Pack.cs 9.5 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Xml;
  4. using System.Text;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. public class Pack : SkillRoot
  8. {
  9. #region 变量
  10. #region 配置
  11. public override string ID
  12. {
  13. get
  14. {
  15. return "Pack" + ID_;
  16. }
  17. }
  18. public override string Name
  19. {
  20. get
  21. {
  22. return Language.GetStr("SkillName", ID);
  23. }
  24. }
  25. protected int MinUseLv;
  26. protected int MaxUseLv;
  27. protected float Person;
  28. protected float SkillCD;
  29. protected float UseAmt;
  30. protected float CoinOnce;
  31. protected float CoinPerson;
  32. protected float DiamondOnce;
  33. protected float Plus;
  34. protected float PersonBuff;
  35. protected float SkillCdBuff;
  36. protected string Label;
  37. protected string Anim;
  38. protected string Flower;
  39. protected Current BuyCur;
  40. #endregion
  41. public override int Level
  42. {
  43. get; set;
  44. }
  45. public SkillStatus ItemStatus
  46. {
  47. get { return ItemStatus_; }
  48. set
  49. {
  50. ItemStatus_ = value;
  51. if (ItemStatus_ == SkillStatus.Buy)
  52. {
  53. ItemBtn.interactable = true;
  54. SkillItem.SetActive(true);
  55. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab3"), "\n", ImageParse(BuyCur), UseAmt.ToString("0"));
  56. }
  57. else if (ItemStatus_ == SkillStatus.Lock)
  58. {
  59. ItemBtn.interactable = false;
  60. SkillItem.SetActive(false);
  61. }
  62. }
  63. }
  64. public SkillStatus ItemStatus_;
  65. #endregion
  66. public Pack(XmlAttributeCollection attribute)
  67. {
  68. #region 配置
  69. ID_ = int.Parse(attribute[0].Value);
  70. Icon_ = attribute[14].Value;
  71. Anim = attribute[15].Value;
  72. Label = attribute[16].Value;
  73. Flower = attribute[9].Value;
  74. ItemIndex = Auxiliary.IntParse(attribute[3].Value,0);
  75. UseAmt = Auxiliary.FloatParse(attribute[12].Value,0);
  76. CoinOnce = Auxiliary.FloatParse(attribute[7].Value,0);
  77. DiamondOnce = Auxiliary.FloatParse(attribute[8].Value,0);
  78. SkillTab = SkillClassParse(attribute[2].Value);
  79. BuyCur = CurrentParse(attribute[11].Value);
  80. MinUseLv = MinLevelParse(attribute[10].Value);
  81. MaxUseLv = MaxLevelParse(attribute[10].Value);
  82. ValueBuffParse(out Person, out PersonBuff, attribute[5].Value);
  83. ValueBuffParse(out SkillCD, out SkillCdBuff, attribute[6].Value);
  84. ValueBuffParse(out CoinPerson, out Plus, attribute[4].Value);
  85. #endregion
  86. SkillType = SkillType.Pack;
  87. }
  88. public override void Annul()
  89. {
  90. for (int i = 0; i < Level; i++)
  91. {
  92. ManaData.SkillPlus -= Plus;
  93. ManaData.SkillPerson -= Person;
  94. ManaData.SkillPersonBuff -= PersonBuff;
  95. ManaData.SkillCoinPerson -= CoinPerson;
  96. if (Math.Abs(SkillCD) > 0.0005f)
  97. {
  98. for (int j = 0; j < ManaData.SkillList.Count; j++)
  99. {
  100. ManaData.SkillList[j].ReceiveCool(-SkillCD, false, false);
  101. }
  102. }
  103. if (Math.Abs(SkillCdBuff) > 0.0005f)
  104. {
  105. for (int j = 0; j < ManaData.SkillList.Count; j++)
  106. {
  107. ManaData.SkillList[j].ReceiveCool(-SkillCdBuff, false, true);
  108. }
  109. }
  110. }
  111. }
  112. public override void Reactive()
  113. {
  114. for (int i = 0; i < Level; i++)
  115. {
  116. Annul();
  117. }
  118. }
  119. public override void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  120. {
  121. Level = int.Parse(attribute[3].Value);
  122. for (int i = 0; i < Level; i++)
  123. {
  124. UseA();
  125. }
  126. ItemStatus_ = (SkillStatus)Enum.Parse(typeof(SkillStatus), attribute[2].Value);
  127. ItemBtn.onClick.RemoveAllListeners();
  128. ItemBtn.onClick.AddListener(OnClick);
  129. ItemLab.text = Description(0);
  130. ManaLan.Add(ItemTit, new LanStr("SkillName", ID));
  131. ItemStatus = ItemStatus;
  132. ManaIAP.ProductDic.UniqueAdd(ID, PurchaseResult);
  133. }
  134. public override void UpdateStatus()
  135. {
  136. if (MaxUseLv == MinUseLv)
  137. {
  138. ItemStatus = SkillStatus.Buy;
  139. }
  140. else
  141. {
  142. if (ManaData.Level > MaxUseLv || ManaData.Level < MinUseLv)
  143. {
  144. ItemStatus = SkillStatus.Lock;
  145. }
  146. else
  147. {
  148. ItemStatus = SkillStatus.Buy;
  149. }
