CardSkillView.cs 5.7 KB

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  1. using ET;
  2. using FairyGUI;
  3. using UI.Card;
  4. using UI.CommonGame;
  5. namespace GFGGame
  6. {
  7. public class CardSkillView : BaseWindow
  8. {
  9. private UI_CardSkillUI _ui;
  10. // private PassivitySkillCfg _viewData;
  11. private int _cardId;
  12. private int _skillId;
  13. private int _skillLv;
  14. private PassivitySkillCfg skillCfg;
  15. private PassivitySkillLvlCfg skillLvCfg;
  16. public override void Dispose()
  17. {
  18. base.Dispose();
  19. }
  20. protected override void OnInit()
  21. {
  22. base.OnInit();
  23. _ui = UI_CardSkillUI.Create();
  24. this.viewCom = _ui.target;
  25. this.viewCom.Center();
  26. this.modal = true;
  27. viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
  28. _ui.m_btnUpLv.onClick.Add(OnClickBtnUp);
  29. _ui.m_listConsume.itemRenderer = RenderListStarConsumeItem;
  30. EventAgent.AddEventListener(ConstMessage.CARD_UP_SKILL, UpdateView);
  31. }
  32. protected override void OnShown()
  33. {
  34. base.OnShown();
  35. _cardId = (int)(viewData as object[])[0];
  36. _skillId = (int)(viewData as object[])[1];
  37. _skillLv = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  38. // SkillData skillData = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  39. skillCfg = PassivitySkillCfgArray.Instance.GetCfg(_skillId);// SkillDataManager.Instance.GetPassivitySkillCfg(_cardId, _skillId);
  40. skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(_skillLv, _skillId);
  41. _ui.m_txtName.text = skillCfg.name;
  42. _ui.m_comSkill.m_loaSkill.url = ResPathUtil.GetCardSmallPath(skillCfg.res);
  43. UpdateView();
  44. }
  45. private void UpdateView()
  46. {
  47. _ui.m_c1.selectedIndex = 0;
  48. int skillLv = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  49. UpdateComLv(_ui.m_comCurLV, skillLv, skillLv + "级");
  50. if (PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv + 1, _skillId) == null) //已满级
  51. {
  52. _ui.m_c1.selectedIndex = 1;
  53. return;
  54. }
  55. UI_ComCostCurrency costCurrency = UI_ComCostCurrency.Proxy(_ui.m_comConsume);
  56. costCurrency.m_txtNeed.text = skillLvCfg.costNum.ToString();
  57. UpdateComLv(_ui.m_comNextLv, skillLv + 1, "下一级");
  58. _ui.m_listConsume.numItems = skillLvCfg.materiarsArr.Length;
  59. }
  60. private void UpdateComLv(UI_ComSkillDiscribe com, int lv, string title)
  61. {
  62. PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(lv, _skillId);
  63. com.m_txtLv.text = title;
  64. com.m_txtDiscribe.text = string.Format(skillCfg.describe, skillLvCfg.probability, (float)skillLvCfg.count / 100f);
  65. }
  66. private void RenderListStarConsumeItem(int index, GObject obj)
  67. {
  68. UI_ComStarConsume listItem = UI_ComStarConsume.Proxy(obj);
  69. // int skillLv = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  70. // skillCfg = SkillDataManager.Instance.GetPassivitySkillCfg(_cardId, _skillId, skillLv);
  71. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(skillLvCfg.materiarsArr[index][0]);
  72. listItem.m_loaItem.url = ResPathUtil.GetIconPath(itemCfg);
  73. int needCount = skillLvCfg.materiarsArr[index][1];
  74. int hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[index][0]);
  75. listItem.m_txtNeedCount.text = needCount.ToString();
  76. listItem.m_txtHasCount.text = StringUtil.GetColorText(hasCount.ToString(), hasCount < needCount ? "#D27869" : "#FDF3D7"); ;
  77. listItem.m_btnPlus.visible = false;
  78. if (listItem.target.data == null)
  79. {
  80. listItem.target.onClick.Add(() => OnClickBtnPlusStarConsum(index));
  81. }
  82. listItem.target.data = skillLvCfg.materiarsArr[index][0];
  83. if (hasCount < needCount)
  84. {
  85. //材料不足显示加号
  86. listItem.m_btnPlus.visible = true;
  87. }
  88. }
  89. private void OnClickBtnPlusStarConsum(int index)
  90. {
  91. int itemId = int.Parse(UI_ComStarConsume.Proxy(_ui.m_listConsume.GetChildAt(index)).target.data.ToString());
  92. CardData cardData = CardDataManager.GetCardDataById(_cardId);
  93. ViewManager.Show(ViewName.APPROACH_OF_ITEM_VIEW, new object[] { itemId, new object[] { ViewName.CARD_FOSTER_VIEW, cardData } });
  94. }
  95. private async void OnClickBtnUp()
  96. {
  97. if (ItemDataManager.GetItemNum(skillLvCfg.costID) < skillLvCfg.costNum)
  98. {
  99. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(skillLvCfg.costID);
  100. PromptController.Instance.ShowFloatTextPrompt(itemCfg.name + "不足");
  101. return;
  102. }
  103. bool isEnough = true;
  104. for (int i = 0; i < skillLvCfg.materiarsArr.Length; i++)
  105. {
  106. int needCount = skillLvCfg.materiarsArr[i][1];
  107. int hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[i][0]);
  108. if (hasCount < needCount)
  109. {
  110. isEnough = false;
  111. PromptController.Instance.ShowFloatTextPrompt("升级材料不足");
  112. break;
  113. }
  114. }
  115. if (!isEnough) return;
  116. bool result = await CardSProxy.UpgradeCardSkill(_cardId, _skillId);
  117. if (result)
  118. {
  119. LogServerHelper.SendNodeLog((int)PlayParticipationEnum.CI_PAI, 2);
  120. }
  121. }
  122. protected override void OnHide()
  123. {
  124. base.OnHide();
  125. }
  126. }
  127. }