Ability.cs 15 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 Ability : SkillRoot
  8. {
  9. #region 变量
  10. #region 配置
  11. protected float Person;
  12. protected float SkillCD;
  13. protected float CoinPerson;
  14. protected double UpgradeAmt;
  15. protected float Plus;
  16. protected float PersonBuff;
  17. protected float SkillCdBuff;
  18. protected int UnlockLv;
  19. protected float UnlockAmt;
  20. protected float UnlockAheadAmt;
  21. protected string UnlockPos;
  22. protected Current UnlockCur;
  23. protected Current UpgradeCur;
  24. protected Current UnlockAheadCur;
  25. protected bool Article;
  26. protected string Desc;
  27. protected string Label;
  28. protected string Anim;
  29. protected string UpgradeCD;
  30. protected string UpgradeFml;
  31. protected string UpgradePlus;
  32. protected string UpgradePerson;
  33. #endregion
  34. protected float NewPlus;
  35. protected float NewPerson;
  36. protected float NewSkillCD;
  37. protected float NewSkillCdBuff;
  38. protected float NewPersonBuff;
  39. protected float NewCoinPerson;
  40. protected double NewUpgradeAmt;
  41. public SkillStatus ItemStatus
  42. {
  43. get { return _ItemStatus; }
  44. set
  45. {
  46. _ItemStatus = value;
  47. if (_ItemStatus == SkillStatus.Lock)
  48. {
  49. ItemBtnLab.text = string.Format("{0}\n{1}{2}", Language.GetStr("UI", "Fe_BtnLab0"), Language.GetStr("UI", "Fe_BtnLab4"), UnlockLv);
  50. }
  51. else if (_ItemStatus == SkillStatus.UnLock)
  52. {
  53. ItemBtnLab.text = string.Format(Language.GetStr("UI", "Fe_BtnLab1"));
  54. }
  55. else if (_ItemStatus == SkillStatus.Upgrade)
  56. {
  57. ItemTit.text = Name + " " + (Level + 1);
  58. ItemBtnLab.text = string.Format(Language.GetStr("UI", "Fe_BtnLab2"));
  59. }
  60. else
  61. {
  62. throw new Exception(_ItemStatus.ToString());
  63. }
  64. }
  65. }
  66. public SkillStatus _ItemStatus;
  67. #endregion
  68. public Ability(XmlAttributeCollection attributes)
  69. {
  70. #region 配置
  71. ID = int.Parse(attributes[0].Value);
  72. Icon = attributes[20].Value;
  73. Desc = Language.GetStr("SkillDescription", "Ability" + ID);
  74. Anim = attributes[21].Value;
  75. Label = attributes[22].Value;
  76. Name = Language.GetStr("SkillName", "Ability" + ID);
  77. UnlockPos = attributes[12].Value;
  78. UpgradeCD = attributes[18].Value;
  79. UpgradeFml = attributes[15].Value;
  80. UpgradePlus = attributes[16].Value;
  81. UpgradePerson = attributes[17].Value;
  82. ClassID = IntParse(attributes[3].Value);
  83. UnlockLv = IntParse(attributes[7].Value);
  84. UnlockAmt = FloatParse(attributes[11].Value);
  85. UnlockAheadAmt = FloatParse(attributes[9].Value);
  86. SkillTab = SkillClassParse(attributes[2].Value);
  87. UpgradeAmt = UpgradeAmtParse(attributes[14].Value);
  88. UnlockCur = CurrentParse(attributes[10].Value);
  89. UpgradeCur = CurrentParse(attributes[13].Value);
  90. UnlockAheadCur = CurrentParse(attributes[8].Value);
  91. ValueBuffParse(out Person, out PersonBuff, attributes[5].Value);
  92. ValueBuffParse(out SkillCD, out SkillCdBuff, attributes[6].Value);
  93. ValueBuffParse(out CoinPerson, out Plus, attributes[4].Value);
  94. #endregion
  95. ValueBuffParse(out NewPerson, out NewPersonBuff, UpgradePerson);
  96. ValueBuffParse(out NewSkillCD, out NewSkillCdBuff, UpgradeCD);
  97. ValueBuffParse(out NewCoinPerson, out NewPlus, UpgradePlus);