  150. }
  151. }
  152. protected void UseB()
  153. {
  154. ManaData.Coin += CoinOnce;
  155. ManaData.Diamond += DiamondOnce;
  156. }
  157. protected void UseA()
  158. {
  159. if (!string.IsNullOrEmpty(Flower))
  160. {
  161. string[] strings = Flower.Split(' ');
  162. for (int i = 0; i < strings.Length; i++)
  163. {
  164. FlowerInfo flowerInfo = ManaGarden.FlowerInfoDic[int.Parse(strings[i])];
  165. if (flowerInfo.Unlock == false)
  166. {
  167. flowerInfo.Unlock = true;
  168. }
  169. }
  170. }
  171. ManaData.SkillPlus += Plus;
  172. ManaData.SkillPerson += Person;
  173. ManaData.SkillPersonBuff += PersonBuff;
  174. ManaData.SkillCoinPerson += CoinPerson;
  175. if (Math.Abs(SkillCD) > 0.0005f)
  176. {
  177. for (int i = 0; i < ManaData.SkillList.Count; i++)
  178. {
  179. ManaData.SkillList[i].ReceiveCool(SkillCD, false, false);
  180. }
  181. }
  182. if (Math.Abs(SkillCdBuff) > 0.0005f)
  183. {
  184. for (int i = 0; i < ManaData.SkillList.Count; i++)
  185. {
  186. ManaData.SkillList[i].ReceiveCool(SkillCdBuff, false, true);
  187. }
  188. }
  189. }
  190. protected void OnClick()
  191. {
  192. ManaAudio.PlayClip(Clip.BtnClip);
  193. ManaReso.Get("Fe_Info").TweenForCG();
  194. ManaReso.SetText("Fe_Tit", Name);
  195. ManaReso.SetSprite("Fe_Icon", ItemIcon.sprite);
  196. ManaReso.SetText("Fe_Lab0", "");
  197. if (ItemStatus == SkillStatus.Buy)
  198. {
  199. ManaReso.SetText("Fe_Lab1", Description(0));
  200. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab3"), ImageParse(BuyCur), UseAmt));
  201. ManaReso.SetButtonEvent
  202. (
  203. "Fe_Btn",
  204. () =>
  205. {
  206. Purchase();
  207. ManaReso.Get("Fe_Info").TweenBacCG();
  208. }
  209. );
  210. }
  211. }
  212. protected void Purchase()
  213. {
  214. ManaAudio.PlayClip(Clip.BtnClip);
  215. ManaData.Pay(ID, UseAmt, Current.Cash, PurchaseResult);
  216. }
  217. protected void PurchaseResult()
  218. {
  219. UseA();
  220. UseB();
  221. Level++;
  222. ManaAudio.PlayClip(Clip.SkillClip);
  223. if (BuyCur == Current.Cash)
  224. {
  225. ManaServer.Save();
  226. }
  227. }
  228. #region 解读器
  229. protected int MinLevelParse(string str)
  230. {
  231. if (string.IsNullOrEmpty(str))
  232. {
  233. return 0;
  234. }
  235. else
  236. {
  237. return Auxiliary.IntParse(str.Split(',')[0],0);
  238. }
  239. }
  240. protected int MaxLevelParse(string str)
  241. {
  242. if (string.IsNullOrEmpty(str))
  243. {
  244. return 0;
  245. }
  246. else
  247. {
  248. return Auxiliary.IntParse(str.Split(',')[1],0);
  249. }
  250. }
  251. protected override string Description(int offset)
  252. {
  253. string[] strings = Desc.Split('[', ']');
  254. StringBuilder stringBuilder = new StringBuilder();
  255. for (int i = 0; i < strings.Length; i++)
  256. {
  257. if (strings[i].Contains("lv"))
  258. {
  259. }
  260. else if (strings[i].Contains("&coin&"))
  261. {
  262. #region MyRegion
  263. if (Math.Abs(CoinOnce) > 0.0005f)
  264. {
  265. stringBuilder.Append(CoinOnce.ToString("0"));
  266. }
  267. #endregion
  268. }
  269. else if (strings[i].Contains("&flower&"))
  270. {
  271. #region MyRegion
  272. if (!string.IsNullOrEmpty(Flower))
  273. {
  274. string[] strings1 = Flower.Split(' ');
  275. for (int j = 0; j < strings1.Length; j++)
  276. {
  277. stringBuilder.Append(Language.GetStr("FlowerName", "Flower" + strings1[j]));
  278. if (j != strings1.Length - 1)
  279. {
  280. stringBuilder.Append(",");
  281. }
  282. }
  283. }
  284. #endregion
  285. }
  286. else if (strings[i].Contains("&diamond&"))
  287. {
  288. #region MyRegion
  289. if (Math.Abs(DiamondOnce) > 0.0005f)
  290. {
  291. stringBuilder.Append(DiamondOnce.ToString("0"));
  292. }
  293. #endregion
  294. }
  295. else if (strings[i].Contains("&coin_person&"))
  296. {
  297. #region MyRegion
  298. if (Math.Abs(Plus) > 0.0005f)
  299. {
  300. stringBuilder.Append(string.Format("{0:0}%", Plus*100));
  301. }
  302. else if (Math.Abs(CoinPerson) > 0.0005f)
  303. {
  304. stringBuilder.Append(CoinPerson.ToString("0"));
  305. }
  306. #endregion
  307. }
  308. else
  309. {
  310. stringBuilder.Append(strings[i]);
  311. }
  312. }
  313. return stringBuilder.ToString();
  314. }
  315. #endregion
  316. }