ManaAchieve.cs 12 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using UnityEngine.Events;
  4. using System;
  5. using System.Xml;
  6. using System.Text;
  7. using System.Collections;
  8. using System.Collections.Generic;
  9. using Object = UnityEngine.Object;
  10. public enum AchieveType
  11. {
  12. Elf,
  13. AD,
  14. Skill,
  15. Sign,
  16. Share,
  17. Flower,
  18. Person,
  19. Garden,
  20. TotalCoin,
  21. MiniGame,
  22. FlowerCoin,
  23. CurrentCoin,
  24. }
  25. public class Achieve
  26. {
  27. #region 变量
  28. public string Desc
  29. {
  30. get
  31. {
  32. return Language.GetStr("AchieveDesc", ID);
  33. }
  34. }
  35. public string Name
  36. {
  37. get
  38. {
  39. return Language.GetStr("AchieveName", ID);
  40. }
  41. }
  42. public int ID_;
  43. public string ID
  44. {
  45. get
  46. {
  47. return "Achieve" + ID_;
  48. }
  49. }
  50. public bool Regist
  51. {
  52. get { return Regist_; }
  53. set
  54. {
  55. Regist_ = value;
  56. if (Regist_)
  57. {
  58. AchieveItem = ManaReso.GetAchieveItem();
  59. RegistValue();
  60. }
  61. }
  62. }
  63. public bool Regist_;
  64. public string Icon_;
  65. public Sprite Icon
  66. {
  67. get { return ManaReso.Load<Sprite>(Icon_, Folder.UI); }
  68. }
  69. public int Index;
  70. public int Parent;
  71. public bool Valid;
  72. public bool Finish;
  73. public bool Delete;
  74. public float Person;
  75. public float CoinPerson;
  76. public float DiamondOnce;
  77. public double Value;
  78. public AchieveType Type;
  79. public List<Achieve> PostAchieveList = new List<Achieve>();
  80. public Text Tit;
  81. public Text Lab;
  82. public Text BtnLab;
  83. public Slider Slider;
  84. public Image Image;
  85. public Button Button;
  86. public Transform AchieveItem;
  87. #endregion
  88. public Achieve(XmlAttributeCollection attribute)
  89. {
  90. Valid = true;
  91. Icon_ = attribute[11].Value;
  92. Type = TypeParse(attribute[4].Value);
  93. Value = double.Parse(attribute[5].Value);
  94. Delete = BoolParse(attribute[7].Value);
  95. Parent = ParentParse(attribute[6].Value);
  96. ID_ = int.Parse(attribute[0].Value);
  97. Index = int.Parse(attribute[1].Value);
  98. Person = AwardParse(attribute[10].Value);
  99. CoinPerson = AwardParse(attribute[9].Value);
  100. DiamondOnce = AwardParse(attribute[8].Value);
  101. ManaAchieve.AchieveDic.Add(ID_, this);
  102. if (Parent != -1)
  103. {
  104. ManaAchieve.AchieveDic[Parent].PostAchieveList.Add(this);
  105. }
  106. }
  107. public void GetAward()
  108. {
  109. ManaDebug.Log(string.Format("获得钻石<color=red>{0}</color> 参观人次+<color=red>{1}</color> 每人次金币+<color=red>{2}</color>", DiamondOnce, Person, CoinPerson));
  110. Valid = false;
  111. ManaData.Diamond += DiamondOnce;
  112. ManaData.SkillPerson += Person;
  113. ManaData.SkillCoinPerson += CoinPerson;
  114. ManaAchieve.DeleDic[Type] = null;
  115. if (Delete)
  116. {
  117. ManaReso.Save(AchieveItem);
  118. if (PostAchieveList.Count > 0)
  119. {
  120. PostAchieveList[0].Regist = true;
  121. PostAchieveList.RemoveAt(0);
  122. }
  123. }
  124. else
  125. {
  126. UpdateStatus();
  127. }
  128. }
  129. public void RegistValue()
  130. {
  131. Dictionary<string, Transform> dic = new Dictionary<string, Transform>();
  132. Auxiliary.CompileDic(AchieveItem, dic);
  133. Tit = dic["Tit"].GetComponent<Text>();
  134. Lab = dic["Lab"].GetComponent<Text>();
  135. Slider = dic["Slider"].GetComponent<Slider>();
  136. Image = dic["Icon"].GetComponent<Image>();
  137. Button = dic["Btn"].GetComponent<Button>();
  138. BtnLab = dic["BtnLab"].GetComponent<Text>();
  139. ManaText.Add(Tit, new LanStr("AchieveName", ID));
  140. ManaText.Add(Lab, new LanStr("AchieveDesc", ID));
  141. ManaAchieve.DeleDic[Type] += UpdateValue;
  142. Image.sprite = Icon;
  143. AchieveItem.SetSiblingIndex(Index - 1);
  144. Button.onClick.RemoveAllListeners();
  145. Button.onClick.AddListener(GetAward);
  146. UpdateValue();
