CardSkillView.cs 6.1 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. EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, UpdateView);
  32. }
  33. protected override void OnShown()
  34. {
  35. base.OnShown();
  36. _cardId = (int)(viewData as object[])[0];
  37. _skillId = (int)(viewData as object[])[1];
  38. _skillLv = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  39. // SkillData skillData = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  40. skillCfg = PassivitySkillCfgArray.Instance.GetCfg(_skillId);// SkillDataManager.Instance.GetPassivitySkillCfg(_cardId, _skillId);
  41. skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(_skillLv, _skillId);
  42. _ui.m_txtName.text = skillCfg.name;
  43. _ui.m_comSkill.m_loaSkill.url = ResPathUtil.GetCardSmallPath(skillCfg.res);
  44. UpdateView();
  45. }
  46. private void UpdateView()
  47. {
  48. _ui.m_c1.selectedIndex = 0;
  49. _skillLv = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  50. skillCfg = PassivitySkillCfgArray.Instance.GetCfg(_skillId);// SkillDataManager.Instance.GetPassivitySkillCfg(_cardId, _skillId);
  51. skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(_skillLv, _skillId);
  52. int skillLv = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  53. UpdateComLv(_ui.m_comCurLV, skillLv, skillLv + "级");
  54. if (PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv + 1, _skillId) == null) //已满级
  55. {
  56. _ui.m_c1.selectedIndex = 1;
  57. return;
  58. }
  59. UI_ComCostCurrency costCurrency = UI_ComCostCurrency.Proxy(_ui.m_comConsume);
  60. costCurrency.m_txtNeed.text = skillLvCfg.costNum.ToString();
  61. UI_ComCostCurrency.ProxyEnd();
  62. UpdateComLv(_ui.m_comNextLv, skillLv + 1, "下一级");
  63. _ui.m_listConsume.numItems = skillLvCfg.materiarsArr.Length;
  64. }
  65. private void UpdateComLv(UI_ComSkillDiscribe com, int lv, string title)
  66. {
  67. PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(lv, _skillId);
  68. com.m_txtLv.text = title;
  69. com.m_txtDiscribe.text = string.Format(skillCfg.describe, (float)skillLvCfg.probability / 10000f * 100f, (float)skillLvCfg.count / 100f);
  70. }
  71. private void RenderListStarConsumeItem(int index, GObject obj)
  72. {
  73. UI_ComStarConsume listItem = UI_ComStarConsume.Proxy(obj);
  74. // int skillLv = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
  75. // skillCfg = SkillDataManager.Instance.GetPassivitySkillCfg(_cardId, _skillId, skillLv);
  76. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(skillLvCfg.materiarsArr[index][0]);
  77. listItem.m_loaItem.url = ResPathUtil.GetIconPath(itemCfg);
  78. int needCount = skillLvCfg.materiarsArr[index][1];
  79. int hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[index][0]);
  80. listItem.m_txtNeedCount.text = needCount.ToString();
  81. listItem.m_txtHasCount.text = StringUtil.GetColorText(hasCount.ToString(), hasCount < needCount ? "#D27869" : "#FDF3D7"); ;
  82. listItem.m_btnPlus.visible = false;
  83. if (listItem.target.data == null)
  84. {
  85. listItem.target.onClick.Add(() => OnClickBtnPlusStarConsum(index));
  86. }
  87. listItem.target.data = skillLvCfg.materiarsArr[index][0];
  88. if (hasCount < needCount)
  89. {
  90. //材料不足显示加号
  91. listItem.m_btnPlus.visible = true;
  92. }
  93. }
  94. private void OnClickBtnPlusStarConsum(int index)
  95. {
  96. int itemId = int.Parse(UI_ComStarConsume.Proxy(_ui.m_listConsume.GetChildAt(index)).target.data.ToString());
  97. CardData cardData = CardDataManager.GetCardDataById(_cardId);
  98. ViewManager.Show(ViewName.APPROACH_OF_ITEM_VIEW, new object[] { itemId, new object[] { ViewName.CARD_FOSTER_VIEW, cardData } });
  99. }
  100. private async void OnClickBtnUp()
  101. {
  102. if (ItemDataManager.GetItemNum(skillLvCfg.costID) < skillLvCfg.costNum)
  103. {
  104. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(skillLvCfg.costID);
  105. PromptController.Instance.ShowFloatTextPrompt(itemCfg.name + "不足");
  106. return;
  107. }
  108. bool isEnough = true;
  109. for (int i = 0; i < skillLvCfg.materiarsArr.Length; i++)
  110. {
  111. int needCount = skillLvCfg.materiarsArr[i][1];
  112. int hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[i][0]);
  113. if (hasCount < needCount)
  114. {
  115. isEnough = false;
  116. PromptController.Instance.ShowFloatTextPrompt("升级材料不足");
  117. break;
  118. }
  119. }
  120. if (!isEnough) return;
  121. bool result = await CardSProxy.UpgradeCardSkill(_cardId, _skillId);
  122. if (result)
  123. {
  124. LogServerHelper.SendNodeLog((int)PlayParticipationEnum.CI_PAI, 2);
  125. }
  126. }
  127. protected override void OnHide()
  128. {
  129. base.OnHide();
  130. }
  131. }
  132. }