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(100);
  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. localPos = new Vector2(-30, -755);
  77. size = new Vector2(78, 97);
  78. pgm.SetfxTransVisiable(true);
  79. pgm.SetMaskTarget(gameObject);
  80. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  81. PlayerGuideManager.Instance.SetOnClickMask(false);
  82. await pgm.ConfigLogic(401, delegate() { });
  83. pgm.SetFingerPos(localPos);
  84. pgm.SetFingerVisiable(true);
  85. }
  86. /// <summary>
  87. /// 框选功法
  88. /// </summary>
  89. /// <param name="obj"></param>
  90. public async CTask OnStep402(UnityEngine.Object obj)
  91. {
  92. pgm.StepInit();
  93. PlayerGuideManager.Instance.SetOnClickMask(true);
  94. await TimerComponent.Instance.WaitAsync(100);
  95. Vector2 size = new Vector2(735, 785);
  96. Vector3 localPos = new Vector2(0, -279);
  97. pgm.SetfxTransVisiable(true);
  98. pgm.SetShowFramePosAndSize(localPos, size, 0, null);
  99. await pgm.ConfigLogic(402, delegate() { pgm.NextGuide(); });
  100. pgm.SetFingerPos(localPos);
  101. pgm.SetFingerVisiable(true);
  102. PlayerGuideManager.Instance.SetOnClickMask(false);
  103. }
  104. /// <summary>
  105. /// 框选功法盘
  106. /// </summary>
  107. /// <param name="obj"></param>
  108. public async CTask OnStep403(UnityEngine.Object obj)
  109. {
  110. pgm.StepInit();
  111. PlayerGuideManager.Instance.SetOnClickMask(true);
  112. await TimerComponent.Instance.WaitAsync(100);
  113. pgm.SetfxTransVisiable(true);
  114. Vector2 size = new Vector2(743, 690);
  115. Vector2 localPos = new Vector2(0, 461);
  116. pgm.SetShowFramePosAndSize(localPos, size, 0, null);
  117. await pgm.ConfigLogic(403, delegate() { pgm.NextGuide(); });
  118. pgm.SetFingerPos(localPos);
  119. pgm.SetFingerVisiable(true);
  120. PlayerGuideManager.Instance.SetOnClickMask(false);
  121. }
  122. /// <summary>
  123. /// 点击调整
  124. /// </summary>
  125. /// <param name="obj"></param>
  126. public async CTask OnStep404(UnityEngine.Object obj)
  127. {
  128. pgm.StepInit();
  129. PlayerGuideManager.Instance.SetOnClickMask(true);
  130. await TimerComponent.Instance.WaitAsync(100);
  131. GameObject gameObject =
  132. UIManager.Instance.GetComponent<SkillSelectPanel>().Btn_Setting.gameObject;
  133. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  134. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  135. pgm.SetfxTransVisiable(true);
  136. pgm.SetMaskTarget(gameObject);
  137. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  138. await pgm.ConfigLogic(404, delegate() { });
  139. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  140. pgm.SetFingerVisiable(true);
  141. PlayerGuideManager.Instance.SetOnClickMask(false);
  142. }
  143. /// <summary>
  144. /// 点击第二个功法
  145. /// </summary>
  146. /// <param name="obj"></param>
  147. public async CTask OnStep405(UnityEngine.Object obj)
  148. {
  149. pgm.StepInit();
  150. PlayerGuideManager.Instance.SetOnClickMask(true);
  151. await TimerComponent.Instance.WaitAsync(100);
  152. SkillSelectPanel skillSelectPanel =
  153. UIManager.Instance.GetComponent<SkillSelectPanel>();
  154. GameObject gameObject = null;
  155. foreach (var skillWidget in skillSelectPanel._skillWidgets)
  156. {
  157. if (skillWidget.skillConfigId.skillConfig.IDGroup == 1405)
  158. {
  159. gameObject = skillWidget.own;
  160. break;
  161. }
  162. }
  163. // GameObject gameObject =
  164. // UIManager.Instance.GetComponent<SkillSelectPanel>()._skillWidgets[1].own;
  165. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  166. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  167. pgm.SetfxTransVisiable(true);
  168. pgm.SetMaskTarget(gameObject);
  169. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  170. await pgm.ConfigLogic(405, delegate() { });
  171. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  172. pgm.SetFingerVisiable(true);
  173. PlayerGuideManager.Instance.SetOnClickMask(false);
  174. }
  175. /// <summary>
  176. /// 对话
  177. /// </summary>
  178. /// <param name="obj"></param>
  179. public async CTask OnStep406(UnityEngine.Object obj)
  180. {
  181. pgm.StepInit();
  182. PlayerGuideManager.Instance.SetOnClickMask(true);
