Skill.cs 17 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. using System.Xml;
  5. using System.Linq;
  6. using System.Text;
  7. using System.Collections;
  8. using System.Collections.Generic;
  9. public class Skill : SkillRoot
  10. {
  11. #region 变量
  12. #region 配置
  13. public override string ID
  14. {
  15. get
  16. {
  17. return "Skill" + ID_;
  18. }
  19. }
  20. protected bool ReduceCD;
  21. protected float CD;
  22. protected float Person;
  23. protected float SkillCD;
  24. protected float UseAmt;
  25. protected float Duration;
  26. protected float CoinOnce;
  27. protected float CoinPerson;
  28. protected float DiamondOnce;
  29. protected double UpgradeAmt;
  30. protected float Plus;
  31. protected float CdBuff;
  32. protected float PersonBuff;
  33. protected float SkillCdBuff;
  34. protected float CoinOnceBuff;
  35. protected int UnlockLv;
  36. protected float UnlockAmt;
  37. protected float UnlockAheadAmt;
  38. protected string UnlockPos;
  39. protected Current BuyCur;
  40. protected Current UnlockCur;
  41. protected Current UpgradeCur;
  42. protected Current UnlockAheadCur;
  43. protected string Label;
  44. protected string Anim;
  45. protected string UpgradeCD;
  46. protected string UpgradeFml;
  47. protected string UpgradePlus;
  48. protected string UpgradePerson;
  49. protected string UpgradeDuration;
  50. protected string UpgradeCoinOnce;
  51. #endregion
  52. public float UseTimer;
  53. public float CoolTimer;
  54. protected float NewPlus;
  55. protected float NewPerson;
  56. protected float NewSkillCD;
  57. protected float NewDuration;
  58. protected float NewCoinOnce;
  59. protected float NewSkillCdBuff;
  60. protected float NewPersonBuff;
  61. protected float NewCoinPerson;
  62. protected float NewCoinOnceBuff;
  63. protected double NewUpgradeAmt;
  64. public virtual SkillStatus ItemStatus
  65. {
  66. get { return ItemStatus_; }
  67. set
  68. {
  69. ItemStatus_ = value;
  70. if (SkillTab == SkillTab.Null)
  71. {
  72. return;
  73. }
  74. if (ItemStatus_ == SkillStatus.Buy)
  75. {
  76. if (BuyCur == Current.AD)
  77. {
  78. ManaLan.Add(ItemBtnLab, new LanStr("Common", "AD"));
  79. }
  80. else
  81. {
  82. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab3"), "\n", ImageParse(BuyCur), UseAmt.ToString("0"));
  83. }
  84. }
  85. else if (ItemStatus_ == SkillStatus.Lock)
  86. {
  87. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab0"), "\n", new LanStr("UI", "Fe_BtnLab4"), UnlockLv.ToString());
  88. }
  89. }
  90. }
  91. public SkillStatus ItemStatus_;
  92. #endregion
  93. public Skill(XmlAttributeCollection attribute)
  94. {
  95. #region 配置
  96. ID_ = int.Parse(attribute[0].Value);
  97. Icon_ = attribute[30].Value;
  98. Anim = attribute[31].Value;
  99. Label = attribute[32].Value;
  100. UnlockPos = attribute[18].Value;
  101. UpgradeCD = attribute[28].Value;
  102. UpgradeFml = attribute[23].Value;
  103. UpgradePlus = attribute[24].Value;
  104. UpgradePerson = attribute[25].Value;