  98. SkillType = SkillType.Ability;
  99. }
  100. public override void Annul()
  101. {
  102. if (Name == "花园")
  103. {
  104. ManaData.Person -= NewPerson;
  105. ManaData.CoinPerson -= NewCoinPerson;
  106. }
  107. else
  108. {
  109. ManaData.SkillPerson -= NewPerson;
  110. ManaData.SkillCoinPerson -= NewCoinPerson;
  111. }
  112. ManaData.SkillPlus -= NewPlus;
  113. ManaData.SkillPersonBuff -= NewPersonBuff;
  114. if (Math.Abs(NewSkillCD) > 0.0005f)
  115. {
  116. for (int i = 0; i < ManaData.SkillList.Count; i++)
  117. {
  118. ManaData.SkillList[i].ReceiveCool(-NewSkillCD, false, false);
  119. }
  120. }
  121. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  122. {
  123. for (int i = 0; i < ManaData.SkillList.Count; i++)
  124. {
  125. ManaData.SkillList[i].ReceiveCool(-NewSkillCdBuff, false, true);
  126. }
  127. }
  128. }
  129. public override void RegistValue(float elapse, List<List<SkillRoot>> ffList)
  130. {
  131. NewPlus = Plus;
  132. NewPerson = Person;
  133. NewSkillCD = SkillCD;
  134. NewSkillCdBuff = SkillCdBuff;
  135. NewPersonBuff = PersonBuff;
  136. NewCoinPerson = CoinPerson;
  137. NewUpgradeAmt = UpgradeAmt;
  138. ItemTit.text = Name;
  139. ItemLab.text = Description(0);
  140. ItemBtn.onClick.AddListener(OnClick);
  141. if (_ItemStatus == SkillStatus.Upgrade)
  142. {
  143. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁 等级 : {1}", Name, Level));
  144. for (int i = 0; i < Level; i++)
  145. {
  146. NewUpgradeAmt = Auxiliary.FmlParse(UpgradeFml, "a", NewUpgradeAmt.ToString());
  147. }
  148. UpgradeValue(ref NewPlus, Plus, UpgradePlus, Level);
  149. UpgradeValue(ref NewSkillCdBuff, UpgradeCD, Level);
  150. UpgradeValue(ref NewPersonBuff, PersonBuff, UpgradePerson, Level);
  151. UpgradeValue(ref NewPerson, Person, UpgradePerson, Level);
  152. UpgradeValue(ref NewSkillCD, SkillCD, UpgradeCD, Level);
  153. UpgradeValue(ref NewCoinPerson, CoinPerson, UpgradePlus, Level);
  154. UseConti();
  155. }
  156. ItemStatus = ItemStatus;
  157. }
  158. public override void UpdateStatus()
  159. {
  160. if (ManaData.Level >= UnlockLv)
  161. {
  162. if (ItemStatus == SkillStatus.Lock)
  163. {
  164. if (UnlockCur == Current.Free)
  165. {
  166. Unlock();
  167. }
  168. else
  169. {
  170. ItemStatus = SkillStatus.UnLock;
  171. }
  172. }
  173. }
  174. }
  175. protected void Unlock()
  176. {
  177. if (ManaData.Pay(UnlockAmt, UnlockCur))
  178. {
  179. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁", Name));
  180. UseConti();
  181. if (UpgradeCur != Current.Free)
  182. {
  183. ItemStatus = SkillStatus.Upgrade;
  184. }
  185. else
  186. {
  187. throw new Exception();
  188. }
  189. }
  190. }
  191. protected void OnClick()
  192. {
  193. if (ManaData.Connect == false)
  194. {
  195. ManaReso.Get("Fg_Reconnect").TweenForCG();
  196. return;
  197. }
  198. ManaReso.Get("Fe_Info").TweenForCG();
  199. ManaReso.SetText("Fe_Tit", Name);
  200. if (ItemStatus == SkillStatus.Lock)
  201. {
  202. ManaReso.SetText("Fe_Lab0", "");
  203. ManaReso.SetText("Fe_Lab1", Description(0));
  204. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab0"), ImageParse(UnlockAheadCur), UnlockAheadAmt));
  205. ManaReso.SetButtonEvent
  206. (
  207. "Fe_Btn",
  208. () =>
  209. {
  210. UnlockAhead();
  211. ManaReso.Get("Fe_Info").TweenBacCG();
  212. }
  213. );
  214. }
  215. else if (ItemStatus == SkillStatus.UnLock)
