BigSkill.cs 14 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. using System.Xml;
  5. using System.Text;
  6. using System.Collections;
  7. using System.Collections.Generic;
  8. public class BigSkill : Skill
  9. {
  10. #region 变量
  11. #region 配置
  12. public int SkillIndex;
  13. #endregion
  14. public Text BarLab;
  15. public Image BarBk0;
  16. public Image BarBk1;
  17. public Button BarBtn;
  18. public SkillStatus BarStatus
  19. {
  20. get { return _BarStatus; }
  21. set
  22. {
  23. _BarStatus = value;
  24. if (_BarStatus == SkillStatus.Cool)
  25. {
  26. BarBk0.SetActive(true);
  27. BarBk1.SetActive(false);
  28. ManaData.CoolList.Add(this);
  29. }
  30. else if (_BarStatus == SkillStatus.Buy)
  31. {
  32. if (SkillTab != SkillTab.Null && ItemStatus != SkillStatus.Upgrade)
  33. {
  34. BarBk0.SetActive(false);
  35. BarBk1.SetActive(true);
  36. BarBtn.interactable = false;
  37. BarLab.text = "";
  38. BarBk1.material = ManaReso.Load<Material>("Gray", Folder.Shader);
  39. }
  40. else
  41. {
  42. BarBk0.SetActive(false);
  43. BarBk1.SetActive(true);
  44. BarBtn.interactable = true;
  45. BarLab.text = "";
  46. }
  47. }
  48. else if (_BarStatus == SkillStatus.Use)
  49. {
  50. ManaData.UseList.Add(this);
  51. }
  52. else
  53. {
  54. throw new Exception();
  55. }
  56. }
  57. }
  58. public new SkillStatus ItemStatus
  59. {
  60. get { return _ItemStatus; }
  61. set
  62. {
  63. _ItemStatus = value;
  64. if (SkillTab == SkillTab.Null)
  65. {
  66. return;
  67. }
  68. if (_ItemStatus == SkillStatus.Lock)
  69. {
  70. ItemBtnLab.text = string.Format("{0}\n{1}{2}", Language.GetStr("UI", "Fe_BtnLab0"), Language.GetStr("UI", "Fe_BtnLab4"), UnlockLv);
  71. }
  72. else if (_ItemStatus == SkillStatus.UnLock)
  73. {
  74. ItemBtnLab.text = string.Format(Language.GetStr("UI", "Fe_BtnLab1"));
  75. }
  76. else if (_ItemStatus == SkillStatus.Upgrade)
  77. {
  78. ItemBtnLab.text = string.Format(Language.GetStr("UI", "Fe_BtnLab2"));
  79. }
  80. else
  81. {
  82. throw new Exception(_ItemStatus.ToString());
  83. }
  84. }
  85. }
  86. public SkillStatus _BarStatus;
  87. #endregion
  88. public BigSkill(XmlAttributeCollection attributes) : base(attributes)
  89. {
  90. SkillIndex = IntParse(attributes[4].Value);
  91. SkillType = SkillType.BigSkill;
  92. }
  93. public override void Annul()
  94. {
  95. CoolTimer = CD * (1 + CdBuff);
  96. BarLab.color = Color.white;
  97. BarStatus = SkillStatus.Cool;
  98. ManaData.SkillPlus -= NewPlus;
  99. ManaData.SkillPerson -= NewPerson;
  100. ManaData.SkillPersonBuff -= NewPersonBuff;
  101. ManaData.SkillCoinPerson -= NewCoinPerson;
  102. if (Math.Abs(NewSkillCD) > 0.0005f)
  103. {
  104. for (int i = 0; i < ManaData.SkillList.Count; i++)
  105. {
  106. ManaData.SkillList[i].ReceiveCool(-NewSkillCD, true, false);
  107. }
  108. }
  109. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  110. {
  111. for (int i = 0; i < ManaData.SkillList.Count; i++)
  112. {
