HeroInformationPanel.cs 6.0 KB

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  1. using System.Collections.Generic;
  2. using Animancer;
  3. using Animancer.TransitionLibraries;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Hero;
  7. using UnityEngine;
  8. using UnityEngine.AI;
  9. namespace Fort23.Mono
  10. {
  11. [UIBinding(prefab = "HeroInformationPanel")]
  12. public partial class HeroInformationPanel : UIPanel
  13. {
  14. private GameObjectPool modelObj;
  15. List<HeroAttributeWidget> HeroAttributeWidgets = new List<HeroAttributeWidget>();
  16. private HeroInfo heroInfo;
  17. private void Init()
  18. {
  19. }
  20. protected override void AddEvent()
  21. {
  22. }
  23. protected override void DelEvent()
  24. {
  25. }
  26. public override void AddButtonEvent()
  27. {
  28. Btn_TuPo.onClick.AddListener(() =>
  29. {
  30. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
  31. {
  32. //小突破
  33. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie2 == heroInfo.powerUpConfig.jingjie2)
  34. {
  35. PlayerManager.Instance.myHero.Upgrade();
  36. CustomInit();
  37. }
  38. //大突破
  39. else
  40. {
  41. PlayerManager.Instance.myHero.Upgrade();
  42. CustomInit();
  43. }
  44. }
  45. });
  46. Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
  47. }
  48. public async CTask CustomInit()
  49. {
  50. ClosePool();
  51. await CreatHero();
  52. heroInfo = new HeroInfo();
  53. heroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, PlayerManager.Instance.myHero.heroData.heroPowerId + 1);
  54. HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  55. heroAttributeWidget.CustomInit("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), "+" + (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString());
  56. HeroAttributeWidgets.Add(heroAttributeWidget);
  57. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  58. heroAttributeWidget.CustomInit("攻击", PlayerManager.Instance.myHero.attack.Value.ToString(), "+" + (heroInfo.attack.Value - PlayerManager.Instance.myHero.attack.Value).ToString());
  59. HeroAttributeWidgets.Add(heroAttributeWidget);
  60. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  61. heroAttributeWidget.CustomInit("防御", PlayerManager.Instance.myHero.defense.Value.ToString(), "+" + (heroInfo.defense.Value - PlayerManager.Instance.myHero.defense.Value).ToString());
  62. HeroAttributeWidgets.Add(heroAttributeWidget);
  63. Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
  64. Slider_Exp.value = PlayerManager.Instance.myHero.exp.Value;
  65. //
  66. // heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  67. // heroAttributeWidget.CustomInit("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString());
  68. // HeroAttributeWidgets.Add(heroAttributeWidget);
  69. Text_Level.text = $"LV{PlayerManager.Instance.myHero.level}";
  70. Text_exp.text = $"{PlayerManager.Instance.myHero.exp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  71. }
  72. private async CTask CreatHero()
  73. {
  74. modelObj = await GObjectPool.Instance.FetchAsync<GameObjectPool>(PlayerManager.Instance.myHero.modelConfig.model + ".prefab", null);
  75. modelObj.own.transform.parent = HeroRoot;
  76. modelObj.own.transform.localEulerAngles = new Vector3(0, 180, 0);
  77. modelObj.own.transform.localPosition = new Vector3(0, -132, 0);
  78. modelObj.own.transform.localScale = Vector3.one * 330;
  79. ChangeLayerRecursively(modelObj.own, LayerMask.NameToLayer("UI"));
  80. var modelAnimComponent = modelObj.own.GetComponent<AnimancerComponent>();
  81. int max = modelAnimComponent.Transitions.Library.Count;
  82. for (int i = 0; i < max; i++)
  83. {
  84. if (modelAnimComponent.Transitions.Library.TryGetTransition(i,
  85. out TransitionModifierGroup transition))
  86. {
  87. var modelIdleClip = transition.Transition as TransitionAsset;
  88. if (modelIdleClip != null && modelIdleClip.name == "idle")
  89. {
  90. modelAnimComponent.Play(modelIdleClip);
  91. break;
  92. }
  93. }
  94. }
  95. }
  96. public void ChangeLayerRecursively(GameObject obj, int newLayer)
  97. {
  98. if (obj == null || obj.layer == newLayer) return;
  99. // 修改当前对象的 Layer
  100. obj.layer = newLayer;
  101. // 遍历所有子对象,递归修改
  102. foreach (Transform child in obj.transform)
  103. {
  104. ChangeLayerRecursively(child.gameObject, newLayer);
  105. }
  106. }
  107. public async static void OpenPanel()
  108. {
  109. HeroInformationPanel heroInformationPanel = await UIManager.Instance.LoadAndOpenPanel<HeroInformationPanel>(null);
  110. heroInformationPanel.CustomInit();
  111. }
  112. public override void Close()
  113. {
  114. ClosePool();
  115. base.Close();
  116. }
  117. private void ClosePool()
  118. {
  119. UIManager.Instance.DormancyGComponent(modelObj);
  120. modelObj = null;
  121. foreach (var heroAttributeWidget in HeroAttributeWidgets)
  122. {
  123. UIManager.Instance.DormancyGComponent(heroAttributeWidget);
  124. }
  125. HeroAttributeWidgets.Clear();
  126. }
  127. }
  128. }