  105. UpgradeDuration = attribute[27].Value;
  106. UpgradeCoinOnce = attribute[26].Value;
  107. ItemIndex = Auxiliary.IntParse(attribute[3].Value,0);
  108. UnlockLv = Auxiliary.IntParse(attribute[13].Value,0);
  109. CD = Auxiliary.FloatParse(attribute[12].Value,0);
  110. UseAmt = Auxiliary.FloatParse(attribute[20].Value,0);
  111. Duration = Auxiliary.FloatParse(attribute[11].Value,0);
  112. UnlockAmt = Auxiliary.FloatParse(attribute[17].Value,0);
  113. DiamondOnce = Auxiliary.FloatParse(attribute[9].Value,0);
  114. UnlockAheadAmt = Auxiliary.FloatParse(attribute[15].Value,0);
  115. SkillTab = SkillClassParse(attribute[2].Value);
  116. ReduceCD = Auxiliary.BoolParse(attribute[5].Value, false);
  117. UpgradeAmt = UpgradeAmtParse(attribute[22].Value);
  118. BuyCur = CurrentParse(attribute[19].Value);
  119. UnlockCur = CurrentParse(attribute[16].Value);
  120. UpgradeCur = CurrentParse(attribute[21].Value);
  121. UnlockAheadCur = CurrentParse(attribute[14].Value);
  122. ValueBuffParse(out Person, out PersonBuff, attribute[7].Value);
  123. ValueBuffParse(out SkillCD, out SkillCdBuff, attribute[10].Value);
  124. ValueBuffParse(out CoinOnce, out CoinOnceBuff, attribute[8].Value);
  125. ValueBuffParse(out CoinPerson, out Plus, attribute[6].Value);
  126. #endregion
  127. SkillType = SkillType.Skill;
  128. }
  129. public virtual bool DoCool()
  130. {
  131. CoolTimer -= Time.fixedDeltaTime;
  132. TimeSpan timeSpan = new TimeSpan(0, 0, (int)CoolTimer);
  133. ItemBtnLab.text = string.Format("{0}\n{1}{2}:{3}", Language.GetStr("UI", "Fe_BtnLab6"), Language.GetStr("UI", "Fe_BtnLab7"), timeSpan.Minutes.ToString("00"), timeSpan.Seconds.ToString("00"));
  134. if (CoolTimer <= 0)
  135. {
  136. ItemStatus = SkillStatus.Buy;
  137. return true;
  138. }
  139. else
  140. {
  141. return false;
  142. }
  143. }
  144. public virtual void AnnulA()
  145. {
  146. ManaData.SkillPlus -= NewPlus;
  147. ManaData.SkillPerson -= NewPerson;
  148. ManaData.SkillPersonBuff -= NewPersonBuff;
  149. ManaData.SkillCoinPerson -= NewCoinPerson;
  150. if (Math.Abs(NewSkillCD) > 0.0005f)
  151. {
  152. for (int i = 0; i < ManaData.SkillList.Count; i++)
  153. {
  154. ManaData.SkillList[i].ReceiveCool(-NewSkillCD, true, false);
  155. }
  156. }
  157. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  158. {
  159. for (int i = 0; i < ManaData.SkillList.Count; i++)
  160. {
  161. ManaData.SkillList[i].ReceiveCool(-NewSkillCdBuff, true, true);
  162. }
  163. }
  164. }
  165. public override void Annul()
  166. {
  167. CoolTimer = CD * (1 + CdBuff);
  168. ManaData.CoolList.Add(this);
  169. ItemStatus = SkillStatus.Cool;
  170. //ItemBtnLab.color = Color.white;
  171. AnnulA();
  172. }
  173. public override bool DoUse()
  174. {
  175. UseTimer -= Time.fixedDeltaTime;
  176. TimeSpan timeSpan = new TimeSpan(0, 0, (int)UseTimer);
  177. ItemBtnLab.text = string.Format("{0}\n{1}{2}:{3}", Language.GetStr("UI", "Fe_BtnLab8"), Language.GetStr("UI", "Fe_BtnLab7"), timeSpan.Minutes.ToString("00"), timeSpan.Seconds.ToString("00"));
