GongFaUpgradePanel.cs 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514
  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.Hero;
  9. using GameLogic.Player;
  10. using UnityEngine;
  11. using UnityEngine.UI;
  12. using Utility;
  13. namespace Fort23.Mono
  14. {
  15. [UIBinding(prefab = "GongFaUpgradePanel")]
  16. public partial class GongFaUpgradePanel : UIPanel
  17. {
  18. private SkillInfo _skillInfo;
  19. private List<SkillConfig> configs;
  20. List<GongFaUpgradeInfoWidget> _gongFaUpgradeInfoWidgets = new List<GongFaUpgradeInfoWidget>();
  21. private List<SkillPowerupConfig> _skillPowerupConfigs;
  22. // private SkillConstant skillConstant;
  23. List<ItemWidgetType1> _itemWidgetType1 = new List<ItemWidgetType1>();
  24. // List<EnergyWidget> _energyWidgets = new List<EnergyWidget>();
  25. bool isUpStar = false;
  26. bool isUpGrad = false;
  27. private void Init()
  28. {
  29. isAddStack = true;
  30. IsShowAppBar = false;
  31. }
  32. public async override CTask GetFocus()
  33. {
  34. // await AppBarPanel.OpenPanel(this);
  35. base.GetFocus();
  36. }
  37. protected override void AddEvent()
  38. {
  39. }
  40. protected override void DelEvent()
  41. {
  42. }
  43. public override void AddButtonEvent()
  44. {
  45. Btn_Back.onClick.AddListener(() =>
  46. {
  47. if (isUpStar || isUpGrad)
  48. {
  49. isUpStar = false;
  50. isUpGrad = false;
  51. UpdateStarBtn();
  52. return;
  53. }
  54. UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
  55. });
  56. Btn_UpGradeOk.onClick.AddListener(() => { UpgradeClick(); });
  57. Btn_UpGrade.onClick.AddListener(() => { UpgradeClick(); });
  58. Btn_UpStar.onClick.AddListener(() => { UpStarClick(); });
  59. Btn_UpStarOk.onClick.AddListener(() => { UpStarClick(); });
  60. Btn_UpGradeOkLongPress.longPress = () => { UpgradeClick(); };
  61. }
  62. private void UpStarClick()
  63. {
  64. if (!isUpStar)
  65. {
  66. isUpStar = true;
  67. UpdateStarBtn();
  68. return;
  69. }
  70. if (_skillInfo.SkillData == null)
  71. {
  72. return;
  73. }
  74. if (_skillInfo.SkillData.star > _gongFaUpgradeInfoWidgets.Count)
  75. {
  76. TipMessagePanel.OpenTipMessagePanel("已经满星!");
  77. return;
  78. }
  79. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.skillConfig.PieceID);
  80. SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
  81. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level - 1];
  82. if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
  83. {
  84. ItemSourcePanel.OpenPanel(_skillInfo.skillConfig.PieceID);
  85. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  86. return;
  87. }
  88. _skillInfo.SkillData.star++;
  89. _skillInfo.CustomInt(_skillInfo.SkillData);
  90. PlayerManager.Instance.myHero.ComputeHeroInfo();
  91. CustomInit(_skillInfo);
  92. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  93. {
  94. if (gongFaUpgradeInfoWidget._skillInfo.skillConfig.level == _skillInfo.skillConfig.level)
  95. {
  96. gongFaUpgradeInfoWidget.fx_ui_gongfa_tiaomu.gameObject.SetActive(true);
  97. gongFaUpgradeInfoWidget.fx_ui_gongfa_tiaomu.Play();
  98. break;
  99. }
  100. }
  101. AccountFileInfo.Instance.SavePlayerData();
  102. }
  103. private void UpgradeClick()
  104. {
  105. if (_skillInfo.SkillData == null)
  106. {
  107. return;
  108. }
  109. if (!isUpGrad)
  110. {
  111. isUpGrad = true;
  112. UpdateStarBtn();
  113. return;
  114. }
  115. if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
  116. {
  117. TipMessagePanel.OpenTipMessagePanel("已经满级!");
  118. return;
  119. }
  120. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  121. {
  122. HeroPowerUpConfig heroPowerUpConfig =
  123. ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
  124. TipMessagePanel.OpenTipMessagePanel(
  125. $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}");
  126. return;
  127. }
  128. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  129. {
  130. if (!PlayerManager.Instance.BagController.IsEnough(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  131. _skillInfo.SkillPowerupConfig.LevelupItemNum[i]))
