SkillRoot.cs 7.3 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. using System.Xml;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. public enum Current
  8. {
  9. AD,
  10. Free,
  11. Coin,
  12. Cash,
  13. Other,
  14. Diamond,
  15. }
  16. public enum SkillTab
  17. {
  18. Elf,
  19. Null,
  20. Store,
  21. Magic,
  22. Garden,
  23. }
  24. public enum SkillType
  25. {
  26. Skill,
  27. Pack,
  28. Ability,
  29. BigSkill,
  30. }
  31. public enum SkillStatus
  32. {
  33. Buy,
  34. Use,
  35. Lock,
  36. Cool,
  37. UnLock,
  38. Upgrade,
  39. }
  40. public abstract class SkillRoot
  41. {
  42. #region 变量
  43. #region 配置
  44. public Sprite Icon
  45. {
  46. get
  47. {
  48. return ManaReso.LoadSprite(Icon_, Folder.UI);
  49. }
  50. }
  51. public string Desc
  52. {
  53. get
  54. {
  55. return Language.GetStr("SkillDesc", ID);
  56. }
  57. }
  58. public virtual string ID
  59. {
  60. get { throw new Exception(); }
  61. }
  62. public virtual string Name
  63. {
  64. get
  65. {
  66. if (Level == 0)
  67. {
  68. return Language.GetStr("SkillName", ID);
  69. }
  70. else
  71. {
  72. return Language.GetStr("SkillName", ID) + Level;
  73. }
  74. }
  75. }
  76. public int ID_;
  77. public string Icon_;
  78. public int ItemIndex;
  79. #endregion
  80. public virtual int Level
  81. {
  82. get { return Level_; }
  83. set
  84. {
  85. Level_ = value;
  86. RegistName(ItemTit);
  87. }
  88. }
  89. public int Level_;
  90. public Text ItemTit;
  91. public Text ItemLab;
  92. public Text ItemBtnLab;
  93. public Image ItemIcon;
  94. public Button ItemBtn;
  95. public SkillTab SkillTab;
  96. public SkillType SkillType;
  97. public Transform SkillItem;
  98. #endregion
  99. public static int Sort(SkillRoot skillRootA, SkillRoot skillRootB)
  100. {
  101. if (skillRootA.ItemIndex == skillRootB.ItemIndex)
  102. {
  103. return 0;
  104. }
  105. else if (skillRootA.ItemIndex > skillRootB.ItemIndex)
  106. {
  107. return 1;
  108. }
  109. else if (skillRootA.ItemIndex < skillRootB.ItemIndex)
  110. {
  111. return -1;
  112. }
  113. else
  114. {
  115. throw new Exception();
  116. }
  117. }
  118. public virtual void Reactive()
  119. {
  120. }
  121. public virtual void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  122. {
  123. }
  124. public virtual void RegistReference()
  125. {
  126. if (SkillTab == SkillTab.Null)
  127. {
  128. return;
  129. }
  130. Dictionary<string, Transform> childDic = new Dictionary<string, Transform>();
  131. Auxiliary.CompileDic(SkillItem, childDic);
  132. ItemTit = childDic["Tit"].GetComponent<Text>();
  133. ItemBtn = childDic["Btn"].GetComponent<Button>();
  134. ItemLab = childDic["Lab"].GetComponent<Text>();
  135. ItemIcon = childDic["Icon"].GetComponent<Image>();
  136. ItemBtnLab = childDic["BtnLab"].GetComponent<Text>();
  137. ItemIcon.sprite = Icon;
  138. }
  139. public virtual void SwitchLanguage()
  140. {
  141. if (SkillTab != SkillTab.Null)
  142. {
  143. ItemLab.text = GetDescription(0);
  144. }
  145. }
  146. public virtual void Annul()
  147. {
  148. }
  149. public virtual bool DoUse()
  150. {
  151. throw new Exception();
  152. }
  153. public virtual void ReceiveCool(float amt, bool current, bool buff)
  154. {
  155. }
  156. public virtual void UpdateStatus()
  157. {
  158. }
  159. #region 解读器
  160. protected void RegistName(Text text)
  161. {
  162. if (SkillTab == SkillTab.Null)
  163. {
  164. return;
  165. }
  166. if (Level == 0)
  167. {
