Skill.cs 16 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. using System.Xml;
  5. using System.Linq;
  6. using System.Text;
  7. using System.Collections;
  8. using System.Collections.Generic;
  9. public class Skill : SkillRoot
  10. {
  11. #region 变量
  12. #region 配置
  13. public override string ID
  14. {
  15. get
  16. {
  17. return "Skill" + ID_;
  18. }
  19. }
  20. protected bool ReduceCD;
  21. protected float CD;
  22. protected float Person;
  23. protected float SkillCD;
  24. protected float UseAmt;
  25. protected float Duration;
  26. protected float CoinOnce;
  27. protected float CoinPerson;
  28. protected float DiamondOnce;
  29. protected double UpgradeAmt;
  30. protected float Plus;
  31. protected float CdBuff;
  32. protected float PersonBuff;
  33. protected float SkillCdBuff;
  34. protected float CoinOnceBuff;
  35. protected int UnlockLv;
  36. protected float UnlockAmt;
  37. protected float UnlockAheadAmt;
  38. protected string UnlockPos;
  39. protected Current BuyCur;
  40. protected Current UnlockCur;
  41. protected Current UpgradeCur;
  42. protected Current UnlockAheadCur;
  43. protected string Label;
  44. protected string Anim;
  45. protected string UpgradeCD;
  46. protected string UpgradeFml;
  47. protected string UpgradePlus;
  48. protected string UpgradePerson;
  49. protected string UpgradeDuration;
  50. protected string UpgradeCoinOnce;
  51. #endregion
  52. public float UseTimer;
  53. public float CoolTimer;
  54. protected float NewPlus;
  55. protected float NewPerson;
  56. protected float NewSkillCD;
  57. protected float NewDuration;
  58. protected float NewCoinOnce;
  59. protected float NewSkillCdBuff;
  60. protected float NewPersonBuff;
  61. protected float NewCoinPerson;
  62. protected float NewCoinOnceBuff;
  63. protected double NewUpgradeAmt;
  64. public virtual SkillStatus ItemStatus
  65. {
  66. get { return ItemStatus_; }
  67. set
  68. {
  69. ItemStatus_ = value;
  70. if (SkillTab == SkillTab.Null)
  71. {
  72. return;
  73. }
  74. if (ItemStatus_ == SkillStatus.Buy)
  75. {
  76. if (BuyCur == Current.AD)
  77. {
  78. ManaLan.Add(ItemBtnLab, new LanStr("Common", "AD"));
  79. }
  80. else
  81. {
  82. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab3"), "\n", ImageParse(BuyCur), UseAmt.ToString("0"));
  83. }
  84. }
  85. else if (ItemStatus_ == SkillStatus.Lock)
  86. {
  87. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab0"), "\n", new LanStr("UI", "Fe_BtnLab4"), UnlockLv.ToString());
  88. }
  89. }
  90. }
  91. public SkillStatus ItemStatus_;
  92. #endregion
  93. public Skill(XmlAttributeCollection attribute)
  94. {
  95. #region 配置
  96. ID_ = int.Parse(attribute[0].Value);
  97. Icon_ = attribute[30].Value;
  98. Anim = attribute[31].Value;
  99. Label = attribute[32].Value;
  100. UnlockPos = attribute[18].Value;
  101. UpgradeCD = attribute[28].Value;
  102. UpgradeFml = attribute[23].Value;
  103. UpgradePlus = attribute[24].Value;
  104. UpgradePerson = attribute[25].Value;
  105. UpgradeDuration = attribute[27].Value;
  106. UpgradeCoinOnce = attribute[26].Value;
  107. ItemIndex = Auxiliary.IntParse(attribute[3].Value,0);
