StorySkillView.cs 8.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using cfg.GfgCfg;
  4. using FairyGUI;
  5. using UI.Main;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class StorySkillView : BaseView
  10. {
  11. private UI_StorySkillUI _ui;
  12. private Dictionary<int, int> skillScoreDic;
  13. //private EffectUI _effectUI1;
  14. //private EffectUI _effectUI2;
  15. private EffectUI _effectUI3;
  16. private EffectUI _effectUI4;
  17. private EffectUI _effectUI5;
  18. private bool isFirst;
  19. private GameObject mainCamera;
  20. private GameObject stageCamera;
  21. public override void Dispose()
  22. {
  23. //EffectUIPool.Recycle(_effectUI1);
  24. //_effectUI1 = null;
  25. //EffectUIPool.Recycle(_effectUI2);
  26. //_effectUI2 = null;
  27. EffectUIPool.Recycle(_effectUI3);
  28. _effectUI3 = null;
  29. EffectUIPool.Recycle(_effectUI4);
  30. _effectUI4 = null;
  31. EffectUIPool.Recycle(_effectUI5);
  32. _effectUI5 = null;
  33. if (_ui != null)
  34. {
  35. _ui.Dispose();
  36. _ui = null;
  37. }
  38. base.Dispose();
  39. }
  40. protected override void OnInit()
  41. {
  42. base.OnInit();
  43. _ui = UI_StorySkillUI.Create();
  44. viewCom = _ui.target;
  45. isfullScreen = true;
  46. // this.modal = false;
  47. //_effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.m_holderBottom, "ui_fight_new", "CFKP_TX_down");
  48. //_effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.m_holderTop, "ui_fight_new", "CFKP_TX_up");
  49. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_addScore, "ui_fight_new", "CFKP_UP");
  50. _effectUI4 = EffectUIPool.CreateEffectUI(_ui.m_reduceScore, "ui_fight_new", "CFKP_Down");
  51. _effectUI5 = EffectUIPool.CreateEffectUI(_ui.m_effReduceScore, "ui_fight_new", "CFKP_Down_end");
  52. _ui.m_comSkillShow.m_t0.ignoreEngineTimeScale = false;
  53. _ui.m_comSkillShow.m_t1.ignoreEngineTimeScale = false;
  54. _ui.m_t1.ignoreEngineTimeScale = false;
  55. isFirst = true;
  56. }
  57. protected override void OnShown()
  58. {
  59. base.OnShown();
  60. skillScoreDic = this.viewData as Dictionary<int, int>;
  61. _ui.m_effReduceScore.visible = false;
  62. _ui.m_SkillScore.visible = false;
  63. UpdateView();
  64. }
  65. private void UpdateView()
  66. {
  67. if (skillScoreDic.Count > 0)
  68. {
  69. int skillId = 0;
  70. foreach (int key in skillScoreDic.Keys)
  71. {
  72. skillId = key;
  73. break;
  74. }
  75. PassivitySkillCfg skillCfg = CommonDataManager.Tables.TblPassivitySkillCfg.GetOrDefault(skillId);
  76. _ui.m_comSkillShow.m_txtName.text = skillCfg.Name;
  77. _ui.m_comSkillShow.m_ComSkillScore.m_txtCount.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
  78. _ui.m_comSkillShow.m_ComSkillScore.m_txtCount1.SetVar("value", Math.Abs(skillScoreDic[skillId]).ToString()).FlushVars();
  79. _ui.m_comSkillShow.m_ComSkillScore.m_c1.selectedIndex = skillScoreDic[skillId] >= 0 ? 0 : 1;
  80. _ui.m_SkillScore.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
  81. _ui.m_reduceTxt.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
  82. string res = skillCfg.Res;
  83. res = CommonDataManager.Tables.TblItemCfg.GetOrDefault(skillCfg.CardId).Res;
  84. _ui.m_comSkillShow.m_comSkillCard.m_comCard.m_loaCard.url = ResPathUtil.GetCardPath(res);
  85. _ui.m_comSkillShow.m_t0.timeScale = FightDataManager.Instance.fightSpeed;
  86. _ui.m_comSkillShow.m_t0.Play(() =>
  87. {
  88. if (skillScoreDic[skillId] > 0)
  89. {
  90. _ui.m_comSkillShow.m_t1.timeScale = FightDataManager.Instance.fightSpeed;
  91. _ui.m_comSkillShow.m_t1.Play(() =>
