Phase4.cs 12 KB

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  1. using Fort23.Core;
  2. using Fort23.UTool;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. namespace Fort23.Mono.Phases
  6. {
  7. public class Phase4 : IGuideLogic
  8. {
  9. public PlayerGuideManager pgm;
  10. public BetterList<string> dialogList = new BetterList<string>();
  11. private bool once = false;
  12. public Phase4(PlayerGuideManager guideManager)
  13. {
  14. this.pgm = guideManager;
  15. once = true;
  16. }
  17. public override void Active()
  18. {
  19. base.Active();
  20. actionList.Add(OnStep401);
  21. actionList.Add(OnStep402);
  22. actionList.Add(OnStep403);
  23. actionList.Add(OnStep404);
  24. actionList.Add(OnStep405);
  25. actionList.Add(OnStep406);
  26. actionList.Add(OnStep407);
  27. actionList.Add(OnStep408);
  28. actionList.Add(OnStep409);
  29. actionList.Add(OnStep410);
  30. actionList.Add(OnStepEnd);
  31. }
  32. public override void Begin()
  33. {
  34. guideID = 4;
  35. guideIdx = -1;
  36. pgm.isForceDone = false;
  37. pgm.isTriggerDone = false;
  38. }
  39. public override void End()
  40. {
  41. }
  42. public override async CTask Guide()
  43. {
  44. if (actionList.Count > guideIdx)
  45. {
  46. pgm.ResetPlayerGuide();
  47. guideIdx++;
  48. SaveStep(guideIdx);
  49. await actionList[guideIdx](null);
  50. }
  51. else
  52. {
  53. LogTool.Error("没有引导了,强制结束。出错步骤,:" + pgm.curPhase + guideIdx);
  54. pgm.isForceDone = true;
  55. }
  56. }
  57. public override void LogicRelase()
  58. {
  59. actionList.Clear();
  60. }
  61. public override void LogicUpdate()
  62. {
  63. }
  64. /// <summary>
  65. /// 点击功法
  66. /// </summary>
  67. /// <param name="obj"></param>
  68. public async CTask OnStep401(UnityEngine.Object obj)
  69. {
  70. pgm.StepInit();
  71. PlayerGuideManager.Instance.SetOnClickMask(true);
  72. await TimerComponent.Instance.WaitAsync(200);
  73. GameObject gameObject = UIManager.Instance.GetComponent<AppBarPanel>().Btn_GongFa.gameObject;
  74. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  75. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  76. pgm.SetfxTransVisiable(true);
  77. pgm.SetMaskTarget(gameObject);
  78. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  79. PlayerGuideManager.Instance.SetOnClickMask(false);
  80. await pgm.ConfigLogic(401, delegate() { });
  81. pgm.SetFingerPos(localPos);
  82. pgm.SetFingerVisiable(true);
  83. }
  84. /// <summary>
  85. /// 框选功法
  86. /// </summary>
  87. /// <param name="obj"></param>
  88. public async CTask OnStep402(UnityEngine.Object obj)
  89. {
  90. pgm.StepInit();
  91. PlayerGuideManager.Instance.SetOnClickMask(true);
  92. await TimerComponent.Instance.WaitAsync(100);
  93. Vector2 size = new Vector2(735, 785);
  94. Vector3 localPos = new Vector2(0, -279);
  95. pgm.SetfxTransVisiable(true);
  96. pgm.SetShowFramePosAndSize(localPos, size, 0, null);
  97. await pgm.ConfigLogic(402, delegate() { pgm.NextGuide(); });
  98. pgm.SetFingerPos(localPos);
  99. pgm.SetFingerVisiable(true);
  100. PlayerGuideManager.Instance.SetOnClickMask(false);
  101. }
  102. /// <summary>
  103. /// 框选功法盘
  104. /// </summary>
  105. /// <param name="obj"></param>
  106. public async CTask OnStep403(UnityEngine.Object obj)
  107. {
  108. pgm.StepInit();
  109. PlayerGuideManager.Instance.SetOnClickMask(true);
  110. await TimerComponent.Instance.WaitAsync(100);
  111. pgm.SetfxTransVisiable(true);
  112. Vector2 size = new Vector2(743, 690);
  113. Vector2 localPos = new Vector2(0, 461);
  114. pgm.SetShowFramePosAndSize(localPos, size, 0, null);
  115. await pgm.ConfigLogic(403, delegate() { pgm.NextGuide(); });
  116. pgm.SetFingerPos(localPos);
  117. pgm.SetFingerVisiable(true);
  118. PlayerGuideManager.Instance.SetOnClickMask(false);
  119. }
  120. /// <summary>
  121. /// 点击调整
  122. /// </summary>
  123. /// <param name="obj"></param>
  124. public async CTask OnStep404(UnityEngine.Object obj)
  125. {
  126. pgm.StepInit();
  127. PlayerGuideManager.Instance.SetOnClickMask(true);
  128. await TimerComponent.Instance.WaitAsync(100);
  129. GameObject gameObject =
  130. UIManager.Instance.GetComponent<SkillSelectPanel>().Btn_Setting.gameObject;
  131. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  132. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  133. pgm.SetfxTransVisiable(true);
  134. pgm.SetMaskTarget(gameObject);
  135. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  136. await pgm.ConfigLogic(404, delegate() { });
  137. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  138. pgm.SetFingerVisiable(true);
  139. PlayerGuideManager.Instance.SetOnClickMask(false);
  140. }
  141. /// <summary>
  142. /// 点击第二个功法
  143. /// </summary>
  144. /// <param name="obj"></param>
  145. public async CTask OnStep405(UnityEngine.Object obj)
  146. {
  147. pgm.StepInit();
  148. PlayerGuideManager.Instance.SetOnClickMask(true);
  149. await TimerComponent.Instance.WaitAsync(100);
  150. SkillSelectPanel skillSelectPanel =
  151. UIManager.Instance.GetComponent<SkillSelectPanel>();
  152. GameObject gameObject = null;
  153. foreach (var skillWidget in skillSelectPanel._skillWidgets)
  154. {