  132. {
  133. ItemSourcePanel.OpenPanel(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  134. TipMessagePanel.OpenTipMessagePanel("道具不足!");
  135. return;
  136. }
  137. }
  138. //扣除道具
  139. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  140. {
  141. PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  142. _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
  143. }
  144. fx_ui_gongfa_shengji.gameObject.SetActive(true);
  145. fx_ui_gongfa_shengji.Play();
  146. _skillInfo.SkillData.level++;
  147. _skillInfo.CustomInt(_skillInfo.SkillData);
  148. PlayerManager.Instance.myHero.ComputeHeroInfo();
  149. CustomInit(_skillInfo);
  150. AccountFileInfo.Instance.SavePlayerData();
  151. }
  152. public async void CustomInit(SkillInfo skillInfo)
  153. {
  154. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  155. {
  156. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  157. }
  158. _gongFaUpgradeInfoWidgets.Clear();
  159. _skillInfo = skillInfo;
  160. RedDotComType01.CustomInit(2, _skillInfo);
  161. _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
  162. SkillConfig skillConfig = _skillInfo.skillConfig;
  163. Icon_GongFaIcon.icon_name = skillConfig.icon;
  164. Text_Level1.text = LanguageManager.Instance.Text(10222, _skillInfo.SkillPowerupConfig.ID.ToString());
  165. Text_Level.text = LanguageManager.Instance.Text(10222, _skillInfo.SkillPowerupConfig.ID.ToString());
  166. Text_SkillCd.text = LanguageManager.Instance.Text(10208, skillConfig.addcd);
  167. // skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
  168. UpdateStarBtn();
  169. // Text_GongFaDesc.text =
  170. // UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
  171. Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name) + " ";
  172. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.GetComponent<RectTransform>());
  173. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_Level.GetComponent<RectTransform>());
  174. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_GongFaName.transform.parent.GetComponent<RectTransform>());
  175. switch (skillConfig.attribute)
  176. {
  177. case 1:
  178. csc.ChangeState(0);
  179. Icon_Attribute.icon_name = "dec_jin2";
  180. break;
  181. case 2:
  182. csc.ChangeState(1);
  183. Icon_Attribute.icon_name = "dec_mu2";
  184. break;
  185. case 4:
  186. csc.ChangeState(2);
  187. Icon_Attribute.icon_name = "dec_shui2";
  188. break;
  189. case 8:
  190. csc.ChangeState(3);
  191. Icon_Attribute.icon_name = "dec_huo2";
  192. break;
  193. case 16:
  194. csc.ChangeState(4);
  195. Icon_Attribute.icon_name = "dec_tu2";
  196. break;
  197. }
  198. for (var i = 0; i < StarRoot.Count; i++)
  199. {
  200. MyImage icon = StarRoot[i] as MyImage;
  201. if (i < skillInfo.skillConfig.level - 1)
  202. {
  203. icon.gameObject.SetActive(true);
  204. }
  205. else
  206. {
  207. icon.gameObject.SetActive(false);
  208. }
  209. }
  210. List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
  211. configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
  212. for (var i = 0; i < configs.Count; i++)
  213. {
  214. if (configs[i].level == 1)
  215. continue;
  216. SkillInfo skillInfo1 =
  217. new SkillInfo(configs[i].IDGroup, _skillInfo.SkillPowerupConfig.ID, configs[i].level);
  218. GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget =
  219. await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
  220. gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1, false);
  221. _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
  222. }
  223. }
  224. private async CTask UpdateStarBtn()
  225. {
  226. foreach (var itemWidgetType1 in _itemWidgetType1)
  227. {
  228. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  229. }
  230. _itemWidgetType1.Clear();
  231. // foreach (var energyWidget in _energyWidgets)
  232. // {
  233. // UIManager.Instance.DormancyGComponent(energyWidget);
  234. // }
  235. //
  236. // _energyWidgets.Clear();
  237. if (isUpGrad)
