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- using System;
- using System.Collections.Generic;
- using Fort23.Core;
- using GameLogic.Hero;
- using UnityEngine;
- namespace Fort23.Mono
- {
- [UIBinding(prefab = "SkillSelectPanel")]
- public partial class SkillSelectPanel : UIPanel
- {
- private bool _isSelectSkill;
- private List<SkillKongWidget> allKongSkill = new List<SkillKongWidget>();
- private SkillInfo selectSkillConfig;
- private bool isAlter;
- public static async CTask OpenSkillSelectPanel()
- {
- await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
- }
- private void Init()
- {
- }
- protected override void AddEvent()
- {
- }
- protected override void DelEvent()
- {
- }
- public override void AddButtonEvent()
- {
- guanbi.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
- XiuXing.onClick.AddListener(async () =>
- {
- await TaoismPanel.OpenTaoismPanel();
- UIManager.Instance.HideUIUIPanel(this);
- });
- }
- public override async CTask Open()
- {
- await base.Open();
- allKongSkill.Clear();
- UIManager.Instance.DormancyAllGComponent<SkillKongWidget>();
- UIManager.Instance.DormancyAllGComponent<SkillWidget>();
- int[] allSkill = new[]
- { 10011, 20011, 11011, 12011, 13011, 5010011, 5011011, 5012011, 5013011, 5014011, 5015011 };
- for (int i = 0; i < allSkill.Length; i++)
- {
- int id = allSkill[i];
- SkillWidget skillWidget = await UIManager.Instance.CreateGComponentForObject<SkillWidget>(SkillWidget,
- null, SkillWidgetRoot,
- isInstance: true);
- SkillInfo skillInfo = new SkillInfo(id, 1);
- skillWidget.InitSkillWidget(skillInfo, this);
- }
- Vector2 dir = new Vector2(0, 1);
- for (int i = 0; i < 10; i++)
- {
- int index = i;
- double hd = (-36 * i) * Math.PI / 180f;
- double a = Math.Cos(hd);
- double b = -Math.Sin(hd);
- double c = Math.Sin(hd);
- double d = a;
- double x = a * 0 + b * 114;
- double y = c * 0 + d * 114;
- Vector2 pos = new Vector2((float)x, (float)y);
- SkillKongWidget skillKongWidget = await UIManager.Instance.CreateGComponentForObject<SkillKongWidget>(
- kongdongs.gameObject,
- null, SkillKongWeiRoot,
- isInstance: true);
- skillKongWidget.InitWidget(index, this);
- skillKongWidget.SetSKill(PlayerManager.Instance.GongFaControl.GetSkillInfo(index));
- skillKongWidget.transform.anchoredPosition = pos;
- allKongSkill.Add(skillKongWidget);
- }
- }
- public void SelectSkill(SkillInfo skillConfig)
- {
- selectSkillConfig = skillConfig;
- _isSelectSkill = true;
- for (int i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].SelectState(true);
- }
- }
- private void CloseSelect()
- {
- _isSelectSkill = false;
- selectSkillConfig = null;
- for (int i = 0; i < allKongSkill.Count; i++)
- {
- allKongSkill[i].SelectState(false);
- }
- }
- public void SelectKongSkill(SkillKongWidget skillKongWidget)
- {
- isAlter = true;
- if (!_isSelectSkill || selectSkillConfig == null)
- {
- PlayerManager.Instance.GongFaControl.RemoveSkillInfo(skillKongWidget.index);
- skillKongWidget.Cleared();
- return;
- }
- skillKongWidget.SetSKill(selectSkillConfig);
- selectSkillConfig.index = skillKongWidget.index;
- PlayerManager.Instance.GongFaControl.allUseSkill[skillKongWidget.index] = (selectSkillConfig);
- CloseSelect();
- }
- public override void Hide()
- {
- base.Hide();
- if (isAlter)
- {
- PlayerManager.Instance.GongFaControl.SaveUseSkill();
- }
- isAlter = false;
- }
- }
- }
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