  147. UpdateStatus();
  148. }
  149. public void UpdateValue()
  150. {
  151. double value;
  152. if (Type == AchieveType.AD)
  153. {
  154. value = ManaData.AD;
  155. }
  156. else if (Type == AchieveType.Skill)
  157. {
  158. value = ManaData.Skill;
  159. }
  160. else if (Type == AchieveType.Sign)
  161. {
  162. value = ManaData.Sign;
  163. }
  164. else if (Type == AchieveType.Share)
  165. {
  166. value = ManaData.Share;
  167. }
  168. else if (Type == AchieveType.Flower)
  169. {
  170. value = ManaGarden.MyFlower;
  171. }
  172. else if (Type == AchieveType.Person)
  173. {
  174. value = ManaData.Person;
  175. }
  176. else if (Type == AchieveType.Elf)
  177. {
  178. value = ManaData.Elf;
  179. }
  180. else if (Type == AchieveType.TotalCoin)
  181. {
  182. value = ManaData.TotalCoin;
  183. }
  184. else if (Type == AchieveType.MiniGame)
  185. {
  186. value = ManaData.MiniGame;
  187. }
  188. else if (Type == AchieveType.FlowerCoin)
  189. {
  190. value = ManaData.FlowerCoin;
  191. }
  192. else if (Type == AchieveType.CurrentCoin)
  193. {
  194. value = ManaData.Coin;
  195. }
  196. else if (Type == AchieveType.Garden)
  197. {
  198. value = ManaData.Level;
  199. }
  200. else
  201. {
  202. throw new Exception();
  203. }
  204. Slider.value = (float)(value / Value);
  205. if (value >= Value)
  206. {
  207. Finish = true;
  208. }
  209. }
  210. public void UpdateValue(double value)
  211. {
  212. if (Valid == false)
  213. {
  214. return;
  215. }
  216. Slider.value = (float)(value/Value);
  217. if (value >= Value)
  218. {
  219. Finish = true;
  220. UpdateStatus();
  221. }
  222. }
  223. public void UpdateStatus()
  224. {
  225. if (Finish == false)
  226. {
  227. StatusProcess();
  228. }
  229. else
  230. {
  231. if (Valid)
  232. {
  233. StatusAvailible();
  234. }
  235. else
  236. {
  237. StausComplete();
  238. }
  239. }
  240. }
  241. public void StatusProcess()
  242. {
  243. List<object> objList = new List<object>();
  244. objList.Add(new LanStr("Object", "AchieveItem_BtnLab0"));
  245. objList.Add("\n");
  246. if (Math.Abs(DiamondOnce) > 0.0005f)
  247. {
  248. objList.Add("<(钻石)>" + DiamondOnce.ToString("0"));
  249. }
  250. if (Math.Abs(CoinPerson) > 0.0005f)
  251. {
  252. objList.Add(new LanStr("Common", "CoinPerson"));
  253. objList.Add("+");
  254. objList.Add(CoinPerson.ToString("0") + " ");
  255. }
  256. if (Math.Abs(Person) > 0.0005f)
  257. {
  258. objList.Add(new LanStr("Common", "Person"));
  259. objList.Add("+");
  260. objList.Add(Person.ToString("0") + " ");
  261. }
  262. Button.image.material = ManaReso.Load<Material>("GrayMat", Folder.Shader);
  263. Button.interactable = false;
  264. ManaText.Add(BtnLab, objList.ToArray());
  265. }
  266. public void StatusAvailible()
  267. {
  268. List<object> objList = new List<object>();
  269. objList.Add(new LanStr("Object", "AchieveItem_BtnLab1"));
  270. objList.Add("\n");
  271. if (Math.Abs(DiamondOnce) > 0.0005f)
  272. {
  273. objList.Add("<(钻石)>" + DiamondOnce.ToString("0"));
  274. }
  275. if (Math.Abs(CoinPerson) > 0.0005f)
  276. {
  277. objList.Add(new LanStr("Common", "CoinPerson"));
  278. objList.Add("+");
  279. objList.Add(CoinPerson.ToString("0") + " ");
  280. }
  281. if (Math.Abs(Person) > 0.0005f)
  282. {
  283. objList.Add(new LanStr("Common", "Person"));
  284. objList.Add("+");
  285. objList.Add(Person.ToString("0") + " ");
  286. }
  287. Button.image.material = null;
  288. Button.interactable = true;
  289. ManaText.Add(BtnLab, objList.ToArray());
  290. }
  291. public void StausComplete()
  292. {
  293. Button.image.material = null;
  294. Button.interactable = false;
  295. ManaText.Add(BtnLab, new LanStr("Object", "AchieveItem_BtnLab2"));
  296. }
  297. public int ParentParse(string str)
  298. {
  299. if (string.IsNullOrEmpty(str))
  300. {
  301. return -1;
  302. }
  303. else
  304. {
  305. return int.Parse(str);
  306. }