  155. if (skillWidget.skillConfigId.skillConfig.IDGroup == 1405)
  156. {
  157. gameObject = skillWidget.own;
  158. break;
  159. }
  160. }
  161. // GameObject gameObject =
  162. // UIManager.Instance.GetComponent<SkillSelectPanel>()._skillWidgets[1].own;
  163. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  164. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  165. pgm.SetfxTransVisiable(true);
  166. pgm.SetMaskTarget(gameObject);
  167. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  168. await pgm.ConfigLogic(405, delegate() { });
  169. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  170. pgm.SetFingerVisiable(true);
  171. PlayerGuideManager.Instance.SetOnClickMask(false);
  172. }
  173. /// <summary>
  174. /// 对话
  175. /// </summary>
  176. /// <param name="obj"></param>
  177. public async CTask OnStep406(UnityEngine.Object obj)
  178. {
  179. pgm.StepInit();
  180. PlayerGuideManager.Instance.SetOnClickMask(true);
  181. await TimerComponent.Instance.WaitAsync(100);
  182. PlayerGuideManager.Instance.SetOnClickMask(false);
  183. await pgm.ConfigLogic(406, delegate() { pgm.NextGuide(); });
  184. }
  185. /// <summary>
  186. /// 这是个{火}功法,把他放在功法盘{火}的附近,会优先释放
  187. /// </summary>
  188. /// <param name="obj"></param>
  189. public async CTask OnStep407(UnityEngine.Object obj)
  190. {
  191. pgm.StepInit();
  192. PlayerGuideManager.Instance.SetOnClickMask(true);
  193. await TimerComponent.Instance.WaitAsync(100);
  194. GameObject gameObject =
  195. UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[5].own;
  196. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  197. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  198. pgm.SetfxTransVisiable(true);
  199. pgm.SetMaskTarget(gameObject);
  200. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  201. await pgm.ConfigLogic(407, delegate() { });
  202. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  203. pgm.SetFingerVisiable(true);
  204. PlayerGuideManager.Instance.SetOnClickMask(false);
  205. }
  206. /// <summary>
  207. /// 上辅助功法
  208. /// </summary>
  209. /// <param name="obj"></param>
  210. public async CTask OnStep408(UnityEngine.Object obj)
  211. {
  212. pgm.StepInit();
  213. PlayerGuideManager.Instance.SetOnClickMask(true);
  214. await TimerComponent.Instance.WaitAsync(100);
  215. SkillSelectPanel skillSelectPanel =
  216. UIManager.Instance.GetComponent<SkillSelectPanel>();
  217. GameObject gameObject = null;
  218. foreach (var skillWidget in skillSelectPanel._skillWidgets)
  219. {
  220. if (skillWidget.skillConfigId.skillConfig.IDGroup == 2006)
  221. {
  222. gameObject = skillWidget.own;
  223. break;
  224. }
  225. }
  226. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  227. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  228. pgm.SetfxTransVisiable(true);
  229. pgm.SetMaskTarget(gameObject);
  230. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  231. await pgm.ConfigLogic(408, delegate() { });
  232. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  233. pgm.SetFingerVisiable(true);
  234. PlayerGuideManager.Instance.SetOnClickMask(false);
  235. }
  236. /// <summary>
  237. ///
  238. /// </summary>
  239. /// <param name="obj"></param>
  240. public async CTask OnStep409(UnityEngine.Object obj)
  241. {
  242. pgm.StepInit();
  243. PlayerGuideManager.Instance.SetOnClickMask(true);
  244. await TimerComponent.Instance.WaitAsync(100);
  245. GameObject gameObject =
  246. UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[6].own;
  247. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  248. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  249. pgm.SetfxTransVisiable(true);
  250. pgm.SetMaskTarget(gameObject);
  251. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  252. await pgm.ConfigLogic(409, delegate() { });
  253. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  254. pgm.SetFingerVisiable(true);
  255. PlayerGuideManager.Instance.SetOnClickMask(false);
  256. }
  257. /// <summary>
  258. /// 功法调整完毕,点这里返回
  259. /// </summary>
  260. /// <param name="obj"></param>
  261. public async CTask OnStep410(UnityEngine.Object obj)
  262. {
  263. pgm.StepInit();
  264. PlayerGuideManager.Instance.SetOnClickMask(true);
  265. await TimerComponent.Instance.WaitAsync(100);
  266. GameObject gameObject =
  267. UIManager.Instance.GetComponent<SkillSelectPanel>().guanbi.gameObject;
  268. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  269. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  270. pgm.SetfxTransVisiable(true);
  271. pgm.SetMaskTarget(gameObject);
  272. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  273. await pgm.ConfigLogic(410, delegate() { });
  274. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  275. pgm.SetFingerVisiable(true);
  276. PlayerGuideManager.Instance.SetOnClickMask(false);
  277. }
  278. public async CTask OnStepEnd(UnityEngine.Object obj)
  279. {
  280. pgm.StepInit();
  281. pgm.SetBlackBaseVisiable(false);
  282. ForceGuideOver();
  283. }
  284. /// <summary>
  285. /// 引导完成
  286. /// </summary>
  287. private void ForceGuideOver()
  288. {
  289. pgm.CloseForceGuide();
  290. pgm.RestGuide();
  291. }
  292. }
  293. }