConfig);
  564. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  565. skillKongWidget.SetSKill(selectSkillConfig);
  566. CloseSelect();
  567. BaoChun();
  568. }
  569. else
  570. {
  571. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  572. {
  573. CloseSelect();
  574. return;
  575. }
  576. //交换功法
  577. if (dianjiSkillKongWidget == null)
  578. {
  579. dianjiSkillKongWidget = skillKongWidget;
  580. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  581. Btn_RemoveGongFa.gameObject.SetActive(true);
  582. Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;
  583. Btn_Info.gameObject.SetActive(true);
  584. SelectSkill(skillKongWidget.SkillInfo, false, false);
  585. // BaoChun();
  586. }
  587. else
  588. {
  589. isAlter = true;
  590. if (skillKongWidget.SkillInfo != null)
  591. {
  592. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  593. allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
  594. }
  595. else
  596. {
  597. allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
  598. dianjiSkillKongWidget.Cleared();
  599. }
  600. skillKongWidget.SetSKill(selectSkillConfig);
  601. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  602. CloseSelect();
  603. BaoChun();
  604. }
  605. }
  606. UpdateSkillWidget();
  607. }
  608. public void SelectSkill(SkillInfo skillConfig, bool max, bool isClick)
  609. {
  610. for (int i = 0; i < allKongSkill.Count; i++)
  611. {
  612. allKongSkill[i].SelectState(false);
  613. }
  614. if (!max)
  615. {
  616. if (isClick)
  617. {
  618. int index = 0;
  619. //金
  620. if (skillConfig.skillConfig.attribute == 1)
  621. {
  622. index = 0;
  623. }
  624. //木
  625. if (skillConfig.skillConfig.attribute == 2)
  626. {
  627. index = 1;
  628. }
  629. //水
  630. if (skillConfig.skillConfig.attribute == 4)
  631. {
  632. index = 2;
  633. }
  634. //火
  635. if (skillConfig.skillConfig.attribute == 8)
  636. {
  637. index = 3;
  638. }
  639. //土
  640. if (skillConfig.skillConfig.attribute == 16)
  641. {
  642. index = 4;
  643. }
  644. bool isSuccess = false;
  645. //先上对应位置
  646. foreach (var i in indexList[index])
  647. {
  648. if (allKongSkill[i].SkillInfo == null)
  649. {
  650. allKongSkill[i].SetSKill(skillConfig);
  651. allUseSkill[i] = skillConfig;
  652. isSuccess = true;
  653. break;
  654. }
  655. }
  656. //对应位置已经上了 ,就随便找给位置上
  657. if (!isSuccess)
  658. {
  659. for (var i = 0; i < allKongSkill.Count; i++)
  660. {
  661. if (allKongSkill[i].SkillInfo == null)
  662. {
  663. allKongSkill[i].SetSKill(skillConfig);
  664. allUseSkill[i] = skillConfig;
  665. break;
  666. }
  667. }
  668. }
  669. if (isSuccess)
  670. {
  671. BaoChun();
  672. ChangeFuZhuYingXiang();
  673. UpdateSkillWidget();
  674. }
  675. else
  676. {
  677. for (int i = 0; i < allKongSkill.Count; i++)
  678. {
  679. allKongSkill[i].SelectState(true);
  680. }
  681. }
  682. }
  683. else
  684. {
  685. selectSkillConfig = skillConfig;
  686. _isSelectSkill = true;
  687. for (int i = 0; i < allKongSkill.Count; i++)
  688. {
  689. allKongSkill[i].SelectState(true);
  690. }
  691. }
  692. }
  693. else
  694. {
  695. selectSkillConfig = skillConfig;
  696. _isSelectSkill = true;
  697. for (int i = 0; i < allKongSkill.Count; i++)
  698. {
  699. if (allKongSkill[i].SkillInfo != null)
  700. {
  701. allKongSkill[i].SelectState(true);
  702. }
  703. }
  704. }
  705. }
  706. List<int> yingxiang = new List<int>();
  707. private void CloseSelect()
  708. {
  709. _isSelectSkill = false;
  710. selectSkillConfig = null;
  711. dianjiSkillKongWidget = null;
  712. Btn_RemoveGongFa.gameObject.SetActive(false);
  713. Btn_Info.transform.SetParent(transform);
  714. Btn_Info.gameObject.SetActive(false);
  715. currentSelectedSkill = null;
  716. for (int i = 0; i < allKongSkill.Count; i++)
  717. {
  718. allKongSkill[i].SelectState(false);
  719. }
  720. ChangeFuZhuYingXiang();
  721. }
  722. private void ChangeFuZhuYingXiang()
  723. {
  724. yingxiang.Clear();
  725. for (int i = 0; i < allKongSkill.Count; i++)
  726. {
  727. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
  728. if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 && allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
  729. {
  730. foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)
  731. {
  732. if (f != 0)
  733. {
  734. var nubs = GetNumbers(i, f);
  735. foreach (var nub in nubs)
  736. {
  737. if (!yingxiang.Contains(nub))
  738. {
  739. yingxiang.Add(nub);
  740. }
  741. }
  742. }
  743. }
  744. }
  745. }
  746. foreach (var i in yingxiang)
  747. {
  748. allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
  749. }
  750. }
  751. public List<int> GetNumbers(int start, float offset)