  238. {
  239. Btn_UpStar.gameObject.SetActive(false);
  240. Btn_UpGrade.gameObject.SetActive(false);
  241. Btn_UpStarOk.gameObject.SetActive(false);
  242. Btn_UpGradeOk.gameObject.SetActive(true);
  243. if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
  244. {
  245. AccountFileInfo.SkillData skillData = new AccountFileInfo.SkillData();
  246. skillData.id = _skillInfo.SkillData.id;
  247. skillData.level = _skillInfo.SkillData.level + 1;
  248. skillData.star = _skillInfo.SkillData.star;
  249. SkillInfo nextSkillInfo = new SkillInfo(skillData);
  250. string[] effs = new string[_skillInfo.effectValue.Length];
  251. for (var i = 0; i < _skillInfo.effectValue.Length; i++)
  252. {
  253. if (_skillInfo.effectValue[i] == nextSkillInfo.effectValue[i])
  254. {
  255. effs[i] = FormatNumber(_skillInfo.effectValue[i]);
  256. }
  257. else
  258. {
  259. effs[i] =
  260. $"{FormatNumber(_skillInfo.effectValue[i])}<color=green>→({FormatNumber(nextSkillInfo.effectValue[i])})</color>";
  261. }
  262. }
  263. Text_NextLevel.transform.parent.gameObject.SetActive(true);
  264. Text_NextLevel.text = LanguageManager.Instance.Text(10221, _skillInfo.SkillPowerupConfig.ID,
  265. nextSkillInfo.SkillPowerupConfig.ID);
  266. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_NextLevel.GetComponent<RectTransform>());
  267. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_NextLevel.transform.parent
  268. .GetComponent<RectTransform>());
  269. Text_GongFaDesc.text =
  270. UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), effs);
  271. // Btn_UpGrade.GetComponent<RectTransform>().sizeDelta = new Vector2(481, 80);
  272. if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
  273. {
  274. HeroPowerUpConfig heroPowerUpConfig =
  275. ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig
  276. .PlayerLevelLimit);
  277. Text_UpGrade.text =
  278. $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjieLanIDs[2])}";
  279. Btn_UpGradeOk.gameObject.transform.Gray(true);
  280. UpGradeItemRoot.SetActive(false);
  281. }
  282. else
  283. {
  284. Btn_UpGradeOk.gameObject.transform.RecoverColor();
  285. Text_UpGrade.text = LanguageManager.Instance.Text(10220);
  286. UpGradeItemRoot.SetActive(true);
  287. for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
  288. {
  289. ItemWidgetType1 itemWidgetType1 =
  290. await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam,
  291. null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
  292. itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i],
  293. _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
  294. _itemWidgetType1.Add(itemWidgetType1);
  295. // EnergyWidget energyWidget =
  296. // await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
  297. // energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
  298. // _energyWidgets.Add(energyWidget);
  299. }
  300. // Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec), _skillInfo.effectValue);
  301. }
  302. }
  303. else
  304. {
  305. Text_NextLevel.transform.parent.gameObject.SetActive(true);
  306. Text_NextLevel.text = LanguageManager.Instance.Text(10221, _skillInfo.skillConfig.level,
  307. "Max");
  308. Text_UpGrade.text = LanguageManager.Instance.Text(10264);
  309. // Btn_UpStarOk.gameObject.SetActive(false);
  310. UpGradeItemRoot.SetActive(false);
  311. }
  312. }
  313. if (isUpStar)
  314. {
  315. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  316. {
  317. gongFaUpgradeInfoWidget.SelectWidget(true);
  318. }
  319. Btn_UpStar.gameObject.SetActive(false);
  320. Btn_UpGrade.gameObject.SetActive(false);
  321. Btn_UpGradeOk.gameObject.SetActive(false);
  322. Btn_UpStarOk.gameObject.SetActive(true);
  323. if (_skillInfo.skillConfig.level < 6)
  324. {
  325. Btn_UpStarOk.gameObject.transform.RecoverColor();
  326. Text_UpStar.text = LanguageManager.Instance.Text(10219);
  327. UpStarItemRoot.SetActive(true);
  328. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.skillConfig.PieceID);
  329. SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
