Pack.cs 9.2 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Xml;
  4. using System.Text;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. public class Pack : SkillRoot
  8. {
  9. #region 变量
  10. #region 配置
  11. public override string ID
  12. {
  13. get
  14. {
  15. return "Pack" + ID_;
  16. }
  17. }
  18. public override string Name
  19. {
  20. get
  21. {
  22. return Language.GetStr("SkillName", ID);
  23. }
  24. }
  25. protected int MinUseLv;
  26. protected int MaxUseLv;
  27. protected float Person;
  28. protected float SkillCD;
  29. protected float UseAmt;
  30. protected float CoinOnce;
  31. protected float CoinPerson;
  32. protected float DiamondOnce;
  33. protected float Plus;
  34. protected float PersonBuff;
  35. protected float SkillCdBuff;
  36. protected string Label;
  37. protected string Anim;
  38. protected string Flower;
  39. protected Current BuyCur;
  40. #endregion
  41. public override int Level
  42. {
  43. get; set;
  44. }
  45. public SkillStatus ItemStatus
  46. {
  47. get { return ItemStatus_; }
  48. set
  49. {
  50. ItemStatus_ = value;
  51. if (ItemStatus_ == SkillStatus.Buy)
  52. {
  53. ItemBtn.interactable = true;
  54. SkillItem.SetActive(true);
  55. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab3"), "\n", ImageParse(BuyCur), UseAmt.ToString("0"));
  56. }
  57. else if (ItemStatus_ == SkillStatus.Lock)
  58. {
  59. ItemBtn.interactable = false;
  60. SkillItem.SetActive(false);
  61. }
  62. }
  63. }
  64. public SkillStatus ItemStatus_;
  65. #endregion
  66. public Pack(XmlAttributeCollection attribute)
  67. {
  68. #region 配置
  69. ID_ = int.Parse(attribute[0].Value);
  70. Icon_ = attribute[14].Value;
  71. Anim = attribute[15].Value;
  72. Label = attribute[16].Value;
  73. Flower = attribute[9].Value;
  74. ItemIndex = Auxiliary.IntParse(attribute[3].Value,0);
  75. UseAmt = Auxiliary.FloatParse(attribute[12].Value,0);
  76. CoinOnce = Auxiliary.FloatParse(attribute[7].Value,0);
  77. DiamondOnce = Auxiliary.FloatParse(attribute[8].Value,0);
  78. SkillTab = SkillClassParse(attribute[2].Value);
  79. BuyCur = CurrentParse(attribute[11].Value);
  80. MinUseLv = MinLevelParse(attribute[10].Value);
  81. MaxUseLv = MaxLevelParse(attribute[10].Value);
  82. ValueBuffParse(out Person, out PersonBuff, attribute[5].Value);
  83. ValueBuffParse(out SkillCD, out SkillCdBuff, attribute[6].Value);
  84. ValueBuffParse(out CoinPerson, out Plus, attribute[4].Value);
  85. #endregion
  86. SkillType = SkillType.Pack;
  87. }
  88. public override void Annul()
  89. {
  90. for (int i = 0; i < Level; i++)
  91. {
  92. ManaData.SkillPlus -= Plus;
  93. ManaData.SkillPerson -= Person;
  94. ManaData.SkillPersonBuff -= PersonBuff;
  95. ManaData.SkillCoinPerson -= CoinPerson;
  96. if (Math.Abs(SkillCD) > 0.0005f)
  97. {
  98. for (int j = 0; j < ManaData.SkillList.Count; j++)
  99. {
  100. ManaData.SkillList[j].ReceiveCool(-SkillCD, false, false);
  101. }
  102. }
  103. if (Math.Abs(SkillCdBuff) > 0.0005f)
  104. {
  105. for (int j = 0; j < ManaData.SkillList.Count; j++)
  106. {
  107. ManaData.SkillList[j].ReceiveCool(-SkillCdBuff, false, true);
  108. }
  109. }
  110. }
  111. }
  112. public override void Reactive()
  113. {
  114. for (int i = 0; i < Level; i++)
  115. {
  116. Annul();
  117. }
  118. }
  119. public override void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  120. {
  121. Level = int.Parse(attribute[3].Value);
  122. for (int i = 0; i < Level; i++)
  123. {
  124. UseA();
  125. }
  126. ItemStatus_ = (SkillStatus)Enum.Parse(typeof(SkillStatus), attribute[2].Value);
  127. ItemBtn.onClick.AddListener(OnClick);
  128. ItemLab.text = Description(0);
  129. ManaLan.Add(ItemTit, new LanStr("SkillName", ID));
  130. ItemStatus = ItemStatus;
  131. }
  132. public override void UpdateStatus()
  133. {
  134. if (MaxUseLv == MinUseLv)
  135. {
  136. ItemStatus = SkillStatus.Buy;
  137. }
  138. else
  139. {
  140. if (ManaData.Level > MaxUseLv || ManaData.Level < MinUseLv)
  141. {
  142. ItemStatus = SkillStatus.Lock;
  143. }
