SkillSelectPanel.cs 15 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Fort23.Core;
  5. using GameLogic.Combat;
  6. using GameLogic.Combat.CombatTool;
  7. using GameLogic.Hero;
  8. using UnityEngine;
  9. namespace Fort23.Mono
  10. {
  11. [UIBinding(prefab = "SkillSelectPanel")]
  12. public partial class SkillSelectPanel : UIPanel, IScrollListContent
  13. {
  14. private bool _isSelectSkill;
  15. private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
  16. List<WuXingGongFaWidget> _wuXingGongFaWidgets = new List<WuXingGongFaWidget>();
  17. private SkillInfo selectSkillConfig;
  18. private bool isAlter;
  19. private int type1 = 0;
  20. private int type2 = 0;
  21. /// <summary>
  22. /// 1.执行升级逻辑 2.执行更换逻辑
  23. /// </summary>
  24. private int infoType = 1;
  25. public static async CTask OpenSkillSelectPanel()
  26. {
  27. CombatDrive.Instance.CombatController.isUpdate = false;
  28. await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
  29. }
  30. private void Init()
  31. {
  32. }
  33. protected override void AddEvent()
  34. {
  35. }
  36. protected override void DelEvent()
  37. {
  38. }
  39. public override void AddButtonEvent()
  40. {
  41. Btn_ChangeRoad.onClick.AddListener(() => { SkillRoadSelecPanel.OpenPanel(); });
  42. Btn_Setting.onClick.AddListener(() =>
  43. {
  44. GongFaSettingRoot.SetActive(true);
  45. infoType = 2;
  46. Btn_Setting.gameObject.SetActive(false);
  47. });
  48. Btn_Jin.onClick.AddListener(() =>
  49. {
  50. if (type2 == 1)
  51. {
  52. type2 = 0;
  53. }
  54. else
  55. {
  56. type2 = 1;
  57. }
  58. Sort(type1, type2);
  59. });
  60. Btn_Mu.onClick.AddListener(() =>
  61. {
  62. if (type2 == 2)
  63. {
  64. type2 = 0;
  65. }
  66. else
  67. {
  68. type2 = 2;
  69. }
  70. Sort(type1, type2);
  71. });
  72. Btn_Shui.onClick.AddListener(() =>
  73. {
  74. if (type2 == 4)
  75. {
  76. type2 = 0;
  77. }
  78. else
  79. {
  80. type2 = 4;
  81. }
  82. Sort(type1, type2);
  83. });
  84. Btn_Huo.onClick.AddListener(() =>
  85. {
  86. if (type2 == 8)
  87. {
  88. type2 = 0;
  89. }
  90. else
  91. {
  92. type2 = 8;
  93. }
  94. Sort(type1, type2);
  95. });
  96. Btn_Tu.onClick.AddListener(() =>
  97. {
  98. if (type2 == 16)
  99. {
  100. type2 = 0;
  101. }
  102. else
  103. {
  104. type2 = 16;
  105. }
  106. Sort(type1, type2);
  107. });
  108. Btn_All.onClick.AddListener(() =>
  109. {
  110. type1 = 0;
  111. Sort(type1, type2);
  112. });
  113. Btn_ZhuDong.onClick.AddListener(() =>
  114. {
  115. type1 = 1;
  116. Sort(type1, type2);
  117. });
  118. Btn_FuZu.onClick.AddListener(() =>
  119. {
  120. type1 = 2;
  121. Sort(type1, type2);
  122. });
  123. Btn_BeiDong.onClick.AddListener(() =>
  124. {
  125. type1 = 5;
  126. Sort(type1, type2);
  127. });
  128. guanbi.onClick.AddListener(() =>
  129. {
  130. if (infoType == 2)
  131. {
  132. GongFaSettingRoot.SetActive(false);
  133. infoType = 1;
  134. Btn_Setting.gameObject.SetActive(true);
  135. CloseSelect();
  136. }
  137. else
  138. {
  139. UIManager.Instance.HideUIUIPanel(this);
  140. }
  141. });
  142. Btn_RemoveGongFa.onClick.AddListener(() =>
  143. {
  144. PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.index);
  145. dianjiSkillKongWidget.Cleared();
  146. UpdateSkillWidget();
  147. CloseSelect();
  148. });
  149. }
  150. List<SkillInfo> showSkillInfo = new List<SkillInfo>();
  151. private void Sort(int type1, int type2)
  152. {
  153. //先排序类型在排属性
  154. if (type1 == 0)
  155. {
  156. BtnRoot.ClickWidget(Btn_All.GetComponent<UIToggleWidgetBasic>());
  157. }
  158. else if (type1 == 1)
  159. {
  160. BtnRoot.ClickWidget(Btn_ZhuDong.GetComponent<UIToggleWidgetBasic>());
  161. }
  162. else if (type1 == 2)
  163. {
  164. BtnRoot.ClickWidget(Btn_FuZu.GetComponent<UIToggleWidgetBasic>());
  165. }
  166. else if (type1 == 5)
  167. {
  168. BtnRoot.ClickWidget(Btn_BeiDong.GetComponent<UIToggleWidgetBasic>());
  169. }
  170. if (type2 == 0)
  171. {
