StorySkillView.cs 3.9 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. public override void Dispose()
  15. {
  16. EffectUIPool.Recycle(_effectUI1);
  17. _effectUI1 = null;
  18. EffectUIPool.Recycle(_effectUI2);
  19. _effectUI2 = null;
  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. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.m_holderBottom, "ui_fight_new", "CFKP_TX_down");
  35. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_comSkillShow.m_holderTop, "ui_fight_new", "CFKP_TX_up");
  36. _ui.m_comSkillShow.m_t0.ignoreEngineTimeScale = false;
  37. _ui.m_comSkillShow.m_t1.ignoreEngineTimeScale = false;
  38. _ui.m_t1.ignoreEngineTimeScale = false;
  39. }
  40. protected override void OnShown()
  41. {
  42. base.OnShown();
  43. skillScoreDic = this.viewData as Dictionary<int, int>;
  44. UpdateView();
  45. }
  46. private void UpdateView()
  47. {
  48. if (skillScoreDic.Count > 0)
  49. {
  50. int skillId = 0;
  51. foreach (int key in skillScoreDic.Keys)
  52. {
  53. skillId = key;
  54. break;
  55. }
  56. PassivitySkillCfg skillCfg = PassivitySkillCfgArray.Instance.GetCfg(skillId);
  57. _ui.m_comSkillShow.m_txtName.text = skillCfg.name;
  58. _ui.m_comSkillShow.m_ComSkillScore.m_txtCount.SetVar("value", skillScoreDic[skillId].ToString()).FlushVars();
  59. _ui.m_comSkillShow.m_ComSkillScore.m_txtCount1.SetVar("value", Math.Abs(skillScoreDic[skillId]).ToString()).FlushVars();
  60. _ui.m_comSkillShow.m_ComSkillScore.m_c1.selectedIndex = skillScoreDic[skillId] >= 0 ? 0 : 1;
  61. string res = skillCfg.res;
  62. res = ItemCfgArray.Instance.GetCfg(skillCfg.cardId).res;
  63. _ui.m_comSkillShow.m_comSkillCard.m_comCard.m_loaCard.url = ResPathUtil.GetCardPath(res);
  64. _ui.m_comSkillShow.m_t0.timeScale = FightDataManager.Instance.fightSpeed;
  65. _ui.m_comSkillShow.m_t0.Play(() =>
  66. {
  67. if (skillScoreDic[skillId] > 0)
  68. {
  69. _ui.m_comSkillShow.m_t1.timeScale = FightDataManager.Instance.fightSpeed;
  70. _ui.m_comSkillShow.m_t1.Play(() =>
  71. {
  72. skillScoreDic.Remove(skillId);
  73. UpdateView();
  74. });
  75. }
  76. else
  77. {
  78. _ui.m_t1.timeScale = FightDataManager.Instance.fightSpeed;
  79. _ui.m_t1.Play(() =>
  80. {
  81. skillScoreDic.Remove(skillId);
  82. UpdateView();
  83. });
  84. }
  85. });
  86. }
  87. else
  88. {
  89. this.Hide();
  90. }
  91. }
  92. protected override void OnHide()
  93. {
  94. base.OnHide();
  95. _ui.m_comSkillShow.m_t0.Stop(true, false);
  96. _ui.m_comSkillShow.m_t1.Stop(true, false);
  97. _ui.m_t1.Stop(true, false);
  98. _ui.m_t2.Play();
  99. EventAgent.DispatchEvent(ConstMessage.SHOW_CARD_SKILL_END);
  100. }
  101. }
  102. }