  113. ManaData.SkillList[i].ReceiveCool(-NewSkillCdBuff, true, true);
  114. }
  115. }
  116. ManaDebug.Log(string.Format("技能结束 <color=red>{0}</color>", Name));
  117. }
  118. public override bool DoUse()
  119. {
  120. UseTimer -= Time.deltaTime;
  121. BarLab.text = UseTimer.ToString("0.0");
  122. if (UseTimer <= 0)
  123. {
  124. Annul();
  125. ManaData.UseList.Remove(this);
  126. return true;
  127. }
  128. else
  129. {
  130. return false;
  131. }
  132. }
  133. public override bool DoCool()
  134. {
  135. CoolTimer -= Time.deltaTime;
  136. TimeSpan timeSpan = new TimeSpan(0, 0, 0, (int)CoolTimer);
  137. BarLab.text = string.Format("{0} : {1}", timeSpan.Minutes, timeSpan.Seconds);
  138. BarBk0.fillAmount = CoolTimer / CD;
  139. if (CoolTimer <= 0)
  140. {
  141. BarStatus = SkillStatus.Buy;
  142. ManaData.CoolList.Remove(this);
  143. return true;
  144. }
  145. else
  146. {
  147. return false;
  148. }
  149. }
  150. public override void RegistValue(float elapse, List<List<SkillRoot>> ffList)
  151. {
  152. BarBtn.onClick.AddListener(Buy);
  153. BarBk1.sprite = ManaReso.Load<Sprite>(Icon + "副", Folder.Skill);
  154. NewPlus = Plus;
  155. NewPerson = Person;
  156. NewSkillCD = SkillCD;
  157. NewDuration = Duration;
  158. NewCoinOnce = CoinOnce;
  159. NewSkillCdBuff = SkillCdBuff;
  160. NewPersonBuff = PersonBuff;
  161. NewCoinPerson = CoinPerson;
  162. NewUpgradeAmt = UpgradeAmt;
  163. NewCoinOnceBuff = CoinOnceBuff;
  164. if (!string.IsNullOrEmpty(UpgradeFml))
  165. {
  166. for (int i = 0; i < Level; i++)
  167. {
  168. NewUpgradeAmt = Auxiliary.FmlParse(UpgradeFml, "a", NewUpgradeAmt.ToString());
  169. }
  170. }
  171. UpgradeValue(ref NewPlus, Plus, UpgradePlus, Level);
  172. UpgradeValue(ref NewSkillCdBuff, UpgradeCD, Level);
  173. UpgradeValue(ref NewPersonBuff, PersonBuff, UpgradePerson, Level);
  174. UpgradeValue(ref NewCoinOnceBuff, UpgradeCoinOnce, Level);
  175. UpgradeValue(ref NewPerson, Person, UpgradePerson, Level);
  176. UpgradeValue(ref NewSkillCD, SkillCD, UpgradeCD, Level);
  177. UpgradeValue(ref NewDuration, Duration, UpgradeDuration, Level);
  178. UpgradeValue(ref NewCoinOnce, CoinOnce, UpgradeCoinOnce, Level);
  179. UpgradeValue(ref NewCoinPerson, CoinPerson, UpgradePlus, Level);
  180. if (SkillTab != SkillTab.Null)
  181. {
  182. ItemTit.text = Name;
  183. ItemLab.text = Description(0);
  184. ItemBtn.onClick.AddListener(OnClick);
  185. }
  186. if (_ItemStatus == SkillStatus.Lock || _ItemStatus == SkillStatus.UnLock)
  187. {
  188. BarBk1.material = ManaReso.Load<Material>("Gray", Folder.Shader);
  189. }
  190. else
  191. {
  192. BarBk1.material = null;
  193. }
  194. if (_ItemStatus == SkillStatus.Upgrade)
  195. {
  196. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁 等级 : {1}", Name, Level));
  197. ShowSkillBar();
  198. }
  199. if (_BarStatus == SkillStatus.Use)
  200. {
  201. UsePerma();
  202. if (UseTimer < elapse)
  203. {
  204. if (ffList.Count > 0)
  205. {