  178. if (UseTimer <= 0)
  179. {
  180. Annul();
  181. return true;
  182. }
  183. else
  184. {
  185. return false;
  186. }
  187. }
  188. public override void UpdateStatus()
  189. {
  190. if (ManaData.Level >= UnlockLv)
  191. {
  192. if (ItemStatus == SkillStatus.Lock)
  193. {
  194. ItemStatus = SkillStatus.Buy;
  195. }
  196. }
  197. }
  198. protected virtual void UseA()
  199. {
  200. //ItemBtnLab.color = Color.blue;
  201. ManaData.UseList.Add(this);
  202. ManaData.SkillPlus += NewPlus;
  203. ManaData.SkillPerson += NewPerson;
  204. ManaData.SkillPersonBuff += NewPersonBuff;
  205. ManaData.SkillCoinPerson += NewCoinPerson;
  206. if (Math.Abs(NewSkillCD) > 0.0005f)
  207. {
  208. for (int i = 0; i < ManaData.SkillList.Count; i++)
  209. {
  210. ManaData.SkillList[i].ReceiveCool(NewSkillCD, true, false);
  211. }
  212. }
  213. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  214. {
  215. for (int i = 0; i < ManaData.SkillList.Count; i++)
  216. {
  217. ManaData.SkillList[i].ReceiveCool(NewSkillCdBuff, true, true);
  218. }
  219. }
  220. }
  221. protected virtual void UseB()
  222. {
  223. float temp = NewCoinOnce + ManaData.CoinPerson*NewCoinOnceBuff;
  224. ManaData.Coin += temp;
  225. ManaData.Diamond += DiamondOnce;
  226. StringBuilder sb = new StringBuilder();
  227. if (!temp.Equal(0))
  228. {
  229. sb.AppendFormat("{0}{1}{2}", Language.GetStr("UI", "J_Info0"), "<(金币)>", temp);
  230. }
  231. if (!DiamondOnce.Equal(0))
  232. {
  233. sb.AppendFormat("{0}{1}{2}", Language.GetStr("UI", "J_Info0"), "<(钻石)>", DiamondOnce);
  234. }
  235. string str = sb.ToString();
  236. if (!string.IsNullOrEmpty(str))
  237. {
  238. ManaInfo.Show(sb.ToString(), 2f);
  239. }
  240. }
  241. protected virtual void Buy()
  242. {
  243. ManaData.Pay(ID, UseAmt, BuyCur, () =>
  244. {
  245. ManaAudio.PlayClip(Clip.SkillClip);
  246. if (BuyCur != Current.AD)
  247. {
  248. ManaData.SkillAmt++;
  249. }
  250. UseTimer = NewDuration;
  251. if (Math.Abs(Duration) < 0.0005f)
  252. {
  253. ItemStatus = SkillStatus.Cool;
  254. }
  255. else
  256. {
  257. ItemStatus = SkillStatus.Use;
  258. }
  259. UseA();
  260. UseB();
  261. ManaInfo.Show(String.Format("{0}{1}", Language.GetStr("UI", "J_Info1"), Language.GetStr("SkillName", ID)), 2f);
  262. });
  263. }
  264. protected virtual void OnClick()
  265. {
  266. ManaAudio.PlayClip(Clip.BtnClip);
  267. if (ItemStatus == SkillStatus.Buy)
  268. {
  269. if (BuyCur == Current.AD)
  270. {
  271. Buy();
  272. }
  273. else
  274. {
  275. ManaReso.Get("Fe_Info").TweenForCG();
  276. ManaReso.SetText("Fe_Tit", Name);
  277. ManaReso.SetSprite("Fe_Icon", Icon);
  278. ManaReso.SetText("Fe_Lab0", "");
  279. ManaReso.SetText("Fe_Lab1", Description(0));
  280. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab3"), ImageParse(BuyCur), UseAmt));
  281. ManaReso.SetButtonEvent
  282. (
  283. "Fe_Btn",
  284. () =>
  285. {
  286. Buy();