  168. ManaLan.Add(text, new LanStr("SkillName", ID));
  169. }
  170. else
  171. {
  172. ManaLan.Add(text, new LanStr("SkillName", ID), Level);
  173. }
  174. }
  175. protected string ImageParse(Current current)
  176. {
  177. if (current == Current.Coin)
  178. {
  179. return "<(金币)>";
  180. }
  181. else if (current == Current.Diamond)
  182. {
  183. return "<(钻石)>";
  184. }
  185. else if (current == Current.Cash)
  186. {
  187. return Language.GetStr("Common", "Cash");
  188. }
  189. else
  190. {
  191. throw new Exception(current.ToString());
  192. }
  193. }
  194. protected Current CurrentParse(string str)
  195. {
  196. if (string.IsNullOrEmpty(str))
  197. {
  198. return Current.Free;
  199. }
  200. else
  201. {
  202. int number = int.Parse(str);
  203. if (number == 1)
  204. {
  205. return Current.Coin;
  206. }
  207. else if (number == 2)
  208. {
  209. return Current.Diamond;
  210. }
  211. else if (number == 3)
  212. {
  213. return Current.Cash;
  214. }
  215. else if (number == 4)
  216. {
  217. return Current.Other;
  218. }
  219. else if (number == 5)
  220. {
  221. return Current.AD;
  222. }
  223. else
  224. {
  225. throw new Exception(number.ToString());
  226. }
  227. }
  228. }
  229. protected SkillTab SkillClassParse(string str)
  230. {
  231. if (string.IsNullOrEmpty(str))
  232. {
  233. return SkillTab.Null;
  234. }
  235. else
  236. {
  237. int number = int.Parse(str);
  238. if (number == 1)
  239. {
  240. return SkillTab.Garden;
  241. }
  242. else if (number == 2)
  243. {
  244. return SkillTab.Elf;
  245. }
  246. else if (number == 3)
  247. {
  248. return SkillTab.Magic;
  249. }
  250. else if (number == 4)
  251. {
  252. return SkillTab.Store;
  253. }
  254. else
  255. {
  256. throw new Exception();
  257. }
  258. }
  259. }
  260. protected void UpgradeUnit(ref float target, string fml)
  261. {
  262. if (fml.Contains("*"))
  263. {
  264. target *= float.Parse(fml.Split('*')[1]);
  265. }
  266. else if (fml.Contains("/"))
  267. {
  268. target /= float.Parse(fml.Split('/')[1]);
  269. }
  270. }
  271. protected void UpgradeValue(ref float target, string fml, int offset)
  272. {
  273. if (fml.Contains("%"))
  274. {
  275. target += (float.Parse(fml.Replace("%", ""))/100)*offset;
  276. }
  277. }
  278. protected void UpgradeValue(ref float target, float baseValue, string fml, int offset)
  279. {
  280. if (target.Equal(0))
  281. {
  282. return;
  283. }
  284. if (string.IsNullOrEmpty(fml))
  285. {
  286. return;
  287. }
  288. if (fml.Contains("%"))
  289. {
  290. float step = float.Parse(fml.Replace("%", "")) / 100;
  291. target += baseValue * step * offset;
  292. }
  293. else
  294. {
  295. target += float.Parse(fml) * offset;
  296. }
  297. }
  298. protected void UpgradeSkillCdBuff(ref float target, string fml, int offset)
  299. {
  300. if (fml.Contains("%"))
  301. {
  302. float unit = (float.Parse(fml.Replace("%", "")))/100;
  303. for (int i = 0; i < offset; i++)
  304. {
  305. target += (1 - target) * unit;
  306. }
  307. }
  308. }
  309. protected void ValueBuffParse(out float value, out float buff, string str)
  310. {
  311. if (str.Contains("%"))
  312. {
  313. float step = float.Parse(str.Replace("%", "")) / 100;
  314. buff = step;
  315. value = 0;
  316. }
  317. else
  318. {
  319. buff = 0;
  320. value = Auxiliary.FloatParse(str, 0);
  321. }
  322. }
  323. protected virtual string GetDescription(int offset)
  324. {
  325. throw new Exception();
  326. }
  327. #endregion
  328. }