  172. }
  173. else if (type2 == 1)
  174. {
  175. }
  176. else if (type2 == 2)
  177. {
  178. }
  179. else if (type2 == 4)
  180. {
  181. }
  182. else if (type2 == 8)
  183. {
  184. }
  185. else if (type2 == 16)
  186. {
  187. }
  188. //0代表全部
  189. if (type1 == 0)
  190. {
  191. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.ToList();
  192. }
  193. else
  194. {
  195. showSkillInfo = PlayerManager.Instance.GongFaControl.allSkill.Where(s => s.skillConfig.SkillType == type1).ToList();
  196. }
  197. if (type2 == 0)
  198. {
  199. }
  200. else
  201. {
  202. showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
  203. }
  204. Content.Init(this, showSkillInfo.Count);
  205. }
  206. public override async CTask Open()
  207. {
  208. await base.Open();
  209. Sort(type1, type2);
  210. for (int i = 0; i < 5; i++)
  211. {
  212. double hd = i * 72 * Math.PI / 180f;
  213. double a = Math.Cos(hd);
  214. double b = -Math.Sin(hd);
  215. double c = Math.Sin(hd);
  216. double d = a;
  217. double x = a * 0 + b * 172;
  218. double y = c * 0 + d * 172;
  219. int index = i;
  220. WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponent<WuXingGongFaWidget>(null, root: WuXingGongFaRoot, poolName: "132");
  221. widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
  222. widget.ShowWidget(index);
  223. _wuXingGongFaWidgets.Add(widget);
  224. }
  225. for (int i = 0; i < 10; i++)
  226. {
  227. int index = i;
  228. double hd = (-36 * i) * Math.PI / 180f;
  229. double a = Math.Cos(hd);
  230. double b = -Math.Sin(hd);
  231. double c = Math.Sin(hd);
  232. double d = a;
  233. double x = a * 0 + b * 275;
  234. double y = c * 0 + d * 275;
  235. Vector2 pos = new Vector2((float)x, (float)y);
  236. SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
  237. kongdongs.gameObject,
  238. null, SkillKongWeiRoot,
  239. isInstance: true);
  240. skillKongWidget.InitWidget(index, this);
  241. skillKongWidget.SetSKill(PlayerManager.Instance.GongFaControl.GetSkillInfo(index));
  242. skillKongWidget.transform.anchoredPosition = pos;
  243. skillKongWidget.onClick = OnClickSkillKongWidget;
  244. allKongSkill.Add(skillKongWidget);
  245. }
  246. }
  247. private SkillKongWidget dianjiSkillKongWidget;
  248. private void OnClickSkillKongWidget(ItemWidgetBasic obj)
  249. {
  250. if (infoType == 1)
  251. return;
  252. SkillKongWidget skillKongWidget = obj as SkillKongWidget;
  253. if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null)
  254. {
  255. skillKongWidget.SetSKill(selectSkillConfig);
  256. selectSkillConfig.index = skillKongWidget.index;
  257. PlayerManager.Instance.GongFaControl.AddUseSkill(selectSkillConfig);
  258. CloseSelect();
  259. }
  260. else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
  261. {
  262. PlayerManager.Instance.GongFaControl.RemoveSkillInfo(skillKongWidget.SkillInfo);
  263. skillKongWidget.SetSKill(selectSkillConfig);
  264. selectSkillConfig.index = skillKongWidget.index;
  265. PlayerManager.Instance.GongFaControl.AddUseSkill(selectSkillConfig);
  266. skillKongWidget.SetSKill(selectSkillConfig);
  267. CloseSelect();
  268. }
  269. else
  270. {
  271. if (dianjiSkillKongWidget != null && dianjiSkillKongWidget == skillKongWidget)
  272. {
  273. CloseSelect();
  274. return;
  275. }
  276. if (dianjiSkillKongWidget == null)
  277. {
  278. dianjiSkillKongWidget = skillKongWidget;
  279. Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
  280. Btn_RemoveGongFa.gameObject.SetActive(true);
  281. SelectSkill(skillKongWidget.SkillInfo);
  282. }
  283. else
  284. {
  285. isAlter = true;
  286. if (skillKongWidget.SkillInfo != null)
  287. {
  288. dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
  289. dianjiSkillKongWidget.SkillInfo.index = dianjiSkillKongWidget.index;
  290. PlayerManager.Instance.GongFaControl.AddUseSkill(dianjiSkillKongWidget.SkillInfo);
  291. }
  292. else
  293. {
  294. PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.SkillInfo);
