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. TimeSpan timeSpan = new TimeSpan(0, 0, (int)UseTimer);
  177. ItemBtnLab.text = string.Format("{0} : {1}", timeSpan.Minutes, timeSpan.Seconds);
  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. ManaData.Coin += NewCoinOnce;
  224. ManaData.Coin += ManaData.CoinPerson * NewCoinOnceBuff;
  225. ManaData.Diamond += DiamondOnce;
  226. }
  227. protected virtual void Buy()
  228. {
  229. ManaData.Pay(ID, UseAmt, BuyCur, () =>
  230. {
  231. ManaAudio.PlayClip(Clip.SkillClip);
  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. }
  246. protected virtual void OnClick()
  247. {
  248. ManaAudio.PlayClip(Clip.BtnClip);
  249. if (ItemStatus == SkillStatus.Buy)
  250. {
  251. if (BuyCur == Current.AD)
  252. {
  253. Buy();
  254. }
  255. else
  256. {
  257. ManaReso.Get("Fe_Info").TweenForCG();
  258. ManaReso.SetText("Fe_Tit", Name);
  259. ManaReso.SetSprite("Fe_Icon", Icon);
  260. ManaReso.SetText("Fe_Lab0", "");
  261. ManaReso.SetText("Fe_Lab1", Description(0));
  262. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab3"), ImageParse(BuyCur), UseAmt));
  263. ManaReso.SetButtonEvent
  264. (
  265. "Fe_Btn",
  266. () =>
  267. {
  268. Buy();
  269. ManaReso.Get("Fe_Info").TweenBacCG();
  270. }
  271. );
  272. }
  273. }
  274. else if (ItemStatus == SkillStatus.Lock)
  275. {
  276. ManaReso.Get("Fe_Info").TweenForCG();
  277. ManaReso.SetText("Fe_Tit", Name);
  278. ManaReso.SetSprite("Fe_Icon", Icon);
  279. ManaReso.SetText("Fe_Lab0", "");
  280. ManaReso.SetText("Fe_Lab1", Description(0));
  281. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab0"), ImageParse(UnlockAheadCur), UnlockAheadAmt));
  282. ManaReso.SetButtonEvent
  283. (
  284. "Fe_Btn",
  285. () =>
  286. {
  287. UnlockAhead();
  288. ManaReso.Get("Fe_Info").TweenBacCG();
  289. }
  290. );
  291. }
  292. }
  293. protected virtual void UnlockAhead()
  294. {
  295. if (ItemStatus != SkillStatus.Lock)
  296. {
  297. Toast.Show(1.5f, "您并不需要提前解锁");
  298. return;
  299. }
  300. ManaData.Pay(ID, UnlockAheadAmt, UnlockAheadCur, () =>
  301. {
  302. ManaAudio.PlayClip(Clip.BtnClip);
  303. ItemStatus = SkillStatus.Buy;
  304. });
  305. }
  306. public override void Reactive()
  307. {
  308. if (ItemStatus == SkillStatus.Use)
  309. {
  310. AnnulA();
  311. ManaData.UseList.Remove(this);
  312. }
  313. else if (ItemStatus == SkillStatus.Cool)
  314. {
  315. ManaData.CoolList.Remove(this);
  316. }
  317. }
  318. public override void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  319. {
  320. Level = int.Parse(attribute[3].Value);
  321. UseTimer = float.Parse(attribute[5].Value);
  322. CoolTimer = float.Parse(attribute[4].Value);
  323. ItemStatus_ = (SkillStatus)Enum.Parse(typeof(SkillStatus), attribute[2].Value);
  324. NewPlus = Plus;
  325. NewPerson = Person;
  326. NewSkillCD = SkillCD;
  327. NewDuration = Duration;
  328. NewCoinOnce = CoinOnce;
  329. NewSkillCdBuff = SkillCdBuff;
  330. NewPersonBuff = PersonBuff;
  331. NewCoinPerson = CoinPerson;
  332. NewUpgradeAmt = UpgradeAmt;
  333. NewCoinOnceBuff = CoinOnceBuff;
  334. if (ItemStatus_ == SkillStatus.Use)
  335. {
  336. UseA();
  337. if (UseTimer < elapse)
  338. {
  339. if (useList.Count > 0)
  340. {
  341. if (UseTimer < ManaData.CircleTimer)
  342. {
  343. useList[0].UniqueAdd(this);
  344. }
  345. else
  346. {
  347. int ffCircle = 1 + Mathf.FloorToInt((UseTimer - ManaData.CircleTimer)/ManaData.CircleTime);
  348. useList[ffCircle].UniqueAdd(this);
  349. }
  350. }
  351. }
  352. else
  353. {
  354. UseTimer -= elapse;
  355. ItemBtnLab.color = Color.blue;