  752. {
  753. List<int> indexs = new List<int>();
  754. for (int i = 0; i < Math.Abs(offset); i++)
  755. {
  756. if (offset >= 0)
  757. {
  758. indexs.Add(SafeMod(start + i + 1));
  759. }
  760. else
  761. {
  762. indexs.Add(SafeMod(start - i - 1));
  763. }
  764. }
  765. // 确保结果在0-9范围内(循环数组)
  766. int SafeMod(int n) => (n % 10 + 10) % 10;
  767. return indexs;
  768. }
  769. public override void Hide()
  770. {
  771. base.Hide();
  772. CombatDrive.Instance.CombatController.isUpdate = true;
  773. }
  774. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  775. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  776. {
  777. if (index < 0 || index >= showSkillInfo.Count)
  778. return null;
  779. SkillInfo skillInfo = showSkillInfo[index];
  780. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  781. skillWidget.InitSkillWidget(skillInfo);
  782. skillWidget.OnClick = OnClick;
  783. if (allUseSkill.Contains(skillWidget.skillConfigId))
  784. {
  785. skillWidget.Icon_Marsk.SetActive(true);
  786. }
  787. else
  788. {
  789. skillWidget.Icon_Marsk.SetActive(false);
  790. }
  791. _skillWidgets.Add(skillWidget);
  792. return skillWidget;
  793. }
  794. private void UpdateSkillWidget()
  795. {
  796. foreach (var skillWidget in _skillWidgets)
  797. {
  798. if (allUseSkill.Contains(skillWidget.skillConfigId))
  799. {
  800. skillWidget.Icon_Marsk.SetActive(true);
  801. }
  802. else
  803. {
  804. skillWidget.Icon_Marsk.SetActive(false);
  805. }
  806. }
  807. Text_GongFaCount.text = $"功法数量{GetMainGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum}";
  808. }
  809. private async void OnClick(ItemWidgetBasic obj)
  810. {
  811. SkillWidget skillWidget = obj as SkillWidget;
  812. if (infoType == 1)
  813. {
  814. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  815. await gongFaUpgradePanel.UIClosed();
  816. Sort(type1, type2);
  817. }
  818. else if (infoType == 2)
  819. {
  820. CloseSelect();
  821. Btn_Info.transform.SetParent(ContentRoot);
  822. Btn_Info.transform.position = skillWidget.InfoPos.position;
  823. Btn_Info.gameObject.SetActive(true);
  824. currentSelectedSkill = skillWidget.skillConfigId;
  825. if (allUseSkill.Contains(skillWidget.skillConfigId))
  826. {
  827. return;
  828. }
  829. Btn_RemoveGongFa.gameObject.SetActive(false);
  830. if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) || !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
  831. {
  832. SelectSkill(skillWidget.skillConfigId, true, true);
  833. }
  834. else
  835. {
  836. SelectSkill(skillWidget.skillConfigId, false, true);
  837. }
  838. }
  839. }
  840. /// <summary>
  841. /// 获得主功法数量
  842. /// </summary>
  843. /// <returns></returns>
  844. private int GetMainGongFaCount()
  845. {
  846. int count = 0;
  847. for (var i = 0; i < allUseSkill.Length; i++)
  848. {
  849. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)
  850. {
  851. count++;
  852. }
  853. }
  854. return count;
  855. }
  856. /// <summary>
  857. /// 获得被动功法数量
  858. /// </summary>
  859. /// <returns></returns>
  860. private int GetPassiveGongFaCount()
  861. {
  862. int count = 0;
  863. for (var i = 0; i < allUseSkill.Length; i++)
  864. {
  865. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)
  866. {
  867. count++;
  868. }
  869. }
  870. return count;
  871. }
  872. private bool IsMainGongFaChange(SkillConfig s)
  873. {
  874. if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum || s.SkillType != 1)
  875. {
  876. return true;
  877. }
  878. else
  879. {
  880. return false;
  881. }
  882. }
  883. private bool IsPassiveGongFaChange(SkillConfig s)
  884. {
  885. if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum || s.SkillType != 2)
  886. {
  887. return true;
  888. }
  889. else
  890. {
  891. return false;
  892. }
  893. }
  894. public void HindIScorllListWidget(IScorllListWidget widget)
  895. {
  896. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  897. _skillWidgets.Remove(widget as SkillWidget);
  898. }
  899. public override void Close()
  900. {
  901. foreach (var skillWidget in _skillWidgets)
  902. {
  903. UIManager.Instance.DormancyGComponent(skillWidget);
  904. }
  905. _skillWidgets.Clear();
  906. foreach (var skillKongWidget in allKongSkill)
  907. {
  908. UIManager.Instance.DormancyGComponent(skillKongWidget);
  909. }
  910. allKongSkill.Clear();
  911. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  912. {
  913. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  914. }
  915. Icon_Select.gameObject.SetActive(false);
  916. _wuXingGongFaWidgets.Clear();
  917. CloseSelect();
  918. // ChangeInfoType(1);
  919. base.Close();
  920. }
  921. }
  922. }