SkillRoot.cs 6.5 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. using System.Xml;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. public enum Current
  8. {
  9. AD,
  10. Free,
  11. Coin,
  12. Cash,
  13. Other,
  14. Diamond,
  15. }
  16. public enum SkillTab
  17. {
  18. Elf,
  19. Null,
  20. Store,
  21. Magic,
  22. Garden,
  23. }
  24. public enum SkillType
  25. {
  26. Skill,
  27. Pack,
  28. Ability,
  29. BigSkill,
  30. }
  31. public enum SkillStatus
  32. {
  33. Buy,
  34. Use,
  35. Lock,
  36. Cool,
  37. UnLock,
  38. Upgrade,
  39. }
  40. public abstract class SkillRoot
  41. {
  42. #region 变量
  43. #region 配置
  44. public Sprite Icon
  45. {
  46. get
  47. {
  48. return ManaReso.LoadSprite(Icon_, Folder.UI);
  49. }
  50. }
  51. public string Desc
  52. {
  53. get
  54. {
  55. return Language.GetStr("SkillDesc", ID);
  56. }
  57. }
  58. public virtual string ID
  59. {
  60. get { throw new Exception(); }
  61. }
  62. public virtual string Name
  63. {
  64. get
  65. {
  66. if (Level == 0)
  67. {
  68. return Language.GetStr("SkillName", ID);
  69. }
  70. else
  71. {
  72. return Language.GetStr("SkillName", ID) + Level;
  73. }
  74. }
  75. }
  76. public int ID_;
  77. public string Icon_;
  78. public int ItemIndex;
  79. #endregion
  80. public virtual int Level
  81. {
  82. get { return Level_; }
  83. set
  84. {
  85. Level_ = value;
  86. if (SkillTab == SkillTab.Null)
  87. {
  88. return;
  89. }
  90. if (Level == 0)
  91. {
  92. ManaLan.Add(ItemTit, new LanStr("SkillName", ID));
  93. }
  94. else
  95. {
  96. ManaLan.Add(ItemTit, new LanStr("SkillName", ID), Level);
  97. }
  98. }
  99. }
  100. public int Level_;
  101. public Text ItemTit;
  102. public Text ItemLab;
  103. public Text IconLab1;
  104. public Text ItemBtnLab;
  105. public Image ItemIcon;
  106. public Image ItemIcon1;
  107. public Button ItemBtn;
  108. public SkillTab SkillTab;
  109. public SkillType SkillType;
  110. public Transform SkillItem;
  111. public virtual SkillStatus ItemStatus
  112. {
  113. get { return ItemStatus_; }
  114. set
  115. {
  116. ItemStatus_ = value;
  117. }
  118. }
  119. public SkillStatus ItemStatus_;
  120. #endregion
  121. public static int Sort(SkillRoot skillRootA, SkillRoot skillRootB)
  122. {
  123. if (skillRootA.ItemIndex == skillRootB.ItemIndex)
  124. {
  125. return 0;
  126. }
  127. else if (skillRootA.ItemIndex > skillRootB.ItemIndex)
  128. {
  129. return 1;
  130. }
  131. else if (skillRootA.ItemIndex < skillRootB.ItemIndex)
  132. {
  133. return -1;
  134. }
  135. else
  136. {
  137. throw new Exception();
  138. }
  139. }
  140. public virtual void Reactive()
  141. {
  142. }
  143. public virtual void RegistValue(bool firstRegist, float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  144. {
  145. }
  146. public virtual void RegistReference()
  147. {
  148. if (SkillTab == SkillTab.Null)
  149. {
  150. return;
  151. }
  152. Dictionary<string, Transform> childDic = new Dictionary<string, Transform>();
  153. Auxiliary.CompileDic(SkillItem, childDic);
  154. ItemTit = childDic["Tit"].GetComponent<Text>();
  155. ItemBtn = childDic["Btn"].GetComponent<Button>();
  156. ItemLab = childDic["Lab"].GetComponent<Text>();
  157. IconLab1 = childDic["IconLab1"].GetComponent<Text>();
  158. ItemIcon = childDic["Icon"].GetComponent<Image>();
  159. ItemIcon1 = childDic["Icon1"].GetComponent<Image>();
  160. ItemBtnLab = childDic["BtnLab"].GetComponent<Text>();
  161. ItemIcon.sprite = Icon;
  162. }
  163. public virtual void SwitchLanguage()
  164. {
  165. if (SkillTab != SkillTab.Null)
  166. {
  167. ItemLab.text = GetDescription(0);
  168. }
  169. }
  170. public virtual void AnnulA()
  171. {
  172. }
  173. public virtual bool DoUse()
  174. {
  175. throw new Exception();
  176. }
  177. public virtual void ReceiveCool(float amt, bool current, bool buff)
  178. {
  179. }
  180. public virtual void UpdateStatus()
  181. {
  182. }
  183. #region 解读器
  184. protected SkillTab SkillClassParse(string str)
  185. {
  186. if (string.IsNullOrEmpty(str))
  187. {
  188. return SkillTab.Null;
  189. }
  190. else
  191. {
  192. int number = int.Parse(str);
  193. if (number == 1)
  194. {
  195. return SkillTab.Garden;
  196. }
  197. else if (number == 2)
  198. {
  199. return SkillTab.Elf;
  200. }
  201. else if (number == 3)
  202. {
  203. return SkillTab.Magic;
  204. }
  205. else if (number == 4)
  206. {
  207. return SkillTab.Store;
  208. }
  209. else
  210. {
  211. throw new Exception();
  212. }
  213. }
  214. }
  215. protected void UpgradeUnit(ref float target, string fml)
  216. {
  217. if (fml.Contains("*"))
  218. {
  219. target *= float.Parse(fml.Split('*')[1]);
  220. }
  221. else if (fml.Contains("/"))
  222. {
  223. target /= float.Parse(fml.Split('/')[1]);
  224. }
  225. }
  226. protected void UpgradeValue(ref float target, string fml, int offset)
  227. {
  228. if (fml.Contains("%"))
  229. {
  230. target += (float.Parse(fml.Replace("%", ""))/100)*offset;
  231. }
  232. }
  233. protected void UpgradeValue(ref float target, float baseValue, string fml, int offset)
  234. {
  235. if (target.Equal(0))
  236. {
  237. return;
  238. }
  239. if (string.IsNullOrEmpty(fml))
  240. {
  241. return;
  242. }
  243. if (fml.Contains("%"))
  244. {
  245. float step = float.Parse(fml.Replace("%", "")) / 100;
  246. target += baseValue * step * offset;
  247. }
  248. else
  249. {
  250. target += float.Parse(fml) * offset;
  251. }
  252. }
  253. protected void UpgradeSkillCdBuff(ref float target, string fml, int offset)
  254. {
  255. if (fml.Contains("%"))
  256. {
  257. float unit = (float.Parse(fml.Replace("%", "")))/100;
  258. for (int i = 0; i < offset; i++)
  259. {
  260. target += (1 - target) * unit;
  261. }
  262. }
  263. }
  264. protected void ValueBuffParse(out float value, out float buff, string str)
  265. {
  266. if (str.Contains("%"))
  267. {
  268. float step = float.Parse(str.Replace("%", "")) / 100;
  269. buff = step;
  270. value = 0;
  271. }
  272. else
  273. {
  274. buff = 0;
  275. value = Auxiliary.FloatParse(str, 0);
  276. }
  277. }
  278. protected virtual string GetDescription(int offset)
  279. {
  280. throw new Exception();
  281. }
  282. #endregion
  283. }
  284. #region DebugList
  285. //语言切换
  286. #endregion