  295. dianjiSkillKongWidget.Cleared();
  296. }
  297. skillKongWidget.SetSKill(selectSkillConfig);
  298. selectSkillConfig.index = skillKongWidget.index;
  299. PlayerManager.Instance.GongFaControl.AddUseSkill(selectSkillConfig);
  300. CloseSelect();
  301. }
  302. }
  303. UpdateSkillWidget();
  304. }
  305. public void SelectSkill(SkillInfo skillConfig)
  306. {
  307. selectSkillConfig = skillConfig;
  308. _isSelectSkill = true;
  309. for (int i = 0; i < allKongSkill.Count; i++)
  310. {
  311. allKongSkill[i].SelectState(true);
  312. }
  313. }
  314. private void CloseSelect()
  315. {
  316. _isSelectSkill = false;
  317. selectSkillConfig = null;
  318. dianjiSkillKongWidget = null;
  319. Btn_RemoveGongFa.gameObject.SetActive(false);
  320. for (int i = 0; i < allKongSkill.Count; i++)
  321. {
  322. allKongSkill[i].SelectState(false);
  323. }
  324. }
  325. public override void Hide()
  326. {
  327. base.Hide();
  328. if (isAlter)
  329. {
  330. PlayerManager.Instance.GongFaControl.SaveUseSkill();
  331. }
  332. CombatDrive.Instance.CombatController.isUpdate = true;
  333. isAlter = false;
  334. }
  335. List<SkillWidget> _skillWidgets = new List<SkillWidget>();
  336. public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
  337. {
  338. if (index < 0 || index >= showSkillInfo.Count)
  339. return null;
  340. SkillInfo skillInfo = showSkillInfo[index];
  341. SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
  342. skillWidget.InitSkillWidget(skillInfo, this);
  343. skillWidget.onClick = OnClick;
  344. if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
  345. {
  346. skillWidget.Icon_Marsk.SetActive(true);
  347. }
  348. else
  349. {
  350. skillWidget.Icon_Marsk.SetActive(false);
  351. }
  352. _skillWidgets.Add(skillWidget);
  353. return skillWidget;
  354. }
  355. private void UpdateSkillWidget()
  356. {
  357. int count = 0;
  358. foreach (var skillWidget in _skillWidgets)
  359. {
  360. if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
  361. {
  362. skillWidget.Icon_Marsk.SetActive(true);
  363. }
  364. else
  365. {
  366. skillWidget.Icon_Marsk.SetActive(false);
  367. }
  368. }
  369. for (var i = 0; i < PlayerManager.Instance.GongFaControl.allUseSkill.Length; i++)
  370. {
  371. if (PlayerManager.Instance.GongFaControl.allUseSkill[i] != null)
  372. {
  373. count++;
  374. }
  375. }
  376. Text_GongFaCount.text = $"功法数量{count}/4";
  377. }
  378. private void OnClick(ItemWidgetBasic obj)
  379. {
  380. SkillWidget skillWidget = obj as SkillWidget;
  381. if (infoType == 1)
  382. {
  383. GongFaUpgradePanel.Open(skillWidget.skillConfigId);
  384. }
  385. else if (infoType == 2)
  386. {
  387. int count = 0;
  388. for (var i = 0; i < PlayerManager.Instance.GongFaControl.allUseSkill.Length; i++)
  389. {
  390. if (PlayerManager.Instance.GongFaControl.allUseSkill[i] != null)
  391. {
  392. count++;
  393. }
  394. }
  395. if (count >= 4)
  396. return;
  397. if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
  398. {
  399. return;
  400. }
  401. Btn_RemoveGongFa.gameObject.SetActive(false);
  402. SelectSkill(skillWidget.skillConfigId);
  403. }
  404. }
  405. public void HindIScorllListWidget(IScorllListWidget widget)
  406. {
  407. UIManager.Instance.DormancyGComponent(widget as SkillWidget);
  408. _skillWidgets.Remove(widget as SkillWidget);
  409. }
  410. public override void Close()
  411. {
  412. foreach (var skillWidget in _skillWidgets)
  413. {
  414. UIManager.Instance.DormancyGComponent(skillWidget);
  415. }
  416. _skillWidgets.Clear();
  417. foreach (var skillKongWidget in allKongSkill)
  418. {
  419. UIManager.Instance.DormancyGComponent(skillKongWidget);
  420. }
  421. allKongSkill.Clear();
  422. foreach (var wuXingGongFaWidget in _wuXingGongFaWidgets)
  423. {
  424. UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
  425. }
  426. _wuXingGongFaWidgets.Clear();
  427. base.Close();
  428. }
  429. }
  430. }