Pack.cs 9.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389
  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. }
  133. public override void UpdateStatus()
  134. {
  135. if (MaxUseLv == MinUseLv)
  136. {
  137. ItemStatus = SkillStatus.Buy;
  138. }
  139. else
  140. {
  141. if (ManaData.Level > MaxUseLv || ManaData.Level < MinUseLv)
  142. {
  143. ItemStatus = SkillStatus.Lock;
  144. }
  145. else
  146. {
  147. ItemStatus = SkillStatus.Buy;
  148. }
  149. }
  150. }
  151. protected void UseB()
  152. {
  153. ManaData.Coin += CoinOnce;
  154. ManaData.Diamond += DiamondOnce;
  155. }
  156. protected void UseA()
  157. {
  158. if (!string.IsNullOrEmpty(Flower))
  159. {
  160. string[] strings = Flower.Split(' ');
  161. for (int i = 0; i < strings.Length; i++)
  162. {
  163. FlowerInfo flowerInfo = ManaGarden.FlowerInfoDic[int.Parse(strings[i])];
  164. if (flowerInfo.Unlock == false)
  165. {
  166. flowerInfo.Unlock = true;
  167. }
  168. }
  169. }
  170. ManaData.SkillPlus += Plus;
  171. ManaData.SkillPerson += Person;
  172. ManaData.SkillPersonBuff += PersonBuff;
  173. ManaData.SkillCoinPerson += CoinPerson;
  174. if (Math.Abs(SkillCD) > 0.0005f)
  175. {
  176. for (int i = 0; i < ManaData.SkillList.Count; i++)
  177. {
  178. ManaData.SkillList[i].ReceiveCool(SkillCD, false, false);
  179. }
  180. }
  181. if (Math.Abs(SkillCdBuff) > 0.0005f)
  182. {
  183. for (int i = 0; i < ManaData.SkillList.Count; i++)
  184. {
  185. ManaData.SkillList[i].ReceiveCool(SkillCdBuff, false, true);
  186. }
  187. }
  188. }
  189. protected void OnClick()
  190. {
  191. ManaAudio.PlayClip(Clip.BtnClip);
  192. ManaReso.Get("Fe_Info").TweenForCG();
  193. ManaReso.SetText("Fe_Tit", Name);
  194. ManaReso.SetSprite("Fe_Icon", ItemIcon.sprite);
  195. ManaReso.SetText("Fe_Lab0", "");
  196. if (ItemStatus == SkillStatus.Buy)
  197. {
  198. ManaReso.SetText("Fe_Lab1", Description(0));
  199. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab3"), ImageParse(BuyCur), UseAmt));
  200. ManaReso.SetButtonEvent
  201. (
  202. "Fe_Btn",
  203. () =>
  204. {
  205. Buy();
  206. ManaReso.Get("Fe_Info").TweenBacCG();
  207. }
  208. );
  209. }
  210. }
  211. protected virtual void Buy()
  212. {
  213. if (ManaData.Pay(UseAmt, BuyCur))
  214. {
  215. ManaAudio.PlayClip(Clip.SkillClip);
  216. ManaData.SkillAmt++;
  217. UseA();
  218. UseB();
  219. Level++;
  220. }
  221. }
  222. #region 解读器
  223. protected int MinLevelParse(string str)
  224. {
  225. if (string.IsNullOrEmpty(str))
  226. {
  227. return 0;
  228. }
  229. else
  230. {
  231. return Auxiliary.IntParse(str.Split(',')[0],0);
  232. }
  233. }
  234. protected int MaxLevelParse(string str)
  235. {
  236. if (string.IsNullOrEmpty(str))
  237. {
  238. return 0;
  239. }
  240. else
  241. {
  242. return Auxiliary.IntParse(str.Split(',')[1],0);
  243. }
  244. }
  245. protected override string Description(int offset)
  246. {
  247. string[] strings = Desc.Split('[', ']');
  248. StringBuilder stringBuilder = new StringBuilder();
  249. for (int i = 0; i < strings.Length; i++)
  250. {
  251. if (strings[i].Contains("lv"))
  252. {
  253. }
  254. else if (strings[i].Contains("&coin&"))
  255. {
  256. #region MyRegion
  257. if (Math.Abs(CoinOnce) > 0.0005f)
  258. {
  259. stringBuilder.Append(CoinOnce.ToString("0"));
  260. }
  261. #endregion
  262. }
  263. else if (strings[i].Contains("&flower&"))
  264. {
  265. #region MyRegion
  266. if (!string.IsNullOrEmpty(Flower))
  267. {
  268. string[] strings1 = Flower.Split(' ');
  269. for (int j = 0; j < strings1.Length; j++)
  270. {
  271. stringBuilder.Append(Language.GetStr("FlowerName", "Flower" + strings1[j]));
  272. if (j != strings1.Length - 1)
  273. {
  274. stringBuilder.Append(",");
  275. }
  276. }
  277. }
  278. #endregion
  279. }
  280. else if (strings[i].Contains("&diamond&"))
  281. {
  282. #region MyRegion
  283. if (Math.Abs(DiamondOnce) > 0.0005f)
  284. {
  285. stringBuilder.Append(DiamondOnce.ToString("0"));
  286. }
  287. #endregion
  288. }
  289. else if (strings[i].Contains("&coin_person&"))
  290. {
  291. #region MyRegion
  292. if (Math.Abs(Plus) > 0.0005f)
  293. {
  294. stringBuilder.Append(string.Format("{0:0}%", Plus*100));
  295. }
  296. else if (Math.Abs(CoinPerson) > 0.0005f)
  297. {
  298. stringBuilder.Append(CoinPerson.ToString("0.0"));
  299. }
  300. #endregion
  301. }
  302. else
  303. {
  304. stringBuilder.Append(strings[i]);
  305. }
  306. }
  307. return stringBuilder.ToString();
  308. }
  309. #endregion
  310. }