Skill.cs 16 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, timeSpan.Seconds);
  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. ItemBtnLab.text = UseTimer.ToString("0.0");
  177. if (UseTimer <= 0)
  178. {
  179. Annul();
  180. return true;
  181. }
  182. else
  183. {
  184. return false;
  185. }
  186. }
  187. public override void UpdateStatus()
  188. {
  189. if (ManaData.Level >= UnlockLv)
  190. {
  191. if (ItemStatus == SkillStatus.Lock)
  192. {
  193. ItemStatus = SkillStatus.Buy;
  194. }
  195. }
  196. }
  197. protected virtual void UseA()
  198. {
  199. ItemBtnLab.color = Color.blue;
  200. ManaData.UseList.Add(this);
  201. ManaData.SkillPlus += NewPlus;
  202. ManaData.SkillPerson += NewPerson;
  203. ManaData.SkillPersonBuff += NewPersonBuff;
  204. ManaData.SkillCoinPerson += NewCoinPerson;
  205. if (Math.Abs(NewSkillCD) > 0.0005f)
  206. {
  207. for (int i = 0; i < ManaData.SkillList.Count; i++)
  208. {
  209. ManaData.SkillList[i].ReceiveCool(NewSkillCD, true, false);
  210. }
  211. }
  212. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  213. {
  214. for (int i = 0; i < ManaData.SkillList.Count; i++)
  215. {
  216. ManaData.SkillList[i].ReceiveCool(NewSkillCdBuff, true, true);
  217. }
  218. }
  219. }
  220. protected virtual void UseB()
  221. {
  222. ManaData.Coin += NewCoinOnce;
  223. ManaData.Coin += ManaData.CoinPerson * NewCoinOnceBuff;
  224. ManaData.Diamond += DiamondOnce;
  225. }
  226. protected virtual void Buy()
  227. {
  228. if (!ManaData.Pay(UseAmt, BuyCur))
  229. {
  230. return;
  231. }
  232. ManaData.SkillAmt++;
  233. UseTimer = NewDuration;
  234. if (Math.Abs(Duration) < 0.0005f)
  235. {
  236. ItemStatus = SkillStatus.Cool;
  237. }
  238. else
  239. {
  240. ItemStatus = SkillStatus.Use;
  241. }
  242. UseA();
  243. UseB();
  244. }
  245. protected virtual void OnClick()
  246. {
  247. if (ItemStatus == SkillStatus.Buy)
  248. {
  249. if (BuyCur == Current.AD)
  250. {
  251. Buy();
  252. }
  253. else
  254. {
  255. ManaReso.Get("Fe_Info").TweenForCG();
  256. ManaReso.SetText("Fe_Tit", Name);
  257. ManaReso.SetSprite("Fe_Icon", Icon);
  258. ManaReso.SetText("Fe_Lab0", "");
  259. ManaReso.SetText("Fe_Lab1", Description(0));
  260. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab3"), ImageParse(BuyCur), UseAmt));
  261. ManaReso.SetButtonEvent
  262. (
  263. "Fe_Btn",
  264. () =>
  265. {
  266. Buy();
  267. ManaReso.Get("Fe_Info").TweenBacCG();
  268. }
  269. );
  270. }
  271. }
  272. else if (ItemStatus == SkillStatus.Lock)
  273. {
  274. ManaReso.Get("Fe_Info").TweenForCG();
  275. ManaReso.SetText("Fe_Tit", Name);
  276. ManaReso.SetSprite("Fe_Icon", Icon);
  277. ManaReso.SetText("Fe_Lab0", "");
  278. ManaReso.SetText("Fe_Lab1", Description(0));
  279. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab0"), ImageParse(UnlockAheadCur), UnlockAheadAmt));
  280. ManaReso.SetButtonEvent
  281. (
  282. "Fe_Btn",
  283. () =>
  284. {
  285. UnlockAhead();
  286. ManaReso.Get("Fe_Info").TweenBacCG();
  287. }
  288. );
  289. }
  290. }
  291. protected virtual void UnlockAhead()
  292. {
  293. if (ItemStatus != SkillStatus.Lock)
  294. {
  295. Toast.Show(1.5f, "您并不需要提前解锁");
  296. return;
  297. }
  298. if (!ManaData.Pay(UnlockAheadAmt, UnlockAheadCur))
  299. {
  300. return;
  301. }
  302. ItemStatus = SkillStatus.Buy;
  303. }
  304. public override void Reactive()
  305. {
  306. if (ItemStatus == SkillStatus.Use)
  307. {
  308. AnnulA();
  309. ManaData.UseList.Remove(this);
  310. }
  311. else if (ItemStatus == SkillStatus.Cool)
  312. {
  313. ManaData.CoolList.Remove(this);
  314. }
  315. }
  316. public override void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  317. {
  318. Level = int.Parse(attribute[3].Value);
  319. UseTimer = float.Parse(attribute[5].Value);
  320. CoolTimer = float.Parse(attribute[4].Value);
  321. ItemStatus_ = (SkillStatus)Enum.Parse(typeof(SkillStatus), attribute[2].Value);
  322. NewPlus = Plus;
  323. NewPerson = Person;
  324. NewSkillCD = SkillCD;
  325. NewDuration = Duration;
  326. NewCoinOnce = CoinOnce;
  327. NewSkillCdBuff = SkillCdBuff;
  328. NewPersonBuff = PersonBuff;