  206. if (UseTimer < ManaData.CircleTimer)
  207. {
  208. ffList[0].UniqueAdd(this);
  209. }
  210. else
  211. {
  212. int ffCircle = 1 + Mathf.FloorToInt(((UseTimer - ManaData.CircleTimer) / ManaData.CircleTime));
  213. ffList[ffCircle].UniqueAdd(this);
  214. }
  215. }
  216. }
  217. else
  218. {
  219. UseTimer -= elapse;
  220. BarLab.color = Color.blue;
  221. }
  222. }
  223. else if (_BarStatus == SkillStatus.Cool)
  224. {
  225. CoolTimer -= elapse;
  226. }
  227. ItemStatus = ItemStatus;
  228. BarStatus = BarStatus;
  229. }
  230. public override void ReceiveCool(float amt, bool current, bool buff)
  231. {
  232. if (!ReduceCD)
  233. {
  234. return;
  235. }
  236. if (current)
  237. {
  238. if (BarStatus != SkillStatus.Cool)
  239. {
  240. return;
  241. }
  242. if (buff)
  243. {
  244. CoolTimer -= CD * amt;
  245. }
  246. else
  247. {
  248. CoolTimer -= amt;
  249. }
  250. }
  251. else
  252. {
  253. if (buff)
  254. {
  255. CdBuff -= amt;
  256. }
  257. else
  258. {
  259. CD -= amt;
  260. }
  261. }
  262. }
  263. public override void RegistReference()
  264. {
  265. base.RegistReference();
  266. BarLab = ManaReso.Get<Text>(string.Format("F_SkillLab{0}", SkillIndex - 1));
  267. BarBk0 = ManaReso.Get<Image>(string.Format("F_SkillBk{0}0", SkillIndex - 1));
  268. BarBk1 = ManaReso.Get<Image>(string.Format("F_SkillBk{0}1", SkillIndex - 1));
  269. BarBtn = BarBk1.GetComponent<Button>();
  270. }
  271. private void ShowSkillBar()
  272. {
  273. if (!ManaData.SkillBar)
  274. {
  275. ManaData.SkillBar = true;
  276. ManaReso.Get("Fa_Scrr").TweenForRect();
  277. if (ManaReso.Get("Fa_Garden").gameObject.activeSelf)
  278. {
  279. ManaReso.SetActive("Ff_SkillBar", true);
  280. }
  281. }
  282. }
  283. protected override void Buy()
  284. {
  285. if (ManaData.Connect == false)
  286. {
  287. ManaReso.Get("Fg_Reconnect").TweenForCG();
  288. return;
  289. }
  290. if (ManaData.Pay(UseAmt, UseCur))
  291. {
  292. UseTimer = NewDuration;
  293. if (Math.Abs(Duration) < 0.0005f)
  294. {
  295. BarStatus = SkillStatus.Cool;
  296. }
  297. else
  298. {
  299. BarStatus = SkillStatus.Use;
  300. BarLab.color = Color.blue;
  301. }
  302. UsePerma();
  303. UseImmed();
  304. #region 调试输出
  305. StringBuilder strb = new StringBuilder();
  306. strb.AppendFormat("使用技能 : <color=red>{0}</color>", Name);
  307. if (Math.Abs(NewPlus) > 0.0005f)
  308. {
  309. strb.AppendFormat(" 收入加成<color=red>+{0}%</color>", NewPlus * 100);
  310. }
  311. if (Math.Abs(NewPerson) > 0.0005f)
  312. {
  313. strb.AppendFormat(" 参观人次<color=red>+{0}</color>", NewPerson);
  314. }
  315. if (Math.Abs(NewPersonBuff) > 0.0005f)
  316. {
  317. strb.AppendFormat(" 参观人次<color=red>+{0}%</color>", NewPersonBuff * 100);
  318. }
  319. if (Math.Abs(NewCoinPerson) > 0.0005f)
  320. {
  321. strb.AppendFormat(" 每次金币<color=red>+{0}</color>", NewCoinPerson);
  322. }
  323. if (Math.Abs(NewSkillCD) > 0.0005f)
  324. {
  325. strb.AppendFormat(" 减少冷却<color=red>{0}</color>", NewSkillCD);