  144. else
  145. {
  146. ItemStatus = SkillStatus.Buy;
  147. }
  148. }
  149. }
  150. protected void UseB()
  151. {
  152. ManaData.Coin += CoinOnce;
  153. ManaData.Diamond += DiamondOnce;
  154. }
  155. protected void UseA()
  156. {
  157. if (!string.IsNullOrEmpty(Flower))
  158. {
  159. string[] strings = Flower.Split(' ');
  160. for (int i = 0; i < strings.Length; i++)
  161. {
  162. FlowerInfo flowerInfo = ManaGarden.FlowerInfoDic[int.Parse(strings[i])];
  163. if (flowerInfo.Unlock == false)
  164. {
  165. flowerInfo.Unlock = true;
  166. }
  167. }
  168. }
  169. ManaData.SkillPlus += Plus;
  170. ManaData.SkillPerson += Person;
  171. ManaData.SkillPersonBuff += PersonBuff;
  172. ManaData.SkillCoinPerson += CoinPerson;
  173. if (Math.Abs(SkillCD) > 0.0005f)
  174. {
  175. for (int i = 0; i < ManaData.SkillList.Count; i++)
  176. {
  177. ManaData.SkillList[i].ReceiveCool(SkillCD, false, false);
  178. }
  179. }
  180. if (Math.Abs(SkillCdBuff) > 0.0005f)
  181. {
  182. for (int i = 0; i < ManaData.SkillList.Count; i++)
  183. {
  184. ManaData.SkillList[i].ReceiveCool(SkillCdBuff, false, true);
  185. }
  186. }
  187. }
  188. protected void OnClick()
  189. {
  190. ManaReso.Get("Fe_Info").TweenForCG();
  191. ManaReso.SetText("Fe_Tit", Name);
  192. ManaReso.SetSprite("Fe_Icon", ItemIcon.sprite);
  193. ManaReso.SetText("Fe_Lab0", "");
  194. if (ItemStatus == SkillStatus.Buy)
  195. {
  196. ManaReso.SetText("Fe_Lab1", Description(0));
  197. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab3"), ImageParse(BuyCur), UseAmt));
  198. ManaReso.SetButtonEvent
  199. (
  200. "Fe_Btn",
  201. () =>
  202. {
  203. Buy();
  204. ManaReso.Get("Fe_Info").TweenBacCG();
  205. }
  206. );
  207. }
  208. }
  209. protected virtual void Buy()
  210. {
  211. if (ManaData.Pay(UseAmt, BuyCur))
  212. {
  213. ManaData.SkillAmt++;
  214. UseA();
  215. UseB();
  216. Level++;
  217. }
  218. }
  219. #region 解读器
  220. protected int MinLevelParse(string str)
  221. {
  222. if (string.IsNullOrEmpty(str))
  223. {
  224. return 0;
  225. }
  226. else
  227. {
  228. return Auxiliary.IntParse(str.Split(',')[0],0);
  229. }
  230. }
  231. protected int MaxLevelParse(string str)
  232. {
  233. if (string.IsNullOrEmpty(str))
  234. {
  235. return 0;
  236. }
  237. else
  238. {
  239. return Auxiliary.IntParse(str.Split(',')[1],0);
  240. }
  241. }
  242. protected override string Description(int offset)
  243. {
  244. string[] strings = Desc.Split('[', ']');
  245. StringBuilder stringBuilder = new StringBuilder();
  246. for (int i = 0; i < strings.Length; i++)
  247. {
  248. if (strings[i].Contains("lv"))
  249. {
  250. }
  251. else if (strings[i].Contains("&coin&"))
  252. {
  253. #region MyRegion
  254. if (Math.Abs(CoinOnce) > 0.0005f)
  255. {
  256. stringBuilder.Append(CoinOnce.ToString("0"));
  257. }
  258. #endregion
  259. }
  260. else if (strings[i].Contains("&flower&"))
  261. {
  262. #region MyRegion
  263. if (!string.IsNullOrEmpty(Flower))
  264. {
  265. string[] strings1 = Flower.Split(' ');
  266. for (int j = 0; j < strings1.Length; j++)
  267. {
  268. stringBuilder.Append(Language.GetStr("FlowerName", "Flower" + strings1[j]));
  269. if (j != strings1.Length - 1)
  270. {
  271. stringBuilder.Append(",");
  272. }
  273. }
  274. }
  275. #endregion
  276. }
  277. else if (strings[i].Contains("&diamond&"))
  278. {
  279. #region MyRegion
  280. if (Math.Abs(DiamondOnce) > 0.0005f)
  281. {
  282. stringBuilder.Append(DiamondOnce.ToString("0"));
  283. }
  284. #endregion
  285. }
  286. else if (strings[i].Contains("&coin_person&"))
  287. {
  288. #region MyRegion
  289. if (Math.Abs(Plus) > 0.0005f)
  290. {
  291. stringBuilder.Append(string.Format("{0:0}%", Plus*100));
  292. }
  293. else if (Math.Abs(CoinPerson) > 0.0005f)
  294. {
  295. stringBuilder.Append(CoinPerson.ToString("0.0"));
  296. }
  297. #endregion
  298. }
  299. else
  300. {
  301. stringBuilder.Append(strings[i]);
  302. }
  303. }
  304. return stringBuilder.ToString();
  305. }
  306. #endregion
  307. }