  330. int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level - 1];
  331. ItemWidgetType1 itemWidgetType1 =
  332. await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null,
  333. UpStarItemRoot.GetComponent<RectTransform>(), isInstance: true);
  334. itemWidgetType1.CustomInit(_skillInfo.skillConfig.PieceID, count);
  335. _itemWidgetType1.Add(itemWidgetType1);
  336. }
  337. else
  338. {
  339. Btn_UpStarOk.transform.Gray(true);
  340. Text_UpStar.text = LanguageManager.Instance.Text(10265);
  341. // Btn_UpStarOk.gameObject.SetActive(false);
  342. UpStarItemRoot.SetActive(false);
  343. }
  344. }
  345. if (!isUpGrad && !isUpStar)
  346. {
  347. Btn_UpGrade.gameObject.SetActive(true);
  348. Btn_UpStar.gameObject.SetActive(true);
  349. Btn_UpGradeOk.gameObject.SetActive(false);
  350. Btn_UpStarOk.gameObject.SetActive(false);
  351. UpStarItemRoot.SetActive(false);
  352. UpGradeItemRoot.SetActive(false);
  353. Text_UpStar.text = LanguageManager.Instance.Text(10219);
  354. Text_UpGrade.text = LanguageManager.Instance.Text(10220);
  355. Btn_UpGradeOk.gameObject.transform.RecoverColor();
  356. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  357. {
  358. gongFaUpgradeInfoWidget.SelectWidget(false);
  359. }
  360. Text_NextLevel.transform.parent.gameObject.SetActive(false);
  361. string[] effs = new string[_skillInfo.effectValue.Length];
  362. for (var i = 0; i < _skillInfo.effectValue.Length; i++)
  363. {
  364. effs[i] = FormatNumber(_skillInfo.effectValue[i]);
  365. }
  366. Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(_skillInfo.skillConfig.dec),
  367. effs);
  368. }
  369. LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.GetComponent<RectTransform>());
  370. LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.GetComponent<RectTransform>());
  371. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpStar.GetComponent<RectTransform>());
  372. LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpGrade.GetComponent<RectTransform>());
  373. LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.transform.parent.GetComponent<RectTransform>());
  374. LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.transform.parent.GetComponent<RectTransform>());
  375. LayoutRebuilder.ForceRebuildLayoutImmediate(Btn_UpGrade.GetComponent<RectTransform>());
  376. }
  377. public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
  378. {
  379. GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
  380. gongFaUpgradePanel.CustomInit(skillInfo);
  381. return gongFaUpgradePanel;
  382. }
  383. public async override CTask Close()
  384. {
  385. foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
  386. {
  387. UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
  388. }
  389. foreach (var itemWidgetType1 in _itemWidgetType1)
  390. {
  391. UIManager.Instance.DormancyGComponent(itemWidgetType1);
  392. }
  393. //
  394. // foreach (var energyWidget in _energyWidgets)
  395. // {
  396. // UIManager.Instance.DormancyGComponent(energyWidget);
  397. // }
  398. //
  399. // _energyWidgets.Clear();
  400. fx_ui_gongfa_shengji.gameObject.SetActive(false);
  401. _itemWidgetType1.Clear();
  402. _gongFaUpgradeInfoWidgets.Clear();
  403. isUpStar = false;
  404. isUpGrad = false;
  405. _skillInfo = null;
  406. await base.Close();
  407. }
  408. public static string FormatNumber(double number)
  409. {
  410. const double tolerance = 1e-10;
  411. // 判断是否接近整数
  412. if (Math.Abs(number - Math.Round(number)) < tolerance)
  413. {
  414. return Math.Round(number).ToString();
  415. }
  416. double integerPart = Math.Truncate(number);
  417. double fraction = number - integerPart;
  418. // 检查小数部分是否超过一位
  419. double firstDigit = Math.Truncate(fraction * 10);
  420. double remainder = fraction * 10 - firstDigit;
  421. if (Math.Abs(remainder) > tolerance)
  422. {
  423. return Math.Round(number, 1).ToString("0.0");
  424. }
  425. else
  426. {
  427. return integerPart.ToString();
  428. }
  429. }
  430. }
  431. }