  108. UnlockLv = Auxiliary.IntParse(attribute[13].Value,0);
  109. CD = Auxiliary.FloatParse(attribute[12].Value,0);
  110. UseAmt = Auxiliary.FloatParse(attribute[20].Value,0);
  111. Duration = Auxiliary.FloatParse(attribute[11].Value,0);
  112. UnlockAmt = Auxiliary.FloatParse(attribute[17].Value,0);
  113. DiamondOnce = Auxiliary.FloatParse(attribute[9].Value,0);
  114. UnlockAheadAmt = Auxiliary.FloatParse(attribute[15].Value,0);
  115. SkillTab = SkillClassParse(attribute[2].Value);
  116. ReduceCD = Auxiliary.BoolParse(attribute[5].Value, false);
  117. UpgradeAmt = UpgradeAmtParse(attribute[22].Value);
  118. BuyCur = CurrentParse(attribute[19].Value);
  119. UnlockCur = CurrentParse(attribute[16].Value);
  120. UpgradeCur = CurrentParse(attribute[21].Value);
  121. UnlockAheadCur = CurrentParse(attribute[14].Value);
  122. ValueBuffParse(out Person, out PersonBuff, attribute[7].Value);
  123. ValueBuffParse(out SkillCD, out SkillCdBuff, attribute[10].Value);
  124. ValueBuffParse(out CoinOnce, out CoinOnceBuff, attribute[8].Value);
  125. ValueBuffParse(out CoinPerson, out Plus, attribute[6].Value);
  126. #endregion
  127. SkillType = SkillType.Skill;
  128. }
  129. public virtual bool DoCool()
  130. {
  131. CoolTimer -= Time.fixedDeltaTime;
  132. TimeSpan timeSpan = new TimeSpan(0, 0, (int)CoolTimer);
  133. ItemBtnLab.text = string.Format("{0}\n{1}{2}:{3}", Language.GetStr("UI", "Fe_BtnLab6"), Language.GetStr("UI", "Fe_BtnLab7"), timeSpan.Minutes, timeSpan.Seconds);
  134. if (CoolTimer <= 0)
  135. {
  136. ItemStatus = SkillStatus.Buy;
  137. return true;
  138. }
  139. else
  140. {
  141. return false;
  142. }
  143. }
  144. public virtual void AnnulA()
  145. {
  146. ManaData.SkillPlus -= NewPlus;
  147. ManaData.SkillPerson -= NewPerson;
  148. ManaData.SkillPersonBuff -= NewPersonBuff;
  149. ManaData.SkillCoinPerson -= NewCoinPerson;
  150. if (Math.Abs(NewSkillCD) > 0.0005f)
  151. {
  152. for (int i = 0; i < ManaData.SkillList.Count; i++)
  153. {
  154. ManaData.SkillList[i].ReceiveCool(-NewSkillCD, true, false);
  155. }
  156. }
  157. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  158. {
  159. for (int i = 0; i < ManaData.SkillList.Count; i++)
  160. {
  161. ManaData.SkillList[i].ReceiveCool(-NewSkillCdBuff, true, true);
  162. }
  163. }
  164. }
  165. public override void Annul()
  166. {
  167. CoolTimer = CD * (1 + CdBuff);
  168. ManaData.CoolList.Add(this);
  169. ItemStatus = SkillStatus.Cool;
  170. ItemBtnLab.color = Color.white;
  171. AnnulA();
  172. }
  173. public override bool DoUse()
  174. {
  175. UseTimer -= Time.fixedDeltaTime;
  176. TimeSpan timeSpan = new TimeSpan(0, 0, (int)UseTimer);
  177. ItemBtnLab.text = string.Format("{0} : {1}", timeSpan.Minutes, timeSpan.Seconds);
  178. if (UseTimer <= 0)
  179. {
  180. Annul();
  181. return true;
  182. }
  183. else
  184. {
  185. return false;
  186. }
  187. }
  188. public override void UpdateStatus()
  189. {
  190. if (ManaData.Level >= UnlockLv)
  191. {
  192. if (ItemStatus == SkillStatus.Lock)
  193. {
  194. ItemStatus = SkillStatus.Buy;
  195. }
  196. }
  197. }
  198. protected virtual void UseA()
  199. {