  329. NewCoinPerson = CoinPerson;
  330. NewUpgradeAmt = UpgradeAmt;
  331. NewCoinOnceBuff = CoinOnceBuff;
  332. if (ItemStatus_ == SkillStatus.Use)
  333. {
  334. UseA();
  335. if (UseTimer < elapse)
  336. {
  337. if (useList.Count > 0)
  338. {
  339. if (UseTimer < ManaData.CircleTimer)
  340. {
  341. useList[0].UniqueAdd(this);
  342. }
  343. else
  344. {
  345. int ffCircle = 1 + Mathf.FloorToInt((UseTimer - ManaData.CircleTimer)/ManaData.CircleTime);
  346. useList[ffCircle].UniqueAdd(this);
  347. }
  348. }
  349. }
  350. else
  351. {
  352. UseTimer -= elapse;
  353. ItemBtnLab.color = Color.blue;
  354. }
  355. }
  356. else if (ItemStatus_ == SkillStatus.Cool)
  357. {
  358. CoolTimer -= elapse;
  359. ManaData.CoolList.Add(this);
  360. }
  361. ItemBtn.onClick.AddListener(OnClick);
  362. ItemLab.text = Description(0);
  363. ItemStatus = ItemStatus;
  364. }
  365. public override void ReceiveCool(float amt, bool current, bool buff)
  366. {
  367. if (!ReduceCD)
  368. {
  369. return;
  370. }
  371. if (current)
  372. {
  373. if (ItemStatus != SkillStatus.Cool)
  374. {
  375. return;
  376. }
  377. if (buff)
  378. {
  379. CoolTimer -= CD * amt;
  380. }
  381. else
  382. {
  383. CoolTimer -= amt;
  384. }
  385. }
  386. else
  387. {
  388. if (buff)
  389. {
  390. CdBuff -= amt;
  391. }
  392. else
  393. {
  394. CD -= amt;
  395. }
  396. }
  397. }
  398. #region 解读器
  399. protected double UpgradeAmtParse(string str)
  400. {
  401. if (string.IsNullOrEmpty(str))
  402. {
  403. return UnlockAmt;
  404. }
  405. else
  406. {
  407. return double.Parse(str);
  408. }
  409. }
  410. protected override string Description(int offset)
  411. {
  412. float temp;
  413. string[] strings = Desc.Split('[', ']');
  414. StringBuilder stringBuilder = new StringBuilder();
  415. for (int i = 0; i < strings.Length; i++)
  416. {
  417. if (strings[i].Contains("lv"))
  418. {
  419. }
  420. else if (strings[i].Contains("&person&"))
  421. {
  422. #region MyRegion
  423. if (Math.Abs(Person) > 0.0005f)
  424. {
  425. temp = NewPerson;
  426. UpgradeValue(ref temp, Person, UpgradePerson, offset);
  427. UpgradeUnit(ref temp, strings[i]);
  428. stringBuilder.Append(temp.ToString("0"));
  429. }
  430. else if (Math.Abs(PersonBuff) > 0.0005f)
  431. {
  432. temp = NewPersonBuff;
  433. UpgradeValue(ref temp, PersonBuff, UpgradePerson, offset);
  434. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  435. }
  436. #endregion
  437. }
  438. else if (strings[i].Contains("&duration&"))
  439. {
  440. #region MyRegion
  441. temp = NewDuration;
  442. UpgradeValue(ref temp, Duration, UpgradeDuration, offset);
  443. UpgradeUnit(ref temp, strings[i]);
  444. stringBuilder.Append(temp.ToString("0"));
  445. #endregion
  446. }
  447. else if (strings[i].Contains("&coin_once&"))
  448. {
  449. #region MyRegion
  450. if (Math.Abs(CoinOnce) > 0.0005f)
  451. {
  452. temp = NewCoinOnce;
  453. UpgradeValue(ref temp, CoinOnce, UpgradeCoinOnce, offset);
  454. stringBuilder.Append(temp.ToString("0"));
  455. }
  456. else if (Math.Abs(CoinOnceBuff) > 0.0005f)
  457. {
  458. temp = NewCoinOnceBuff;
  459. UpgradeValue(ref temp, CoinOnceBuff, UpgradeCoinOnce, offset);
  460. stringBuilder.Append(temp.ToString("0"));
  461. }
  462. #endregion
  463. }
  464. else if (strings[i].Contains("&diamond_once&"))
  465. {
  466. #region MyRegion
  467. stringBuilder.Append(DiamondOnce.ToString("0"));
  468. #endregion
  469. }
  470. else if (strings[i].Contains("&coin_person&"))
  471. {
  472. #region MyRegion
  473. if (Math.Abs(CoinPerson) > 0.0005f)
  474. {
  475. temp = NewCoinPerson;
  476. UpgradeValue(ref temp, CoinPerson, UpgradePlus, offset);
  477. stringBuilder.Append(temp.ToString("0.0"));
  478. }
  479. else if (Math.Abs(Plus) > 0.0005f)
  480. {
  481. temp = NewPlus;
  482. UpgradeValue(ref temp, Plus, UpgradePlus, offset);
  483. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  484. }
  485. else
  486. {
  487. throw new Exception();
  488. }
  489. #endregion
  490. }
  491. else
  492. {
  493. stringBuilder.Append(strings[i]);
  494. }
  495. }
  496. return stringBuilder.ToString();
  497. }
  498. #endregion
  499. }