HeroInformationPanel.cs 13 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Animancer;
  4. using Animancer.TransitionLibraries;
  5. using Core.Audio;
  6. using Core.Language;
  7. using Excel2Json;
  8. using Fort23.Core;
  9. using Fort23.UTool;
  10. using GameLogic.Hero;
  11. using UnityEngine;
  12. namespace Fort23.Mono
  13. {
  14. [UIBinding(prefab = "HeroInformationPanel")]
  15. public partial class HeroInformationPanel : UIPanel
  16. {
  17. private GameObjectPool modelObj;
  18. List<HeroAttributeWidget> HeroAttributeWidgets = new List<HeroAttributeWidget>();
  19. private HeroInfo heroInfo;
  20. private void Init()
  21. {
  22. isAddStack = true;
  23. // IsShowAppBar = false;
  24. }
  25. protected override void AddEvent()
  26. {
  27. }
  28. protected override void DelEvent()
  29. {
  30. }
  31. public override CTask GetFocus()
  32. {
  33. AppBarPanel.ClosePanel();
  34. TitlePanel.OpenPanel();
  35. return base.GetFocus();
  36. }
  37. public override CTask LoseFocus()
  38. {
  39. TitlePanel.ClosePanel();
  40. return base.LoseFocus();
  41. }
  42. public override void AddButtonEvent()
  43. {
  44. Btn_DaoLv.onClick.AddListener(() => { ImmortalBondPanel.OpenPanel(); });
  45. Btn_DanYao.onClick.AddListener(() => { UseExpElixirPanel.OpenPanel(); });
  46. Btn_Back.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
  47. Btn_Tips.onClick.AddListener(() => { TipsRoot.gameObject.SetActive(!TipsRoot.gameObject.activeSelf); });
  48. Btn_Dujie.onClick.AddListener(async () =>
  49. {
  50. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != heroInfo.powerUpConfig.jingjie1)
  51. {
  52. HeroBreakthroughPanel.OpenPanel();
  53. }
  54. //预览
  55. else
  56. {
  57. HeroPowerUpConfig heroPowerUpConfig = default;
  58. HeroPowerUpConfig[] heroPowerUpConfigs = ConfigComponent.Instance.GetAll<HeroPowerUpConfig>();
  59. for (var i = PlayerManager.Instance.myHero.powerUpConfig.ID; i < heroPowerUpConfigs.Length; i++)
  60. {
  61. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != heroPowerUpConfigs[i].jingjie1)
  62. {
  63. heroPowerUpConfig = heroPowerUpConfigs[i - 1];
  64. break;
  65. }
  66. }
  67. AccountFileInfo.HeroData heroData = new AccountFileInfo.HeroData();
  68. heroData.heroModelId = PlayerManager.Instance.myHero.modelID;
  69. heroData.heroPowerId = heroPowerUpConfig.ID;
  70. HeroInfo heroInfo1 = new HeroInfo();
  71. heroInfo1.InitHero(heroData);
  72. await HeroBreakthroughPanel.OpenPanel1(heroInfo1);
  73. }
  74. });
  75. Btn_TuPo.onClick.AddListener(() =>
  76. {
  77. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
  78. {
  79. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) /
  80. 1000);
  81. float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  82. if (PlayerManager.Instance.myHero.heroData.exp + allexp <
  83. PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
  84. {
  85. return;
  86. }
  87. //小突破
  88. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie2 == heroInfo.powerUpConfig.jingjie2)
  89. {
  90. var heroAttributData =
  91. HeroHerlp.GetHeroChageHeroAttributeData(PlayerManager.Instance.myHero, heroInfo);
  92. PlayerManager.Instance.myHero.Upgrade();
  93. HeroBreakthroughSuccessPanel.OpenPanel(1, heroAttributData);
  94. CustomInit();
  95. AudioManager.Instance.PlayAudio("ui_shengji.wav");
  96. }
  97. //大突破
  98. else
  99. {
  100. HeroBreakthroughPanel.OpenPanel();
  101. // PlayerManager.Instance.myHero.Upgrade();
  102. // CustomInit();
  103. }
  104. }
  105. else
  106. {
  107. HeroBreakthroughPanel.OpenPanel();
  108. // TipMessagePanel.OpenTipMessagePanel("")
  109. }
  110. });
  111. Btn_Close.onClick.AddListener(() =>
  112. {
  113. AudioManager.Instance.PlayAudio("ui_fanhui.wav");
  114. UIManager.Instance.HideUIUIPanel(this);
  115. });
  116. }
  117. public async CTask CustomInit()
  118. {
  119. ClosePool();
  120. await CreatHero();
  121. heroInfo = PlayerManager.Instance.myHero.CopyHero();
  122. heroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId,
  123. PlayerManager.Instance.myHero.heroData.heroPowerId + 1);
  124. HeroAttributeWidget heroAttributeWidget =
  125. await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  126. heroAttributeWidget.CustomInit(new HeroAttributeData("生命",
  127. PlayerManager.Instance.myHero.hp.Value.ToString(),
  128. "+" + (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString()));
  129. HeroAttributeWidgets.Add(heroAttributeWidget);
  130. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  131. heroAttributeWidget.CustomInit(new HeroAttributeData("攻击",
  132. PlayerManager.Instance.myHero.attack.Value.ToString(),
  133. "+" + (heroInfo.attack.Value - PlayerManager.Instance.myHero.attack.Value).ToString()));
  134. HeroAttributeWidgets.Add(heroAttributeWidget);
  135. heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  136. heroAttributeWidget.CustomInit(new HeroAttributeData("防御",
  137. PlayerManager.Instance.myHero.defense.Value.ToString(),
  138. "+" + (heroInfo.defense.Value - PlayerManager.Instance.myHero.defense.Value).ToString()));
  139. HeroAttributeWidgets.Add(heroAttributeWidget);
