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+using FairyGUI;
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+using UI.Card;
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+using System.Collections;
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+using UnityEngine;
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+using System;
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+using System.Collections.Generic;
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+using UI.CommonGame;
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+using ET;
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+
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+namespace GFGGame
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+{
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+ public class CardUpLevelView : BaseWindow
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+ {
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+ private UI_CardUpLevelUI _ui;
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+ private EffectUI _effectUI1;
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+ private EffectUI _effectUI2;
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+ private int[] upgradeCardItemsArr = GlobalCfgArray.globalCfg.upgradeCardItemsArr;
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+ private CardData _cardData;
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+ private List<int> itemsCount;
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+ private int _countCanUpMaxLevel = 0;
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+ private int _nowCountCanUpLevel = 0;
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+ private long _goldsHasNum = 0;
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+ private int _cumulativeGold = 0;
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+
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+ public override void Dispose()
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+ {
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+ EffectUIPool.Recycle(_effectUI1);
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+ _effectUI1 = null;
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+ EffectUIPool.Recycle(_effectUI2);
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+ _effectUI2 = null;
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+
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+ if (_ui != null)
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+ {
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+ _ui.Dispose();
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+ _ui = null;
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+ }
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+ base.Dispose();
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+ }
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+
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+ protected override void OnInit()
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+ {
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+ base.OnInit();
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+ _ui = UI_CardUpLevelUI.Create();
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+ this.viewCom = _ui.target;
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+ this.viewCom.Center();
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+ this.modal = true;
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+ viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
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+
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+ _ui.m_btnUse.onClick.Add(OnClickBtnUse);
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+ _ui.m_btnReduce.onClick.Add(OnClickBtnReduce);
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+ _ui.m_btnAdd.onClick.Add(OnClickBtnAdd);
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+ _ui.m_list.itemRenderer = RenderListItem;
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+ _ui.m_slideUpLevel.onChanged.Add(OnChangeUpLevel);
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+
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+ }
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+
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+ private void OnChangeUpLevel()
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+ {
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+ float volumn = (float)_ui.m_slideUpLevel.value / 100;
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+ //UI_UpLevelSlide slider1 = UI_UpLevelSlide.Proxy(_ui.m_slideUpLevel);
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+ //slider1.m_progressBar.fillAmount = volumn;
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+ ////tidyData(_nowCountCanUpLevel);
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+ ////ReferViewInfo();
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+ //UI_UpLevelSlide.ProxyEnd();
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+ }
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+
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+ protected override void OnShown()
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+ {
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+ base.OnShown();
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+ _cardData = (CardData)this.viewData;
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+ AddEffect();
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+ ClearItemsCountList();
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+
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+ int cfgMaxLevel = CardLvlCfgArray.Instance.GetCfgsByrarity(_cardData.itemCfg.rarity).Count - 1;
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+ tidyData(cfgMaxLevel);
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+ _countCanUpMaxLevel = _nowCountCanUpLevel;
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+ tidyData(_cardData.lv);
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+ ReferViewInfo();
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+ }
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+
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+ private void tidyData(int setLevel)
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+ {
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+ _nowCountCanUpLevel = 0;
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+ _goldsHasNum = 0;
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+ _cumulativeGold = 0;
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+ int CumulativeExp = 0;
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+ int needExp = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(_cardData.itemCfg.rarity, setLevel).needExp; //需要升级到的经验值
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+ needExp = needExp - _cardData.exp; //缺的经验值
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+
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+ //先计算出可以升满的最高级别
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+ for (int i = 0; i < upgradeCardItemsArr.Length; i++)
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+ {
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+ int itemId = upgradeCardItemsArr[i];
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+ ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
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+ int num = 0;
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+ if(setLevel> _cardData.lv)
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+ num = (int)Math.Ceiling((needExp - CumulativeExp) / (decimal)itemCfg.cardUpLvExp); //需要购买的数量
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+ long itemNum = Math.Min(num, ItemDataManager.GetItemNum(itemId)); //物品可购买数量
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+ int[] cardUpLvGolds = ItemCfgArray.Instance.GetCfg(upgradeCardItemsArr[i]).cardUpLvGoldsArr[_cardData.itemCfg.rarity - 1];