  326. }
  327. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  328. {
  329. strb.AppendFormat(" 减少冷却<color=red>{0}%</color>", NewSkillCdBuff * 100);
  330. }
  331. if (Math.Abs(NewCoinOnce) > 0.0005f)
  332. {
  333. strb.AppendFormat(" 获得金币<color=red>{0}</color>", NewCoinOnce);
  334. }
  335. if (Math.Abs(NewCoinOnceBuff) > 0.0005f)
  336. {
  337. strb.AppendFormat(" 获得金币<color=red>{0}</color>", ManaData.Person * ManaData.CoinPerson * ManaData.CircleTime * NewCoinOnceBuff);
  338. }
  339. if (Math.Abs(DiamondOnce) > 0.0005f)
  340. {
  341. strb.AppendFormat(" 获得钻石<color=red>{0}</color>", DiamondOnce);
  342. }
  343. if (Math.Abs(NewDuration) > 0.0005f)
  344. {
  345. strb.AppendFormat(" 持续时间<color=red>{0}</color>秒", NewDuration);
  346. }
  347. else
  348. {
  349. strb.Append(" <color=red>永久有效</color>");
  350. }
  351. ManaDebug.Log(strb.ToString());
  352. #endregion
  353. }
  354. }
  355. protected override void Unlock()
  356. {
  357. if (ManaData.Pay(UnlockAmt, UnlockCur))
  358. {
  359. ShowSkillBar();
  360. BarBk1.material = null;
  361. ItemStatus = SkillStatus.Upgrade;
  362. BarStatus = SkillStatus.Buy;
  363. if (SkillTab != SkillTab.Null)
  364. {
  365. ItemStatus = SkillStatus.Upgrade;
  366. }
  367. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁", Name));
  368. }
  369. }
  370. protected override void Upgrade()
  371. {
  372. if (ManaData.Pay(NewUpgradeAmt, UpgradeCur))
  373. {
  374. Level++;
  375. NewUpgradeAmt = Auxiliary.FmlParse(UpgradeFml, "a", NewUpgradeAmt.ToString());
  376. UpgradeValue(ref NewPlus, Plus, UpgradePlus, 1);
  377. UpgradeValue(ref NewSkillCdBuff, UpgradeCD, 1);
  378. UpgradeValue(ref NewPersonBuff, PersonBuff, UpgradePerson, 1);
  379. UpgradeValue(ref NewCoinOnceBuff, UpgradeCoinOnce, 1);
  380. UpgradeValue(ref NewPerson, Person, UpgradePerson, 1);
  381. UpgradeValue(ref NewSkillCD, SkillCD, UpgradeCD, 1);
  382. UpgradeValue(ref NewDuration, Duration, UpgradeDuration, 1);
  383. UpgradeValue(ref NewCoinOnce, CoinOnce, UpgradeCoinOnce, 1);
  384. UpgradeValue(ref NewCoinPerson, CoinPerson, UpgradePlus, 1);
  385. ItemLab.text = Description(0);
  386. ManaReso.SetText("Fe_Lab0", Description(0));
  387. ManaReso.SetText("Fe_Lab1", Description(1));
  388. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab2"), UpgradeCur, NewUpgradeAmt));
  389. ManaDebug.Log(string.Format("<color=red>{0}</color> 升级 : {1}", Name, Level));
  390. if (BarStatus == SkillStatus.Use)
  391. {
  392. Annul();
  393. UsePerma();
  394. }
  395. }
  396. }
  397. protected override void UnlockAhead()
  398. {
  399. if (ItemStatus != SkillStatus.Lock)
  400. {
  401. ManaDebug.Log("您并不需要提前解锁");
  402. return;
  403. }
  404. if (ManaData.Pay(UnlockAheadAmt, UnlockAheadCur))
  405. {
  406. BarStatus = SkillStatus.Buy;
  407. ItemStatus = SkillStatus.Upgrade;
  408. ManaReso.Get("Fe_Info").TweenBacCG();
  409. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁", Name));
  410. }
  411. }
  412. }