  356. }
  357. }
  358. else if (ItemStatus_ == SkillStatus.Cool)
  359. {
  360. CoolTimer -= elapse;
  361. ManaData.CoolList.Add(this);
  362. }
  363. ItemBtn.onClick.RemoveAllListeners();
  364. ItemBtn.onClick.AddListener(OnClick);
  365. ItemLab.text = Description(0);
  366. ItemStatus = ItemStatus;
  367. }
  368. public override void ReceiveCool(float amt, bool current, bool buff)
  369. {
  370. if (!ReduceCD)
  371. {
  372. return;
  373. }
  374. if (current)
  375. {
  376. if (ItemStatus != SkillStatus.Cool)
  377. {
  378. return;
  379. }
  380. if (buff)
  381. {
  382. CoolTimer -= CD * amt;
  383. }
  384. else
  385. {
  386. CoolTimer -= amt;
  387. }
  388. }
  389. else
  390. {
  391. if (buff)
  392. {
  393. CdBuff -= amt;
  394. }
  395. else
  396. {
  397. CD -= amt;
  398. }
  399. }
  400. }
  401. #region 解读器
  402. protected double UpgradeAmtParse(string str)
  403. {
  404. if (string.IsNullOrEmpty(str))
  405. {
  406. return UnlockAmt;
  407. }
  408. else
  409. {
  410. return double.Parse(str);
  411. }
  412. }
  413. protected override string Description(int offset)
  414. {
  415. float temp;
  416. string[] strings = Desc.Split('[', ']');
  417. StringBuilder stringBuilder = new StringBuilder();
  418. for (int i = 0; i < strings.Length; i++)
  419. {
  420. if (strings[i].Contains("lv"))
  421. {
  422. }
  423. else if (strings[i].Contains("&person&"))
  424. {
  425. #region MyRegion
  426. if (Math.Abs(Person) > 0.0005f)
  427. {
  428. temp = NewPerson;
  429. UpgradeValue(ref temp, Person, UpgradePerson, offset);
  430. UpgradeUnit(ref temp, strings[i]);
  431. stringBuilder.Append(temp.ToString("0"));
  432. }
  433. else if (Math.Abs(PersonBuff) > 0.0005f)
  434. {
  435. temp = NewPersonBuff;
  436. UpgradeValue(ref temp, PersonBuff, UpgradePerson, offset);
  437. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  438. }
  439. #endregion
  440. }
  441. else if (strings[i].Contains("&duration&"))
  442. {
  443. #region MyRegion
  444. temp = NewDuration;
  445. UpgradeValue(ref temp, Duration, UpgradeDuration, offset);
  446. UpgradeUnit(ref temp, strings[i]);
  447. stringBuilder.Append(temp.ToString("0"));
  448. #endregion
  449. }
  450. else if (strings[i].Contains("&coin_once&"))
  451. {
  452. #region MyRegion
  453. if (Math.Abs(CoinOnce) > 0.0005f)
  454. {
  455. temp = NewCoinOnce;
  456. UpgradeValue(ref temp, CoinOnce, UpgradeCoinOnce, offset);
  457. stringBuilder.Append(temp.ToString("0"));
  458. }
  459. else if (Math.Abs(CoinOnceBuff) > 0.0005f)
  460. {
  461. temp = NewCoinOnceBuff;
  462. UpgradeValue(ref temp, CoinOnceBuff, UpgradeCoinOnce, offset);
  463. stringBuilder.Append(temp.ToString("0"));
  464. }
  465. #endregion
  466. }
  467. else if (strings[i].Contains("&diamond_once&"))
  468. {
  469. #region MyRegion
  470. stringBuilder.Append(DiamondOnce.ToString("0"));
  471. #endregion
  472. }
  473. else if (strings[i].Contains("&coin_person&"))
  474. {
  475. #region MyRegion
  476. if (Math.Abs(CoinPerson) > 0.0005f)
  477. {
  478. temp = NewCoinPerson;
  479. UpgradeValue(ref temp, CoinPerson, UpgradePlus, offset);
  480. stringBuilder.Append(temp.ToString("0"));
  481. }
  482. else if (Math.Abs(Plus) > 0.0005f)
  483. {
  484. temp = NewPlus;
  485. UpgradeValue(ref temp, Plus, UpgradePlus, offset);
  486. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  487. }
  488. else
  489. {
  490. throw new Exception();
  491. }
  492. #endregion
  493. }
  494. else
  495. {
  496. stringBuilder.Append(strings[i]);
  497. }
  498. }
  499. return stringBuilder.ToString();
  500. }
  501. #endregion
  502. }