  92. {
  93. skillScoreDic.Remove(skillId);
  94. UpdateView();
  95. });
  96. }
  97. else
  98. {
  99. _ui.m_t1.timeScale = FightDataManager.Instance.fightSpeed;
  100. _ui.m_t1.Play(() =>
  101. {
  102. skillScoreDic.Remove(skillId);
  103. UpdateView();
  104. });
  105. }
  106. });
  107. //战斗卡牌特效处理
  108. Timers.inst.Add(0.5f, 1, SetEffVisible);
  109. }
  110. //else
  111. {
  112. //this.Hide();
  113. Timers.inst.Add(2.2f, 1, AutoHide);
  114. }
  115. }
  116. protected override void OnHide()
  117. {
  118. base.OnHide();
  119. _ui.m_addScore.visible = false;
  120. _ui.m_reduceScore.visible = false;
  121. if (_ui.m_effReduceScore != null)
  122. {
  123. _ui.m_effReduceScore.visible = false;
  124. }
  125. SetCamera(false);
  126. Timers.inst.Remove(SetEffReduceScore);
  127. Timers.inst.Remove(SetEffVisible);
  128. Timers.inst.Remove(AutoHide);
  129. _ui.m_comSkillShow.m_t0.Stop(true, false);
  130. _ui.m_comSkillShow.m_t1.Stop(true, false);
  131. _ui.m_t1.Stop(true, false);
  132. _ui.m_t2.Play();
  133. EventAgent.DispatchEvent(ConstMessage.SHOW_CARD_SKILL_END);
  134. }
  135. private void SetEffReduceScore(object param)
  136. {
  137. _ui.m_effReduceScore.visible = true;
  138. _ui.m_t3.Play();
  139. }
  140. private void SetEffVisible(object param)
  141. {
  142. if (skillScoreDic.Count == 0)
  143. {
  144. return;
  145. }
  146. int skillId = 0;
  147. foreach (int key in skillScoreDic.Keys)
  148. {
  149. skillId = key;
  150. break;
  151. }
  152. //战斗卡牌特效处理
  153. if (skillScoreDic[skillId] > 0)
  154. {
  155. _ui.m_SkillScore.color = new Color(0.973f, 0.784f, 0.431f, 1.000f);
  156. _ui.m_reduceScore.visible = false;
  157. _ui.m_addScore.visible = true;
  158. _ui.m_SkillScore.visible = true;
  159. _ui.m_t4.Play();
  160. SetCamera(true);
  161. }
  162. else if (skillScoreDic[skillId] < 0)
  163. {
  164. _ui.m_SkillScore.color = new Color(0.906f, 0.894f, 0.894f, 1.000f);
  165. _ui.m_addScore.visible = false;
  166. _ui.m_reduceScore.visible = true;
  167. _ui.m_SkillScore.visible = false;
  168. Timers.inst.Add(1.5f, 1, SetEffReduceScore);
  169. }
  170. }
  171. private void SetCamera(bool isshake)
  172. {
  173. if (isFirst)
  174. {
  175. mainCamera = Camera.main.gameObject;
  176. mainCamera.AddComponent<SC_shakeCamera>();
  177. mainCamera.AddComponent<shakecameraControl>();
  178. stageCamera = GameObject.Find("Stage Camera").gameObject;
  179. stageCamera.AddComponent<SC_shakeCamera>();
  180. stageCamera.AddComponent<shakecameraControl>();
  181. mainCamera.GetComponent<SC_shakeCamera>().enabled = false;
  182. mainCamera.GetComponent<shakecameraControl>().enabled = false;
  183. stageCamera.GetComponent<SC_shakeCamera>().enabled = false;
  184. stageCamera.GetComponent<shakecameraControl>().enabled = false;
  185. isFirst = false;
  186. }
  187. if (isshake)
  188. {
  189. mainCamera.GetComponent<SC_shakeCamera>().enabled = true;
  190. mainCamera.GetComponent<shakecameraControl>().enabled = true;
  191. stageCamera.GetComponent<SC_shakeCamera>().enabled = true;
  192. stageCamera.GetComponent<shakecameraControl>().enabled = true;
  193. }
  194. else
  195. {
  196. mainCamera.GetComponent<SC_shakeCamera>().enabled = false;
  197. mainCamera.GetComponent<shakecameraControl>().enabled = false;
  198. stageCamera.GetComponent<SC_shakeCamera>().enabled = false;
  199. stageCamera.GetComponent<shakecameraControl>().enabled = false;
  200. }
  201. }
  202. private void AutoHide(object param = null)
  203. {
  204. this.Hide();
  205. }
  206. }
  207. }