StorySkillView.cs 8.2 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_comSkillShow.m_addScore, "ui_fight_new", "CFKP_UP");
  49. _effectUI4 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.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. UpdateView();
  61. }
  62. private void UpdateView()
  63. {
  64. if (skillScoreDic.Count > 0)
  65. {
  66. int skillId = 0;
  67. foreach (int key in skillScoreDic.Keys)
  68. {
  69. skillId = key;
  70. break;
  71. }
  72. PassivitySkillCfg skillCfg = PassivitySkillCfgArray.Instance.GetCfg(skillId);
  73. _ui.m_comSkillShow.m_txtName.text = skillCfg.name;
  74. _ui.m_comSkillShow.m_ComSkillScore.m_txtCount.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
  75. _ui.m_comSkillShow.m_ComSkillScore.m_txtCount1.SetVar("value", Math.Abs(skillScoreDic[skillId]).ToString()).FlushVars();
  76. _ui.m_comSkillShow.m_ComSkillScore.m_c1.selectedIndex = skillScoreDic[skillId] >= 0 ? 0 : 1;
  77. _ui.m_comSkillShow.m_SkillScore.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
  78. _ui.m_reduceTxt.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
  79. string res = skillCfg.res;
  80. res = ItemCfgArray.Instance.GetCfg(skillCfg.cardId).res;
  81. _ui.m_comSkillShow.m_comSkillCard.m_comCard.m_loaCard.url = ResPathUtil.GetCardPath(res);
  82. _ui.m_comSkillShow.m_t0.timeScale = FightDataManager.Instance.fightSpeed;
  83. _ui.m_comSkillShow.m_t0.Play(() =>
  84. {
  85. if (skillScoreDic[skillId] > 0)
  86. {
  87. _ui.m_comSkillShow.m_t1.timeScale = FightDataManager.Instance.fightSpeed;
  88. _ui.m_comSkillShow.m_t1.Play(() =>
  89. {
  90. skillScoreDic.Remove(skillId);
  91. UpdateView();
  92. });
  93. }
  94. else
  95. {
  96. _ui.m_t1.timeScale = FightDataManager.Instance.fightSpeed;
  97. _ui.m_t1.Play(() =>
  98. {
  99. skillScoreDic.Remove(skillId);
  100. UpdateView();
  101. });
  102. }
  103. });
  104. //战斗卡牌特效处理
  105. Timers.inst.Add(0.5f, 1, SetEffVisible);
  106. }
  107. else
  108. {
  109. this.Hide();
  110. }
  111. }
  112. protected override void OnHide()
  113. {
  114. base.OnHide();
  115. _ui.m_comSkillShow.m_addScore.visible = false;
  116. _ui.m_comSkillShow.m_reduceScore.visible = false;
  117. if (_ui.m_effReduceScore != null)
  118. {
  119. _ui.m_effReduceScore.visible = false;
  120. }
  121. SetCamera(false);
  122. Timers.inst.Remove(SetEffReduceScore);
  123. Timers.inst.Remove(SetEffVisible);
  124. _ui.m_comSkillShow.m_t0.Stop(true, false);
  125. _ui.m_comSkillShow.m_t1.Stop(true, false);
  126. _ui.m_t1.Stop(true, false);
  127. _ui.m_t2.Play();
  128. EventAgent.DispatchEvent(ConstMessage.SHOW_CARD_SKILL_END);
  129. }
  130. private void SetEffReduceScore(object param)
  131. {
  132. _ui.m_effReduceScore.visible = true;
  133. _ui.m_t3.Play();
  134. }
  135. private void SetEffVisible(object param)
  136. {
  137. if (skillScoreDic.Count == 0)
  138. {
  139. return;
  140. }
  141. int skillId = 0;
  142. foreach (int key in skillScoreDic.Keys)
  143. {
  144. skillId = key;
  145. break;
  146. }
  147. //战斗卡牌特效处理
  148. if (skillScoreDic[skillId] > 0)
  149. {
  150. _ui.m_comSkillShow.m_SkillScore.color = new Color(0.973f, 0.784f, 0.431f, 1.000f);
  151. _ui.m_comSkillShow.m_reduceScore.visible = false;
  152. _ui.m_comSkillShow.m_addScore.visible = true;
  153. _ui.m_comSkillShow.m_SkillScore.visible = true;
  154. _ui.m_comSkillShow.m_t2.Play();
  155. SetCamera(true);
  156. }
  157. else if (skillScoreDic[skillId] < 0)
  158. {
  159. _ui.m_comSkillShow.m_SkillScore.color = new Color(0.906f, 0.894f, 0.894f, 1.000f);
  160. _ui.m_comSkillShow.m_addScore.visible = false;
  161. _ui.m_comSkillShow.m_reduceScore.visible = true;
  162. _ui.m_comSkillShow.m_SkillScore.visible = false;
  163. Timers.inst.Add(1.5f, 1, SetEffReduceScore);
  164. }
  165. }
  166. private void SetCamera(bool isshake)
  167. {
  168. if (isFirst)
  169. {
  170. mainCamera = Camera.main.gameObject;
  171. mainCamera.AddComponent<SC_shakeCamera>();
  172. mainCamera.AddComponent<shakecameraControl>();
  173. stageCamera = GameObject.Find("Stage Camera").gameObject;
  174. stageCamera.AddComponent<SC_shakeCamera>();
  175. stageCamera.AddComponent<shakecameraControl>();
  176. mainCamera.GetComponent<SC_shakeCamera>().enabled = false;
  177. mainCamera.GetComponent<shakecameraControl>().enabled = false;
  178. stageCamera.GetComponent<SC_shakeCamera>().enabled = false;
  179. stageCamera.GetComponent<shakecameraControl>().enabled = false;
  180. isFirst = false;
  181. }
  182. if (isshake)
  183. {
  184. mainCamera.GetComponent<SC_shakeCamera>().enabled = true;
  185. mainCamera.GetComponent<shakecameraControl>().enabled = true;
  186. stageCamera.GetComponent<SC_shakeCamera>().enabled = true;
  187. stageCamera.GetComponent<shakecameraControl>().enabled = true;
  188. }
  189. else
  190. {
  191. mainCamera.GetComponent<SC_shakeCamera>().enabled = false;
  192. mainCamera.GetComponent<shakecameraControl>().enabled = false;
  193. stageCamera.GetComponent<SC_shakeCamera>().enabled = false;
  194. stageCamera.GetComponent<shakecameraControl>().enabled = false;
  195. }
  196. }
  197. }
  198. }