| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197 | using System.Collections.Generic;using Excel2Json;using Fort23.Core;using Fort23.UTool;using GameLogic.Bag;using UnityEngine;using UnityEngine.UI;namespace Fort23.Mono{    public static class HeroUITools    {                                     public static WidgetHero GetCloseHero(List<WidgetHero> widgetHeroes, WidgetHero widgetHero, bool isNext)        {            int idx = widgetHeroes.IndexOf(widgetHero);            if (isNext && idx < widgetHeroes.Count - 1)            {                return widgetHeroes[idx + 1];            }            if (!isNext && idx > 0)            {                return widgetHeroes[idx - 1];            }            return null;        }                        /// <summary>        /// 获取技能参数        /// </summary>        /// <param name="skillConfig"></param>        /// <returns></returns>        public static object[] GetSkillParam(SkillConfig skillConfig)        {            object[] data = null;            if (skillConfig.SkillType == 5)            {                data = new object[skillConfig.addPropertyValue.Length];                for (int j = 0; j < skillConfig.addPropertyValue.Length; j++)                {                    data[j] = skillConfig.addPropertyValue[j];                }            }            else            {                data = new object[skillConfig.effectValue.Length];                for (int j = 0; j < skillConfig.effectValue.Length; j++)                {                    data[j] = skillConfig.effectValue[j];                }            }            return data;        }                /// <summary>        /// 更新对应职业的装备图标        /// 该方法调用后,可以把装备了的职业装备, 显示到指定的UI(eqsUIObj)上        /// </summary>        /// <param name="zy">职业类型</param>        /// <param name="eqsUIObj">装备的icon</param>        public static async void UpdateZyEqIcon(int zy, List<object> eqsUIObj, int space = 12)        {            foreach (GameObject eqGo in eqsUIObj)            {                WidgetItem eqItem = await UIManager.Instance.                    CreateGComponentForObject<WidgetItem>(eqGo,                         null, root:eqGo.transform.parent.GetComponent<RectTransform>());                // LogTool.Log(eqGo + "设置");                eqItem.SetEmpty();            }                        if (PlayerManager.Instance.eqController.zyEqDic.TryGetValue(zy, out Dictionary<int ,List<ItemInfo>> bwDic))            {                foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in bwDic)                {                    //遍历每个部位下的全部装备                    foreach (ItemInfo eqInfo in keyValuePair.Value)                    {                        if (eqInfo.eqInfo.isEquip)                        {                            //这里是取部位,eqsUIObj里面的部位,是有序排列的                            GameObject eqGo = eqsUIObj[keyValuePair.Key - 1] as GameObject;                            WidgetItem eqItem = await UIManager.Instance.                                CreateGComponentForObject<WidgetItem>(eqGo, null, root:eqGo.transform.parent.GetComponent<RectTransform>());                            eqItem.InitWidget(eqInfo);                                                    }                    }                }            }                        SimpleLayout.Layout(eqsUIObj, LayoutType.Horizontal, space);        }        public static string GetEquipmentIconName(ItemInfo eqItem)        {            int q = 1;            if (eqItem.eqInfo.quality > 3 && eqItem.eqInfo.quality <= 4)            {                q = 2;            }            else if (eqItem.eqInfo.quality > 4)            {                q = 3;            }                        string eqIcon = "icon_eq_" +                             eqItem.eqInfo.basicEquipConfig.profession + "_" +                            eqItem.eqInfo.basicEquipConfig.Type + "_" +                            q;                                    // switch (eqItem.eqInfo.basicEquipConfig.profession)            return eqIcon;        }                /// <summary>        /// 根据星级,显示不同的数量的星星和样子        /// </summary>        /// <param name="stars"></param>        /// <param name="starGrade"></param>        public static void SetStarShow(List<object> stars, int starGrade)        {            // 最大星级展示个数(6星,只显示一颗星星,换颜色)            int maxShowStar = 5;            // 计算 当前星级 应该用什么星星的表现            int group = (starGrade - 1) / maxShowStar;            int i = 1;            int showCount = (starGrade - 1) % maxShowStar + 1;            foreach (GameObject star in stars)            {                SetStarImg(group, star);                // 根据星级显示星星                if (showCount >= i)                {                    star.SetActive(true);                }                else                {                    star.SetActive(false);                }                i++;            }                        SimpleLayout.Layout(stars, LayoutType.Horizontal);        }                private static void SetStarImg(int group, GameObject starObj)        {            MyImage image = starObj.GetComponent<MyImage>();            // 执行对应的逻辑  (0)GradeIcon_Star_s_Yellow  (1)GradeIcon_Star_s_Premium            switch (group)            {                case 0: // n = 1~5                    image.icon_name = "dec_star";                    break;                case 1: // n = 6~10                    image.icon_name = "dec_star_2";                        break;                default: // 其他情况                    LogTool.Error("超出设计表现");                    //image.icon_name = "dec_star";                    break;            }        }                /// <summary>        /// 修改指定 GameObject 和其所有子对象的 Layer        /// </summary>        /// <param name="obj">目标 GameObject</param>        /// <param name="newLayer">新的 Layer 值</param>        public static void ChangeLayerRecursively(GameObject obj, int newLayer)        {            if (obj == null || obj.layer == newLayer) return;            // 修改当前对象的 Layer            obj.layer = newLayer;            // 遍历所有子对象,递归修改            foreach (Transform child in obj.transform)            {                ChangeLayerRecursively(child.gameObject, newLayer);            }        }            }}
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