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+ _goldsHasNum = ItemDataManager.GetItemNum(cardUpLvGolds[0]);
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+ int goldNum = (int)Math.Floor((_goldsHasNum - _cumulativeGold) / (decimal)cardUpLvGolds[1]);//货币可购买数量
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+ int sumNum = (int)Math.Min(goldNum, itemNum);
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+ itemsCount[i] = sumNum;
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+ CumulativeExp = CumulativeExp + (sumNum * itemCfg.cardUpLvExp);
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+ _cumulativeGold = _cumulativeGold + (sumNum * cardUpLvGolds[1]);
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+ }
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+
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+ _nowCountCanUpLevel = _cardData.lv;
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+ for (int i = _cardData.lv; i < setLevel; i++)
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+ {
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+ int needLevelExp = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(_cardData.itemCfg.rarity, i).needExp;
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+ if (_cardData.exp + CumulativeExp >= needLevelExp)
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+ _nowCountCanUpLevel += 1;
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+ else
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+ break;
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+ }
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+ }
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+
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+ //清理itemsCount
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+ private void ClearItemsCountList()
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+ {
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+ if (itemsCount == null)
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+ {
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+ itemsCount = new List<int>();
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+ }
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+ itemsCount.Clear();
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+ for (int i = 0; i < upgradeCardItemsArr.Length; i++)
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+ {
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+ itemsCount.Add(0);
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+ }
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+ }
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+
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+ protected override void OnHide()
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+ {
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+ base.OnHide();
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+ }
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+
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+ private void AddEffect()
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+ {
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+ //邊框左上角特效
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+ _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holderLeftTop, "ui_Activity", "Com_window_L_up");
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+ //邊框右下角特效
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+ _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holderRightDowm, "ui_Activity", "Com_window_R_Down");
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+ }
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+
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+ private void RenderListItem(int index, GObject obj)
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+ {
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+ UI_ComItem listItem = UI_ComItem.Proxy(obj);
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+ CardLvlCfg cardLvCfg = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(_cardData.itemCfg.rarity, _cardData.lv);
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+ ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(upgradeCardItemsArr[index]);
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+ listItem.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg);
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+ listItem.m_CountType.selectedIndex = 1;
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+ listItem.m_txtDecomCount.text = itemsCount[index].ToString();
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+ listItem.m_txtDecomHasCount.text = "/" + ItemDataManager.GetItemNum(itemCfg.id).ToString();
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+ UI_ComItem.ProxyEnd();
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+ }
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+
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+ private void ReferViewInfo()
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+ {
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+ _ui.m_txtChooseLevel.SetVar("value1", _nowCountCanUpLevel.ToString()).FlushVars();
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+ _ui.m_txtChooseLevel.SetVar("value2", _countCanUpMaxLevel.ToString()).FlushVars();
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+ _ui.m_txtCost.SetVar("value1", _cumulativeGold.ToString()).FlushVars();
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+ _ui.m_txtCost.SetVar("value2", _goldsHasNum.ToString()).FlushVars();
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+ _ui.m_list.numItems = upgradeCardItemsArr.Length;
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+ }
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+
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+ private async void OnClickBtnUse()
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+ {
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+ bool result = await CardSProxy.UpgradeCardLvl(_cardData.id, itemsCount);
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+ if (result)
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+ {
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+ this.Hide();
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+ LogServerHelper.SendPlayParticipationLog((int)PlayParticipationEnum.CI_PAI, 2);
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+ }
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+ }
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+
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+ private void OnClickBtnReduce()
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+ {
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+ _nowCountCanUpLevel -= 1;
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+ if (_nowCountCanUpLevel < _cardData.lv)
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+ _nowCountCanUpLevel = _cardData.lv;
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+ tidyData(_nowCountCanUpLevel);
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+ ReferViewInfo();
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+ }
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+
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+ private void OnClickBtnAdd()
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+ {
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+ _nowCountCanUpLevel += 1;
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+ if (_nowCountCanUpLevel > _countCanUpMaxLevel)
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+ _nowCountCanUpLevel = _countCanUpMaxLevel;
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+ tidyData(_nowCountCanUpLevel);
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+ ReferViewInfo();
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+ }
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+ }
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+}
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