  287. ManaReso.Get("Fe_Info").TweenBacCG();
  288. }
  289. );
  290. }
  291. }
  292. else if (ItemStatus == SkillStatus.Lock)
  293. {
  294. ManaReso.Get("Fe_Info").TweenForCG();
  295. ManaReso.SetText("Fe_Tit", Name);
  296. ManaReso.SetSprite("Fe_Icon", Icon);
  297. ManaReso.SetText("Fe_Lab0", "");
  298. ManaReso.SetText("Fe_Lab1", Description(0));
  299. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab0"), ImageParse(UnlockAheadCur), UnlockAheadAmt));
  300. ManaReso.SetButtonEvent
  301. (
  302. "Fe_Btn",
  303. () =>
  304. {
  305. UnlockAhead();
  306. ManaReso.Get("Fe_Info").TweenBacCG();
  307. }
  308. );
  309. }
  310. }
  311. protected virtual void UnlockAhead()
  312. {
  313. if (ItemStatus != SkillStatus.Lock)
  314. {
  315. Toast.Show(1.5f, "您并不需要提前解锁");
  316. return;
  317. }
  318. ManaData.Pay(ID, UnlockAheadAmt, UnlockAheadCur, () =>
  319. {
  320. ManaAudio.PlayClip(Clip.BtnClip);
  321. ItemStatus = SkillStatus.Buy;
  322. });
  323. }
  324. public override void Reactive()
  325. {
  326. if (ItemStatus == SkillStatus.Use)
  327. {
  328. AnnulA();
  329. ManaData.UseList.Remove(this);
  330. }
  331. else if (ItemStatus == SkillStatus.Cool)
  332. {
  333. ManaData.CoolList.Remove(this);
  334. }
  335. }
  336. public override void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  337. {
  338. Level = int.Parse(attribute[3].Value);
  339. UseTimer = float.Parse(attribute[5].Value);
  340. CoolTimer = float.Parse(attribute[4].Value);
  341. ItemStatus_ = (SkillStatus)Enum.Parse(typeof(SkillStatus), attribute[2].Value);
  342. NewPlus = Plus;
  343. NewPerson = Person;
  344. NewSkillCD = SkillCD;
  345. NewDuration = Duration;
  346. NewCoinOnce = CoinOnce;
  347. NewSkillCdBuff = SkillCdBuff;
  348. NewPersonBuff = PersonBuff;
  349. NewCoinPerson = CoinPerson;
  350. NewUpgradeAmt = UpgradeAmt;
  351. NewCoinOnceBuff = CoinOnceBuff;
  352. if (ItemStatus_ == SkillStatus.Use)
  353. {
  354. UseA();
  355. if (UseTimer < elapse)
  356. {
  357. if (useList.Count > 0)
  358. {
  359. if (UseTimer < ManaData.CircleTimer)
  360. {
  361. useList[0].UniqueAdd(this);
  362. }
  363. else
  364. {
  365. int ffCircle = 1 + Mathf.FloorToInt((UseTimer - ManaData.CircleTimer)/ManaData.CircleTime);
  366. useList[ffCircle].UniqueAdd(this);
  367. }
  368. }
  369. }
  370. else
  371. {
  372. UseTimer -= elapse;
  373. //ItemBtnLab.color = Color.blue;
  374. }
  375. }
  376. else if (ItemStatus_ == SkillStatus.Cool)
  377. {
  378. CoolTimer -= elapse;
  379. ManaData.CoolList.Add(this);
  380. }
  381. ItemBtn.onClick.RemoveAllListeners();
  382. ItemBtn.onClick.AddListener(OnClick);
  383. ItemLab.text = Description(0);
  384. ItemStatus = ItemStatus;
  385. }
  386. public override void ReceiveCool(float amt, bool current, bool buff)
  387. {
  388. if (!ReduceCD)
  389. {
  390. return;
  391. }
  392. if (current)
  393. {
  394. if (ItemStatus != SkillStatus.Cool)
  395. {
  396. return;
  397. }
  398. if (buff)
  399. {
  400. CoolTimer -= CD * amt;
