SkillSelectPanel.cs 27 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. SkillWidget 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. return base.AsyncInit(uiData);
  73. }
  74. public override void AddButtonEvent()
  75. {
  76. Btn_OneKyChange.onClick.AddListener(() =>
  77. {
  78. for (var i = 0; i < allUseSkill.Length; i++)
  79. {
  80. allUseSkill[i] = null;
  81. }
  82. SkillInfo[] skills = new SkillInfo[5];
  83. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  84. for (var i = 0; i < allSkill.Count; i++)
  85. {
  86. //金
  87. if (allSkill[i].skillConfig.attribute == 1)
  88. {
  89. if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
  90. {
  91. skills[0] = allSkill[i];
  92. }
  93. }
  94. //木
  95. if (allSkill[i].skillConfig.attribute == 2)
  96. {
  97. if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
  98. {
  99. skills[1] = allSkill[i];
  100. }
  101. }
  102. //水
  103. if (allSkill[i].skillConfig.attribute == 4)
  104. {
  105. if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
  106. {
  107. skills[2] = allSkill[i];
  108. }
  109. }
  110. //火
  111. if (allSkill[i].skillConfig.attribute == 8)
  112. {
  113. if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
  114. {
  115. skills[3] = allSkill[i];
  116. }
  117. }
  118. //土
  119. if (allSkill[i].skillConfig.attribute == 16)
  120. {
  121. if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
  122. {
  123. skills[4] = allSkill[i];
  124. }
  125. }
  126. }
  127. for (var i = 0; i < allKongSkill.Count; i++)
  128. {
  129. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  130. }
  131. for (var i = 0; i < indexList.Count; i++)
  132. {
  133. if (skills[i] == null)
  134. continue;
  135. if (!IsMainGongFaChange(skills[i].skillConfig))
  136. continue;
  137. if (!IsPassiveGongFaChange(skills[i].skillConfig))
  138. continue;
  139. allKongSkill[indexList[i]].SetSKill(skills[i]);
  140. allUseSkill[indexList[i]] = skills[i];
  141. }
  142. isAlter = true;
  143. UpdateSkillWidget();
  144. });
  145. Btn_ChangeOk.onClick.AddListener(() =>
  146. {
  147. ChangeInfoType(1);
  148. if (isAlter)
  149. {
  150. PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
  151. PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
  152. PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
  153. AccountFileInfo.Instance.SavePlayerData();
  154. }
  155. isAlter = false;
  156. });
  157. Btn_Info.onClick.AddListener(async () =>
  158. {
  159. if (currentSelectedSkill != null)
  160. {
  161. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill.skillConfigId);
  162. await gongFaUpgradePanel.UIClosed();
  163. Sort(type1, type2);
  164. }
  165. });
  166. Btn_ChangeRoad.onClick.AddListener(() =>
  167. {
  168. SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
  169. {
  170. if (skillId != currenRoadSkilId && skillId != 0)
  171. {
  172. currenRoadSkilId = skillId;
  173. isAlter = true;
  174. UpdateRoad();
  175. }
  176. });
  177. });
  178. Btn_Setting.onClick.AddListener(() => { ChangeInfoType(2); });
  179. Btn_Jin.onClick.AddListener(() =>
  180. {
  181. if (type2 == 1)
  182. {
  183. type2 = 0;
  184. }
  185. else
  186. {
  187. type2 = 1;
  188. }
  189. Sort(type1, type2);
  190. });
  191. Btn_Mu.onClick.AddListener(() =>
  192. {
  193. if (type2 == 2)
  194. {
  195. type2 = 0;
  196. }
  197. else
  198. {
  199. type2 = 2;
  200. }
  201. Sort(type1, type2);
  202. });
  203. Btn_Shui.onClick.AddListener(() =>
  204. {
  205. if (type2 == 4)
  206. {
  207. type2 = 0;
  208. }
  209. else
  210. {
  211. type2 = 4;
  212. }
  213. Sort(type1, type2);
  214. });
