StorySkillView.cs 4.0 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 GameObject _gameObject0;
  13. private GameObject _gameObject1;
  14. private GoWrapper _wrapper0;
  15. private GoWrapper _wrapper1;
  16. public override void Dispose()
  17. {
  18. SceneController.DestroyObjectFromView(_gameObject0, _wrapper0);
  19. SceneController.DestroyObjectFromView(_gameObject1, _wrapper1);
  20. if (_ui != null)
  21. {
  22. _ui.Dispose();
  23. _ui = null;
  24. }
  25. base.Dispose();
  26. }
  27. protected override void OnInit()
  28. {
  29. base.OnInit();
  30. _ui = UI_StorySkillUI.Create();
  31. viewCom = _ui.target;
  32. isfullScreen = true;
  33. // this.modal = false;
  34. string resPath = ResPathUtil.GetViewEffectPath("ui_fight_new", "CFKP_TX_down");
  35. SceneController.AddObjectToView(null, null, _ui.m_comSkillShow.m_holderBottom, resPath, out _gameObject0, out _wrapper0);
  36. string resPath1 = ResPathUtil.GetViewEffectPath("ui_fight_new", "CFKP_TX_up");
  37. SceneController.AddObjectToView(null, null, _ui.m_comSkillShow.m_holderTop, resPath1, out _gameObject1, out _wrapper1);
  38. _ui.m_comSkillShow.m_t0.ignoreEngineTimeScale = false;
  39. _ui.m_comSkillShow.m_t1.ignoreEngineTimeScale = false;
  40. _ui.m_t1.ignoreEngineTimeScale = false;
  41. }
  42. protected override void OnShown()
  43. {
  44. base.OnShown();
  45. skillScoreDic = this.viewData as Dictionary<int, int>;
  46. UpdateView();
  47. }
  48. private void UpdateView()
  49. {
  50. if (skillScoreDic.Count > 0)
  51. {
  52. int skillId = 0;
  53. foreach (int key in skillScoreDic.Keys)
  54. {
  55. skillId = key;
  56. break;
  57. }
  58. PassivitySkillCfg skillCfg = PassivitySkillCfgArray.Instance.GetCfg(skillId);
  59. _ui.m_comSkillShow.m_txtName.text = skillCfg.name;
  60. _ui.m_comSkillShow.m_ComSkillScore.m_txtCount.text = skillScoreDic[skillId].ToString();
  61. string res = skillCfg.res;
  62. if (string.IsNullOrEmpty(skillCfg.res))
  63. {
  64. res = ItemCfgArray.Instance.GetCfg(skillCfg.cardId).res;
  65. _ui.m_comSkillShow.m_comSkillCard.m_comCard.m_loaCard.url = ResPathUtil.GetCardPath(res);
  66. // ET.Log.Debug("技能" + skillCfg.skillId + " 未配资源");
  67. }
  68. else
  69. {
  70. //to do...
  71. }
  72. _ui.m_comSkillShow.m_t0.timeScale = FightDataManager.Instance.fightSpeed;
  73. _ui.m_comSkillShow.m_t0.Play(() =>
  74. {
  75. if (skillScoreDic[skillId] > 0)
  76. {
  77. _ui.m_comSkillShow.m_t1.timeScale = FightDataManager.Instance.fightSpeed;
  78. _ui.m_comSkillShow.m_t1.Play(() =>
  79. {
  80. skillScoreDic.Remove(skillId);
  81. UpdateView();
  82. });
  83. }
  84. else
  85. {
  86. _ui.m_t1.timeScale = FightDataManager.Instance.fightSpeed;
  87. _ui.m_t1.Play(() =>
  88. {
  89. skillScoreDic.Remove(skillId);
  90. UpdateView();
  91. });
  92. }
  93. });
  94. }
  95. else
  96. {
  97. this.Hide();
  98. }
  99. }
  100. protected override void OnHide()
  101. {
  102. base.OnHide();
  103. EventAgent.DispatchEvent(ConstMessage.SHOW_CARD_SKILL_END);
  104. }
  105. }
  106. }