  401. }
  402. else
  403. {
  404. CoolTimer -= amt;
  405. }
  406. }
  407. else
  408. {
  409. if (buff)
  410. {
  411. CdBuff -= amt;
  412. }
  413. else
  414. {
  415. CD -= amt;
  416. }
  417. }
  418. }
  419. #region 解读器
  420. protected double UpgradeAmtParse(string str)
  421. {
  422. if (string.IsNullOrEmpty(str))
  423. {
  424. return UnlockAmt;
  425. }
  426. else
  427. {
  428. return double.Parse(str);
  429. }
  430. }
  431. protected override string Description(int offset)
  432. {
  433. float temp;
  434. string[] strings = Desc.Split('[', ']');
  435. StringBuilder stringBuilder = new StringBuilder();
  436. for (int i = 0; i < strings.Length; i++)
  437. {
  438. if (strings[i].Contains("lv"))
  439. {
  440. }
  441. else if (strings[i].Contains("&person&"))
  442. {
  443. #region MyRegion
  444. if (Math.Abs(Person) > 0.0005f)
  445. {
  446. temp = NewPerson;
  447. UpgradeValue(ref temp, Person, UpgradePerson, offset);
  448. UpgradeUnit(ref temp, strings[i]);
  449. stringBuilder.Append(temp.ToString("0"));
  450. }
  451. else if (Math.Abs(PersonBuff) > 0.0005f)
  452. {
  453. temp = NewPersonBuff;
  454. UpgradeValue(ref temp, PersonBuff, UpgradePerson, offset);
  455. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  456. }
  457. #endregion
  458. }
  459. else if (strings[i].Contains("&duration&"))
  460. {
  461. #region MyRegion
  462. temp = NewDuration;
  463. UpgradeValue(ref temp, Duration, UpgradeDuration, offset);
  464. UpgradeUnit(ref temp, strings[i]);
  465. stringBuilder.Append(temp.ToString("0"));
  466. #endregion
  467. }
  468. else if (strings[i].Contains("&coin_once&"))
  469. {
  470. #region MyRegion
  471. if (Math.Abs(CoinOnce) > 0.0005f)
  472. {
  473. temp = NewCoinOnce;
  474. UpgradeValue(ref temp, CoinOnce, UpgradeCoinOnce, offset);
  475. stringBuilder.Append(temp.ToString("0"));
  476. }
  477. else if (Math.Abs(CoinOnceBuff) > 0.0005f)
  478. {
  479. temp = NewCoinOnceBuff;
  480. UpgradeValue(ref temp, UpgradeCoinOnce, offset);
  481. stringBuilder.Append(temp.ToString("0"));
  482. }
  483. #endregion
  484. }
  485. else if (strings[i].Contains("&diamond_once&"))
  486. {
  487. #region MyRegion
  488. stringBuilder.Append(DiamondOnce.ToString("0"));
  489. #endregion
  490. }
  491. else if (strings[i].Contains("&coin_person&"))
  492. {
  493. #region MyRegion
  494. if (Math.Abs(CoinPerson) > 0.0005f)
  495. {
  496. temp = NewCoinPerson;
  497. UpgradeValue(ref temp, CoinPerson, UpgradePlus, offset);
  498. stringBuilder.Append(temp.ToString("0"));
  499. }
  500. else if (Math.Abs(Plus) > 0.0005f)
  501. {
  502. temp = NewPlus;
  503. UpgradeValue(ref temp, Plus, UpgradePlus, offset);
  504. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  505. }
  506. else
  507. {
  508. throw new Exception();
  509. }
  510. #endregion
  511. }
  512. else
  513. {
  514. stringBuilder.Append(strings[i]);
  515. }
  516. }
  517. return stringBuilder.ToString();
  518. }
  519. #endregion
  520. }