  215. Btn_Huo.onClick.AddListener(() =>
  216. {
  217. if (type2 == 8)
  218. {
  219. type2 = 0;
  220. }
  221. else
  222. {
  223. type2 = 8;
  224. }
  225. Sort(type1, type2);
  226. });
  227. Btn_Tu.onClick.AddListener(() =>
  228. {
  229. if (type2 == 16)
  230. {
  231. type2 = 0;
  232. }
  233. else
  234. {
  235. type2 = 16;
  236. }
  237. Sort(type1, type2);
  238. });
  239. Btn_All.onClick.AddListener(() =>
  240. {
  241. type1 = 0;
  242. Sort(type1, type2);
  243. });
  244. Btn_ZhuDong.onClick.AddListener(() =>
  245. {
  246. type1 = 1;
  247. Sort(type1, type2);
  248. });
  249. Btn_FuZu.onClick.AddListener(() =>
  250. {
  251. type1 = 2;
  252. Sort(type1, type2);
  253. });
  254. Btn_BeiDong.onClick.AddListener(() =>
  255. {
  256. type1 = 5;
  257. Sort(type1, type2);
  258. });
  259. guanbi.onClick.AddListener(() =>
  260. {
  261. if (infoType == 2)
  262. {
  263. ChangeInfoType(1);
  264. currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
  265. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  266. for (var i = 0; i < allKongSkill.Count; i++)
  267. {
  268. allKongSkill[i].InitWidget(allKongSkill[i].index, this);
  269. allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
  270. }
  271. UpdateSkillWidget();
  272. UpdateRoad();
  273. }
  274. else
  275. {
  276. // UIManager.Instance.HideUIUIPanel(this);
  277. }
  278. });
  279. Btn_RemoveGongFa.onClick.AddListener(() =>
  280. {
  281. // PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  282. allUseSkill[dianjiSkillKongWidget.index] = null;
  283. dianjiSkillKongWidget.Cleared();
  284. isAlter = true;
  285. UpdateSkillWidget();
  286. CloseSelect();
  287. });
  288. Sv.onValueChanged.AddListener((s) =>
  289. {
  290. if (currentSelectedSkill == null)
  291. {
  292. return;
  293. }
  294. Btn_Info.transform.SetAsLastSibling();
  295. });
  296. }
  297. private void UpdateRoad()
  298. {
  299. if (currenRoadSkilId != 0)
  300. {
  301. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
  302. Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
  303. }
  304. else
  305. {
  306. Text_RoadName.text = "未选择";
  307. }
  308. //
  309. }
  310. private void ChangeInfoType(int type)
  311. {
  312. if (type == 1)
  313. {
  314. GongFaSettingRoot.SetActive(false);
  315. infoType = 1;
  316. Btn_Setting.gameObject.SetActive(true);
  317. CloseSelect();
  318. AppBarPanel.OpenPanel(this);
  319. }
  320. else if (type == 2)
  321. {
  322. GongFaSettingRoot.SetActive(true);
  323. infoType = 2;
  324. allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
  325. Btn_Setting.gameObject.SetActive(false);
  326. AppBarPanel.ClosePanel();
  327. }
  328. }
  329. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  330. List<int> indexList = new List<int>() { 0, 6, 8, 4, 2 };
  331. private void Sort(int type1, int type2)
  332. {
  333. //先排序类型在排属性
  334. if (type1 == 0)
  335. {
  336. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  337. }
  338. else if (type1 == 1)
  339. {
  340. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  341. }
  342. else if (type1 == 2)
  343. {
  344. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  345. }
  346. else if (type1 == 5)
  347. {
  348. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  349. }
  350. if (type2 == 0)
  351. {
  352. Icon_Select.gameObject.SetActive(false);
  353. }
  354. else if (type2 == 1)
  355. {
  356. Icon_Select.transform.position = Btn_Jin.transform.position;
  357. Icon_Select.gameObject.SetActive(true);
  358. }
  359. else if (type2 == 2)
  360. {
  361. Icon_Select.transform.position = Btn_Mu.transform.position;