  183. await TimerComponent.Instance.WaitAsync(100);
  184. PlayerGuideManager.Instance.SetOnClickMask(false);
  185. await pgm.ConfigLogic(406, delegate() { pgm.NextGuide(); });
  186. }
  187. /// <summary>
  188. /// 这是个{火}功法,把他放在功法盘{火}的附近,会优先释放
  189. /// </summary>
  190. /// <param name="obj"></param>
  191. public async CTask OnStep407(UnityEngine.Object obj)
  192. {
  193. pgm.StepInit();
  194. PlayerGuideManager.Instance.SetOnClickMask(true);
  195. await TimerComponent.Instance.WaitAsync(100);
  196. GameObject gameObject =
  197. UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[5].own;
  198. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  199. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  200. pgm.SetfxTransVisiable(true);
  201. pgm.SetMaskTarget(gameObject);
  202. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  203. await pgm.ConfigLogic(407, delegate() { });
  204. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  205. pgm.SetFingerVisiable(true);
  206. PlayerGuideManager.Instance.SetOnClickMask(false);
  207. }
  208. /// <summary>
  209. /// 上辅助功法
  210. /// </summary>
  211. /// <param name="obj"></param>
  212. public async CTask OnStep408(UnityEngine.Object obj)
  213. {
  214. pgm.StepInit();
  215. PlayerGuideManager.Instance.SetOnClickMask(true);
  216. await TimerComponent.Instance.WaitAsync(100);
  217. SkillSelectPanel skillSelectPanel =
  218. UIManager.Instance.GetComponent<SkillSelectPanel>();
  219. GameObject gameObject = null;
  220. foreach (var skillWidget in skillSelectPanel._skillWidgets)
  221. {
  222. if (skillWidget.skillConfigId.skillConfig.IDGroup == 2006)
  223. {
  224. gameObject = skillWidget.own;
  225. break;
  226. }
  227. }
  228. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  229. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  230. pgm.SetfxTransVisiable(true);
  231. pgm.SetMaskTarget(gameObject);
  232. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  233. await pgm.ConfigLogic(408, delegate() { });
  234. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  235. pgm.SetFingerVisiable(true);
  236. PlayerGuideManager.Instance.SetOnClickMask(false);
  237. }
  238. /// <summary>
  239. ///
  240. /// </summary>
  241. /// <param name="obj"></param>
  242. public async CTask OnStep409(UnityEngine.Object obj)
  243. {
  244. pgm.StepInit();
  245. PlayerGuideManager.Instance.SetOnClickMask(true);
  246. await TimerComponent.Instance.WaitAsync(100);
  247. GameObject gameObject =
  248. UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[6].own;
  249. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  250. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  251. pgm.SetfxTransVisiable(true);
  252. pgm.SetMaskTarget(gameObject);
  253. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  254. await pgm.ConfigLogic(409, delegate() { });
  255. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  256. pgm.SetFingerVisiable(true);
  257. PlayerGuideManager.Instance.SetOnClickMask(false);
  258. }
  259. /// <summary>
  260. /// 功法调整完毕,点这里返回
  261. /// </summary>
  262. /// <param name="obj"></param>
  263. public async CTask OnStep410(UnityEngine.Object obj)
  264. {
  265. pgm.StepInit();
  266. PlayerGuideManager.Instance.SetOnClickMask(true);
  267. await TimerComponent.Instance.WaitAsync(100);
  268. GameObject gameObject =
  269. UIManager.Instance.GetComponent<SkillSelectPanel>().guanbi.gameObject;
  270. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  271. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  272. pgm.SetfxTransVisiable(true);
  273. pgm.SetMaskTarget(gameObject);
  274. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  275. await pgm.ConfigLogic(410, delegate() { });
  276. pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
  277. pgm.SetFingerVisiable(true);
  278. PlayerGuideManager.Instance.SetOnClickMask(false);
  279. }
  280. public async CTask OnStepEnd(UnityEngine.Object obj)
  281. {
  282. pgm.StepInit();
  283. pgm.SetBlackBaseVisiable(false);
  284. ForceGuideOver();
  285. }
  286. /// <summary>
  287. /// 引导完成
  288. /// </summary>
  289. private void ForceGuideOver()
  290. {
  291. pgm.CloseForceGuide();
  292. pgm.RestGuide();
  293. }
  294. }
  295. }