  216. {
  217. ManaReso.SetText("Fe_Lab0", "");
  218. ManaReso.SetText("Fe_Lab1", Description(0));
  219. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab1"), ImageParse(UnlockCur), UnlockAmt));
  220. ManaReso.SetButtonEvent
  221. (
  222. "Fe_Btn",
  223. () =>
  224. {
  225. Unlock();
  226. ManaReso.Get("Fe_Info").TweenBacCG();
  227. }
  228. );
  229. }
  230. else if (ItemStatus == SkillStatus.Upgrade)
  231. {
  232. ManaReso.SetText("Fe_Lab0", Description(0));
  233. ManaReso.SetText("Fe_Lab1", Description(1));
  234. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab2"), ImageParse(UpgradeCur), NewUpgradeAmt));
  235. ManaReso.SetButtonEvent
  236. (
  237. "Fe_Btn",
  238. () =>
  239. {
  240. Upgrade();
  241. }
  242. );
  243. }
  244. else
  245. {
  246. throw new Exception();
  247. }
  248. }
  249. protected void Upgrade()
  250. {
  251. if (ManaData.Pay(NewUpgradeAmt, UpgradeCur))
  252. {
  253. Level++;
  254. Annul();
  255. NewUpgradeAmt = Auxiliary.FmlParse(UpgradeFml, "a", NewUpgradeAmt.ToString());
  256. UpgradeValue(ref NewPerson, Person, UpgradePerson, 1);
  257. UpgradeValue(ref NewSkillCD, SkillCD, UpgradeCD, 1);
  258. UpgradeValue(ref NewCoinPerson, CoinPerson, UpgradePlus, 1);
  259. UpgradeValue(ref NewPlus, Plus, UpgradePlus, 1);
  260. UpgradeValue(ref NewSkillCdBuff, UpgradeCD, 1);
  261. UpgradeValue(ref NewPersonBuff, PersonBuff, UpgradePerson, 1);
  262. ItemTit.text = Name + " " + (Level + 1);
  263. ItemLab.text = Description(0);
  264. ManaReso.SetText("Fe_Lab0", Description(0));
  265. ManaReso.SetText("Fe_Lab1", Description(1));
  266. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab2"), ImageParse(UpgradeCur), NewUpgradeAmt));
  267. ManaDebug.Log(string.Format("<color=red>{0}</color> 升级 : {1}", Name, Level));
  268. UseConti();
  269. }
  270. }
  271. protected void UseConti()
  272. {
  273. if (Article == false)
  274. {
  275. Article = true;
  276. if (!string.IsNullOrEmpty(Anim))
  277. {
  278. string[] strings = Anim.Split(',');
  279. ManaReso.Get(strings[0], Folder.Object, false, ManaReso.Get(strings[1]), true);
  280. }
  281. }
  282. if (Name == "花园")
  283. {
  284. ManaData.Person += NewPerson;
  285. ManaData.CoinPerson += NewCoinPerson;
  286. }
  287. else
  288. {
  289. ManaData.SkillPerson += NewPerson;
  290. ManaData.SkillCoinPerson += NewCoinPerson;
  291. }
  292. ManaData.SkillPlus += NewPlus;
  293. ManaData.SkillPersonBuff += NewPersonBuff;
  294. if (Math.Abs(NewSkillCD) > 0.0005f)
  295. {
  296. for (int i = 0; i < ManaData.SkillList.Count; i++)
  297. {
  298. ManaData.SkillList[i].ReceiveCool(NewSkillCD, false, false);
  299. }
  300. }
  301. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  302. {
  303. for (int i = 0; i < ManaData.SkillList.Count; i++)
  304. {
  305. ManaData.SkillList[i].ReceiveCool(NewSkillCdBuff, false, true);
  306. }
  307. }
  308. #region 调试输出
  309. StringBuilder strb = new StringBuilder();
  310. strb.AppendFormat("使用技能 : <color=red>{0}</color>", Name);
  311. if (Math.Abs(NewPlus) > 0.0005f)
  312. {
  313. strb.AppendFormat(" 收入加成<color=red>+{0}%</color>", NewPlus * 100);
  314. }
  315. if (Math.Abs(NewPerson) > 0.0005f)
  316. {
  317. strb.AppendFormat(" 参观人次<color=red>+{0}</color>", NewPerson);
  318. }
  319. if (Math.Abs(NewPersonBuff) > 0.0005f)
  320. {