  362. Icon_Select.gameObject.SetActive(true);
  363. }
  364. else if (type2 == 4)
  365. {
  366. Icon_Select.transform.position = Btn_Shui.transform.position;
  367. Icon_Select.gameObject.SetActive(true);
  368. }
  369. else if (type2 == 8)
  370. {
  371. Icon_Select.transform.position = Btn_Huo.transform.position;
  372. Icon_Select.gameObject.SetActive(true);
  373. }
  374. else if (type2 == 16)
  375. {
  376. Icon_Select.transform.position = Btn_Tu.transform.position;
  377. Icon_Select.gameObject.SetActive(true);
  378. }
  379. //0代表全部
  380. if (type1 == 0)
  381. {
  382. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  383. }
  384. else
  385. {
  386. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.Where(s => s.skillConfig.SkillType == type1).ToList();
  387. }
  388. if (type2 == 0)
  389. {
  390. }
  391. else
  392. {
  393. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  394. }
  395. CloseSelect();
  396. Content.Init(this, showSkillInfo.Count);
  397. }
  398. public override async CTask Open()
  399. {
  400. await base.Open();
  401. Sort(type1, type2);
  402. for (int i = 0; i < 5; i++)
  403. {
  404. double hd = i * 72 * Math.PI / 180f;
  405. double a = Math.Cos(hd);
  406. double b = -Math.Sin(hd);
  407. double c = Math.Sin(hd);
  408. double d = a;
  409. double x = a * 0 + b * 144;
  410. double y = c * 0 + d * 144;
  411. int index = i;
  412. WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot, poolName: "132");
  413. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  414. widget.ShowWidget(index);
  415. _wuXingGongFaWidgets.Add(widget);
  416. }
  417. for (int i = 0; i < 10; i++)
  418. {
  419. int index = i;
  420. double hd = (36 * i) * Math.PI / 180f;
  421. double a = Math.Cos(hd);
  422. double b = -Math.Sin(hd);
  423. double c = Math.Sin(hd);
  424. double d = a;
  425. double x = a * 0 + b * 218;
  426. double y = c * 0 + d * 218;
  427. Vector2 pos = new Vector2((float)x, (float)y);
  428. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  429. kongdongs.gameObject,
  430. null, SkillKongWeiRoot,
  431. isInstance: true);
  432. skillKongWidget.InitWidget(index, this);
  433. skillKongWidget.SetSKill(allUseSkill[index]);
  434. skillKongWidget.transform.anchoredPosition = pos;
  435. skillKongWidget.OnClick = OnClickSkillKongWidget;
  436. allKongSkill.Add(skillKongWidget);
  437. }
  438. }
  439. private SkillKongWidget dianjiSkillKongWidget;
  440. private void OnClickSkillKongWidget(ItemWidgetBasic obj)
  441. {
  442. if (infoType == 1)
  443. return;
  444. Btn_Info.transform.SetParent(transform);
  445. Btn_Info.gameObject.SetActive(false);
  446. currentSelectedSkill = null;
  447. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  448. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
  449. {
  450. return;
  451. }
  452. //直接上功法
  453. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  454. {
  455. if (selectSkillConfig.skillConfig.SkillType == 1)
  456. {
  457. if (!IsMainGongFaChange(selectSkillConfig.skillConfig))
  458. {
  459. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  460. CloseSelect();
  461. return;
  462. }
  463. }
  464. if (selectSkillConfig.skillConfig.SkillType == 2)
  465. {
  466. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig))
  467. {
  468. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  469. CloseSelect();
  470. return;
  471. }
  472. }
  473. isAlter = true;
  474. skillKongWidget.SetSKill(selectSkillConfig);
  475. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  476. CloseSelect();
  477. }
  478. //替换功法
  479. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  480. {