  307. }
  308. public bool BoolParse(string str)
  309. {
  310. return Convert.ToBoolean(int.Parse(str));
  311. }
  312. public float AwardParse(string str)
  313. {
  314. if (string.IsNullOrEmpty(str))
  315. {
  316. return 0;
  317. }
  318. else
  319. {
  320. return float.Parse(str);
  321. }
  322. }
  323. public AchieveType TypeParse(string str)
  324. {
  325. int integer = int.Parse(str);
  326. if (integer == 1)
  327. {
  328. return AchieveType.Garden;
  329. }
  330. else if (integer == 2)
  331. {
  332. return AchieveType.CurrentCoin;
  333. }
  334. else if (integer == 3)
  335. {
  336. return AchieveType.TotalCoin;
  337. }
  338. else if (integer == 4)
  339. {
  340. return AchieveType.Elf;
  341. }
  342. else if (integer == 5)
  343. {
  344. return AchieveType.Flower;
  345. }
  346. else if (integer == 6)
  347. {
  348. return AchieveType.Person;
  349. }
  350. else if (integer == 7)
  351. {
  352. return AchieveType.Skill;
  353. }
  354. else if (integer == 8)
  355. {
  356. return AchieveType.AD;
  357. }
  358. else if (integer == 9)
  359. {
  360. return AchieveType.Sign;
  361. }
  362. else if (integer == 10)
  363. {
  364. return AchieveType.Share;
  365. }
  366. else if (integer == 11)
  367. {
  368. return AchieveType.MiniGame;
  369. }
  370. else if (integer == 12)
  371. {
  372. return AchieveType.FlowerCoin;
  373. }
  374. else
  375. {
  376. throw new Exception();
  377. }
  378. }
  379. }
  380. public class ManaAchieve : Regist
  381. {
  382. #region 变量
  383. public static UnityAction<double> Elf;
  384. public static UnityAction<double> AD;
  385. public static UnityAction<double> Skill;
  386. public static UnityAction<double> Sign;
  387. public static UnityAction<double> Share;
  388. public static UnityAction<double> Flower;
  389. public static UnityAction<double> Person;
  390. public static UnityAction<double> Garden;
  391. public static UnityAction<double> TotalCoin;
  392. public static UnityAction<double> MiniGame;
  393. public static UnityAction<double> FlowerCoin;
  394. public static UnityAction<double> CurrentCoin;
  395. public static Dictionary<int, Achieve> AchieveDic = new Dictionary<int, Achieve>();
  396. public static Dictionary<AchieveType, UnityAction<double>> DeleDic = new Dictionary<AchieveType, UnityAction<double>>();
  397. #endregion
  398. public override void Instantiate()
  399. {
  400. List<XmlAttributeCollection> attributeList = Data.GetAchieveConfig();
  401. for (int i = 0; i < attributeList.Count; i++)
  402. {
  403. new Achieve(attributeList[i]);
  404. }
  405. }
  406. public override void RegistValueA()
  407. {
  408. DeleDic.Add(AchieveType.Elf, Elf);
  409. DeleDic.Add(AchieveType.AD, AD);
  410. DeleDic.Add(AchieveType.Skill, Skill);
  411. DeleDic.Add(AchieveType.Sign, Sign);
  412. DeleDic.Add(AchieveType.Share, Share);
  413. DeleDic.Add(AchieveType.Flower, Flower);
  414. DeleDic.Add(AchieveType.Person, Person);
  415. DeleDic.Add(AchieveType.Garden, Garden);
  416. DeleDic.Add(AchieveType.TotalCoin, TotalCoin);
  417. DeleDic.Add(AchieveType.MiniGame, MiniGame);
  418. DeleDic.Add(AchieveType.FlowerCoin, FlowerCoin);
  419. DeleDic.Add(AchieveType.CurrentCoin, CurrentCoin);
  420. List<int> achieveList = Data.GetAchieveList();
  421. for (int i = 0; i < achieveList.Count; i++)
  422. {
  423. AchieveDic[achieveList[i]].Valid = false;
  424. AchieveDic[achieveList[i]].Finish = true;
  425. }
  426. foreach (var kv in AchieveDic)
  427. {
  428. if (kv.Value.Valid)
  429. {
  430. if (kv.Value.Parent == -1 || !AchieveDic[kv.Value.Parent].Valid)
  431. {
  432. kv.Value.Regist = true;
  433. }
  434. }
  435. else
  436. {
  437. if (kv.Value.Delete == false)
  438. {
  439. kv.Value.Regist = true;
  440. kv.Value.Slider.value = 1;
  441. }
  442. }
  443. }
  444. }
  445. public static void UpdateStatus(AchieveType type, double value)
  446. {
  447. DeleDic[type].SafeInvoke(value);
  448. }
  449. }