  321. strb.AppendFormat(" 参观人次<color=red>+{0}%</color>", NewPersonBuff * 100);
  322. }
  323. if (Math.Abs(NewCoinPerson) > 0.0005f)
  324. {
  325. strb.AppendFormat(" 每次金币<color=red>+{0}</color>", NewCoinPerson);
  326. }
  327. if (Math.Abs(SkillCD) > 0.0005f)
  328. {
  329. strb.AppendFormat(" 减少冷却上限<color=red>{0}</color>", SkillCD);
  330. }
  331. if (Math.Abs(SkillCdBuff) > 0.0005f)
  332. {
  333. strb.AppendFormat(" 减少冷却上限<color=red>{0}%</color>", SkillCdBuff * 100);
  334. }
  335. strb.Append(" <color=red>永久有效</color>");
  336. ManaDebug.Log(strb.ToString());
  337. #endregion
  338. }
  339. protected void UnlockAhead()
  340. {
  341. if (ItemStatus != SkillStatus.Lock)
  342. {
  343. ManaDebug.Log("您并不需要提前解锁");
  344. return;
  345. }
  346. if (ManaData.Pay(UnlockAheadAmt, UnlockAheadCur))
  347. {
  348. UseConti();
  349. if (UpgradeCur != Current.Free)
  350. {
  351. ItemStatus = SkillStatus.Upgrade;
  352. }
  353. else
  354. {
  355. throw new Exception();
  356. }
  357. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁", Name));
  358. }
  359. }
  360. #region 解读器
  361. protected string Description(int offset)
  362. {
  363. float temp;
  364. string[] strings = Desc.Split('[', ']');
  365. StringBuilder stringBuilder = new StringBuilder();
  366. for (int i = 0; i < strings.Length; i++)
  367. {
  368. if (strings[i].Contains("lv"))
  369. {
  370. }
  371. else if (strings[i].Contains("&person&"))
  372. {
  373. #region MyRegion
  374. if (Math.Abs(Person) > 0.0005f)
  375. {
  376. temp = NewPerson;
  377. UpgradeValue(ref temp, Person, UpgradePerson, offset);
  378. UpgradeUnit(ref temp, strings[i]);
  379. stringBuilder.Append(temp.ToString("0"));
  380. }
  381. else if (Math.Abs(PersonBuff) > 0.0005f)
  382. {
  383. temp = NewPersonBuff;
  384. UpgradeValue(ref temp, PersonBuff, UpgradePerson, offset);
  385. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  386. }
  387. #endregion
  388. }
  389. else if (strings[i].Contains("&skill_cd&"))
  390. {
  391. #region MyRegion
  392. if (Math.Abs(SkillCD) > 0.0005f)
  393. {
  394. temp = NewSkillCD;
  395. UpgradeValue(ref temp, SkillCD, UpgradeCD, offset);
  396. UpgradeUnit(ref temp, strings[i]);
  397. stringBuilder.Append(temp.ToString("0"));
  398. }
  399. else if (Math.Abs(SkillCdBuff) > 0.0005f)
  400. {
  401. temp = NewSkillCdBuff;
  402. UpgradeValue(ref temp, UpgradeCD, offset);
  403. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  404. }
  405. #endregion
  406. }
  407. else if (strings[i].Contains("&coin_person&"))
  408. {
  409. #region MyRegion
  410. if (Math.Abs(CoinPerson) > 0.0005f)
  411. {
  412. temp = NewCoinPerson;
  413. UpgradeValue(ref temp, CoinPerson, UpgradePlus, offset);
  414. UpgradeUnit(ref temp, strings[i]);
  415. stringBuilder.Append(temp.ToString("0.0"));
  416. }
  417. else if (Math.Abs(Plus) > 0.0005f)
  418. {
  419. temp = NewPlus;
  420. UpgradeValue(ref temp, Plus, UpgradePlus, offset);
  421. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  422. }
  423. #endregion
  424. }
  425. else
  426. {
  427. stringBuilder.Append(strings[i]);
  428. }
  429. }
  430. return stringBuilder.ToString();
  431. }
  432. protected double UpgradeAmtParse(string str)
  433. {
  434. if (string.IsNullOrEmpty(str))
  435. {
  436. return UnlockAmt;
  437. }
  438. else
  439. {
  440. return double.Parse(str);
  441. }
  442. }
  443. #endregion
  444. }