  481. if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 1)
  482. {
  483. if (!IsMainGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 1)
  484. {
  485. TipMessagePanel.OpenTipMessagePanel("主动功法已经上满");
  486. CloseSelect();
  487. return;
  488. }
  489. }
  490. if (allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType == 2)
  491. {
  492. if (!IsPassiveGongFaChange(selectSkillConfig.skillConfig) && allUseSkill[skillKongWidget.SkillInfo.index].skillConfig.SkillType != 2)
  493. {
  494. TipMessagePanel.OpenTipMessagePanel("被动功法已经上满");
  495. CloseSelect();
  496. return;
  497. }
  498. }
  499. isAlter = true;
  500. allUseSkill[skillKongWidget.SkillInfo.index] = null;
  501. skillKongWidget.SetSKill(selectSkillConfig);
  502. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  503. skillKongWidget.SetSKill(selectSkillConfig);
  504. CloseSelect();
  505. }
  506. else
  507. {
  508. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  509. {
  510. CloseSelect();
  511. return;
  512. }
  513. //交换功法
  514. if (dianjiSkillKongWidget == null)
  515. {
  516. dianjiSkillKongWidget = skillKongWidget;
  517. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  518. Btn_RemoveGongFa.gameObject.SetActive(true);
  519. SelectSkill(skillKongWidget.SkillInfo, false);
  520. }
  521. else
  522. {
  523. isAlter = true;
  524. if (skillKongWidget.SkillInfo != null)
  525. {
  526. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  527. allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
  528. }
  529. else
  530. {
  531. allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
  532. dianjiSkillKongWidget.Cleared();
  533. }
  534. skillKongWidget.SetSKill(selectSkillConfig);
  535. allUseSkill[skillKongWidget.index] = selectSkillConfig;
  536. CloseSelect();
  537. }
  538. }
  539. UpdateSkillWidget();
  540. }
  541. public void SelectSkill(SkillInfo skillConfig, bool max)
  542. {
  543. selectSkillConfig = skillConfig;
  544. _isSelectSkill = true;
  545. for (int i = 0; i < allKongSkill.Count; i++)
  546. {
  547. allKongSkill[i].SelectState(false);
  548. }
  549. if (!max)
  550. {
  551. for (int i = 0; i < allKongSkill.Count; i++)
  552. {
  553. allKongSkill[i].SelectState(true);
  554. }
  555. }
  556. else
  557. {
  558. for (int i = 0; i < allKongSkill.Count; i++)
  559. {
  560. if (allKongSkill[i].SkillInfo != null)
  561. {
  562. allKongSkill[i].SelectState(true);
  563. }
  564. }
  565. }
  566. }
  567. private void CloseSelect()
  568. {
  569. _isSelectSkill = false;
  570. selectSkillConfig = null;
  571. dianjiSkillKongWidget = null;
  572. Btn_RemoveGongFa.gameObject.SetActive(false);
  573. Btn_Info.transform.SetParent(transform);
  574. Btn_Info.gameObject.SetActive(false);
  575. currentSelectedSkill = null;
  576. for (int i = 0; i < allKongSkill.Count; i++)
  577. {
  578. allKongSkill[i].SelectState(false);
  579. }
  580. }
  581. public override void Hide()
  582. {
  583. base.Hide();
  584. CombatDrive.Instance.CombatController.isUpdate = true;
  585. }
  586. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  587. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  588. {
  589. if (index < 0 || index >= showSkillInfo.Count)
  590. return null;
  591. SkillInfo skillInfo = showSkillInfo[index];
  592. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  593. skillWidget.InitSkillWidget(skillInfo);
  594. skillWidget.OnClick = OnClick;
  595. if (allUseSkill.Contains(skillWidget.skillConfigId))
  596. {
  597. skillWidget.Icon_Marsk.SetActive(true);
  598. }
  599. else
  600. {
  601. skillWidget.Icon_Marsk.SetActive(false);
  602. }