  140. Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
  141. Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp;
  142. //
  143. // heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
  144. // heroAttributeWidget.CustomInit("生命", PlayerManager.Instance.myHero.hp.Value.ToString(), (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString());
  145. // HeroAttributeWidgets.Add(heroAttributeWidget);
  146. Text_Jingjie1.text =
  147. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]);
  148. Text_Jingjie.text =
  149. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +
  150. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[1]) +
  151. LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[2]) + "(" +
  152. PlayerManager.Instance.myHero.powerUpConfig.jingjie3 + "/10)";
  153. for (var i = 0; i < JingJieIcons.Count; i++)
  154. {
  155. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie3 > i)
  156. {
  157. JingJieIcons[i].icon_name = "dec_jj_huo1";
  158. }
  159. else
  160. {
  161. JingJieIcons[i].icon_name = "dec_jj_huo2";
  162. }
  163. }
  164. Text_Level.text = $"LV{PlayerManager.Instance.myHero.level}";
  165. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  166. float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  167. int miao = (int)((PlayerManager.Instance.myHero.powerUpConfig.levelUpExp -
  168. (PlayerManager.Instance.myHero.heroData.exp + allexp)) /
  169. PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei);
  170. if (miao > 0)
  171. {
  172. Text_Speed.text =
  173. $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 下次突破时间{PlayerManager.TimeToHSM(miao)}";
  174. }
  175. else
  176. {
  177. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 可以突破";
  178. }
  179. Text_exp.text =
  180. $"{PlayerManager.Instance.myHero.exp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  181. if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
  182. {
  183. Text_TuPo.text = "突破";
  184. }
  185. else
  186. {
  187. Text_TuPo.text = "渡劫";
  188. }
  189. }
  190. [CustomMethod(CustomMethodType.Update)]
  191. public void Update()
  192. {
  193. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  194. float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  195. Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp + allexp;
  196. Text_exp.text =
  197. $"{PlayerManager.Instance.myHero.heroData.exp + allexp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
  198. int miao = (int)((PlayerManager.Instance.myHero.powerUpConfig.levelUpExp -
  199. (PlayerManager.Instance.myHero.heroData.exp + allexp)) /
  200. PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei);
  201. if (miao > 0)
  202. {
  203. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 下次突破时间{PlayerManager.TimeToHSM(miao)}秒";
  204. }
  205. else
  206. {
  207. Text_Speed.text = $"修炼速度:{PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei}/秒 | 可以突破";
  208. }
  209. }
  210. private async CTask CreatHero()
  211. {
  212. modelObj = await GObjectPool.Instance.FetchAsync<GameObjectPool>(
  213. PlayerManager.Instance.myHero.modelConfig.model + ".prefab", null);
  214. modelObj.own.transform.parent = CameraRoot;
  215. modelObj.own.transform.localEulerAngles = new Vector3(0, 180, 0);
  216. modelObj.own.transform.localPosition = new Vector3(0, -132, 854);
  217. modelObj.own.transform.localScale = Vector3.one * 330;
  218. ChangeLayerRecursively(modelObj.own, LayerMask.NameToLayer("UiModle"));
  219. var modelAnimComponent = modelObj.own.GetComponent<AnimancerComponent>();
  220. int max = modelAnimComponent.Transitions.Library.Count;
  221. for (int i = 0; i < max; i++)
  222. {
  223. if (modelAnimComponent.Transitions.Library.TryGetTransition(i,
  224. out TransitionModifierGroup transition))
  225. {
  226. var modelIdleClip = transition.Transition as TransitionAsset;
  227. if (modelIdleClip != null && modelIdleClip.name == "idle")
  228. {
  229. modelAnimComponent.Play(modelIdleClip);
  230. break;
  231. }
  232. }
  233. }
  234. }
  235. public void ChangeLayerRecursively(GameObject obj, int newLayer)
  236. {
  237. if (obj == null || obj.layer == newLayer) return;
  238. // 修改当前对象的 Layer
  239. obj.layer = newLayer;
  240. // 遍历所有子对象,递归修改
  241. foreach (Transform child in obj.transform)
  242. {
  243. ChangeLayerRecursively(child.gameObject, newLayer);
  244. }
  245. }
  246. public async static CTask<HeroInformationPanel> OpenPanel()
  247. {
  248. HeroInformationPanel heroInformationPanel =
  249. await UIManager.Instance.LoadAndOpenPanel<HeroInformationPanel>(null);
  250. heroInformationPanel.CustomInit();
  251. return heroInformationPanel;
  252. }
  253. public override void Close()
  254. {
  255. ClosePool();
  256. base.Close();
  257. }
  258. private void ClosePool()
  259. {
  260. UIManager.Instance.DormancyGComponent(modelObj);
  261. modelObj = null;
  262. foreach (var heroAttributeWidget in HeroAttributeWidgets)
  263. {
  264. UIManager.Instance.DormancyGComponent(heroAttributeWidget);
  265. }
  266. HeroAttributeWidgets.Clear();
  267. }
  268. }
  269. }