StorySkillView.cs 8.3 KB

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