  603. _skillWidgets.Add(skillWidget);
  604. return skillWidget;
  605. }
  606. private void UpdateSkillWidget()
  607. {
  608. foreach (var skillWidget in _skillWidgets)
  609. {
  610. if (allUseSkill.Contains(skillWidget.skillConfigId))
  611. {
  612. skillWidget.Icon_Marsk.SetActive(true);
  613. }
  614. else
  615. {
  616. skillWidget.Icon_Marsk.SetActive(false);
  617. }
  618. }
  619. Text_GongFaCount.text = $"功法数量{GetMainGongFaCount()}/{PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum}";
  620. }
  621. private async void OnClick(ItemWidgetBasic obj)
  622. {
  623. SkillWidget skillWidget = obj as SkillWidget;
  624. if (infoType == 1)
  625. {
  626. GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  627. await gongFaUpgradePanel.UIClosed();
  628. Sort(type1, type2);
  629. }
  630. else if (infoType == 2)
  631. {
  632. CloseSelect();
  633. Btn_Info.transform.SetParent(ContentRoot);
  634. Btn_Info.transform.position = skillWidget.InfoPos.position;
  635. Btn_Info.gameObject.SetActive(true);
  636. currentSelectedSkill = skillWidget;
  637. if (allUseSkill.Contains(skillWidget.skillConfigId))
  638. {
  639. return;
  640. }
  641. Btn_RemoveGongFa.gameObject.SetActive(false);
  642. if (!IsMainGongFaChange(skillWidget.skillConfigId.skillConfig) || !IsPassiveGongFaChange(skillWidget.skillConfigId.skillConfig))
  643. {
  644. SelectSkill(skillWidget.skillConfigId, true);
  645. }
  646. else
  647. {
  648. SelectSkill(skillWidget.skillConfigId, false);
  649. }
  650. }
  651. }
  652. /// <summary>
  653. /// 获得主功法数量
  654. /// </summary>
  655. /// <returns></returns>
  656. private int GetMainGongFaCount()
  657. {
  658. int count = 0;
  659. for (var i = 0; i < allUseSkill.Length; i++)
  660. {
  661. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 1)
  662. {
  663. count++;
  664. }
  665. }
  666. return count;
  667. }
  668. /// <summary>
  669. /// 获得被动功法数量
  670. /// </summary>
  671. /// <returns></returns>
  672. private int GetPassiveGongFaCount()
  673. {
  674. int count = 0;
  675. for (var i = 0; i < allUseSkill.Length; i++)
  676. {
  677. if (allUseSkill[i] != null && allUseSkill[i].skillConfig.SkillType == 2)
  678. {
  679. count++;
  680. }
  681. }
  682. return count;
  683. }
  684. private bool IsMainGongFaChange(SkillConfig s)
  685. {
  686. if (GetMainGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum || s.SkillType != 1)
  687. {
  688. return true;
  689. }
  690. else
  691. {
  692. return false;
  693. }
  694. }
  695. private bool IsPassiveGongFaChange(SkillConfig s)
  696. {
  697. if (GetPassiveGongFaCount() < PlayerManager.Instance.myHero.powerUpConfig.MaxPassiveGongfaNum || s.SkillType != 2)
  698. {
  699. return true;
  700. }
  701. else
  702. {
  703. return false;
  704. }
  705. }
  706. public void HindIScorllListWidget(IScorllListWidget widget)
  707. {
  708. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  709. _skillWidgets.Remove(widget as SkillWidget);
  710. }
  711. public override void Close()
  712. {
  713. foreach (var skillWidget in _skillWidgets)
  714. {
  715. UIManager.Instance.DormancyGComponent(skillWidget);
  716. }
  717. _skillWidgets.Clear();
  718. foreach (var skillKongWidget in allKongSkill)
  719. {
  720. UIManager.Instance.DormancyGComponent(skillKongWidget);
  721. }
  722. allKongSkill.Clear();
  723. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  724. {
  725. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  726. }
  727. Icon_Select.gameObject.SetActive(false);
  728. _wuXingGongFaWidgets.Clear();
  729. CloseSelect();
  730. // ChangeInfoType(1);
  731. base.Close();
  732. }
  733. }
  734. }