  200. ItemBtnLab.color = Color.blue;
  201. ManaData.UseList.Add(this);
  202. ManaData.SkillPlus += NewPlus;
  203. ManaData.SkillPerson += NewPerson;
  204. ManaData.SkillPersonBuff += NewPersonBuff;
  205. ManaData.SkillCoinPerson += NewCoinPerson;
  206. if (Math.Abs(NewSkillCD) > 0.0005f)
  207. {
  208. for (int i = 0; i < ManaData.SkillList.Count; i++)
  209. {
  210. ManaData.SkillList[i].ReceiveCool(NewSkillCD, true, false);
  211. }
  212. }
  213. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  214. {
  215. for (int i = 0; i < ManaData.SkillList.Count; i++)
  216. {
  217. ManaData.SkillList[i].ReceiveCool(NewSkillCdBuff, true, true);
  218. }
  219. }
  220. }
  221. protected virtual void UseB()
  222. {
  223. ManaData.Coin += NewCoinOnce;
  224. ManaData.Coin += ManaData.CoinPerson * NewCoinOnceBuff;
  225. ManaData.Diamond += DiamondOnce;
  226. }
  227. protected virtual void Buy()
  228. {
  229. if (!ManaData.Pay(UseAmt, BuyCur))
  230. {
  231. return;
  232. }
  233. ManaAudio.PlayClip(Clip.SkillClip);
  234. ManaData.SkillAmt++;
  235. UseTimer = NewDuration;
  236. if (Math.Abs(Duration) < 0.0005f)
  237. {
  238. ItemStatus = SkillStatus.Cool;
  239. }
  240. else
  241. {
  242. ItemStatus = SkillStatus.Use;
  243. }
  244. UseA();
  245. UseB();
  246. }
  247. protected virtual void OnClick()
  248. {
  249. ManaAudio.PlayClip(Clip.BtnClip);
  250. if (ItemStatus == SkillStatus.Buy)
  251. {
  252. if (BuyCur == Current.AD)
  253. {
  254. Buy();
  255. }
  256. else
  257. {
  258. ManaReso.Get("Fe_Info").TweenForCG();
  259. ManaReso.SetText("Fe_Tit", Name);
  260. ManaReso.SetSprite("Fe_Icon", Icon);
  261. ManaReso.SetText("Fe_Lab0", "");
  262. ManaReso.SetText("Fe_Lab1", Description(0));
  263. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab3"), ImageParse(BuyCur), UseAmt));
  264. ManaReso.SetButtonEvent
  265. (
  266. "Fe_Btn",
  267. () =>
  268. {
  269. Buy();
  270. ManaReso.Get("Fe_Info").TweenBacCG();
  271. }
  272. );
  273. }
  274. }
  275. else if (ItemStatus == SkillStatus.Lock)
  276. {
  277. ManaReso.Get("Fe_Info").TweenForCG();
  278. ManaReso.SetText("Fe_Tit", Name);
  279. ManaReso.SetSprite("Fe_Icon", Icon);
  280. ManaReso.SetText("Fe_Lab0", "");
  281. ManaReso.SetText("Fe_Lab1", Description(0));
  282. ManaReso.SetText("Fe_BtnLab", string.Format("{0}({1}{2:0})", Language.GetStr("UI", "Fe_BtnLab0"), ImageParse(UnlockAheadCur), UnlockAheadAmt));
  283. ManaReso.SetButtonEvent
  284. (
  285. "Fe_Btn",
  286. () =>
  287. {
  288. UnlockAhead();
  289. ManaReso.Get("Fe_Info").TweenBacCG();
  290. }
  291. );
  292. }
  293. }
  294. protected virtual void UnlockAhead()
  295. {
  296. if (ItemStatus != SkillStatus.Lock)
  297. {
  298. Toast.Show(1.5f, "您并不需要提前解锁");
  299. return;
  300. }
  301. if (!ManaData.Pay(UnlockAheadAmt, UnlockAheadCur))
  302. {
  303. return;
  304. }
  305. ManaAudio.PlayClip(Clip.BtnClip);
  306. ItemStatus = SkillStatus.Buy;
  307. }
  308. public override void Reactive()
  309. {
  310. if (ItemStatus == SkillStatus.Use)
  311. {
  312. AnnulA();
  313. ManaData.UseList.Remove(this);
  314. }
  315. else if (ItemStatus == SkillStatus.Cool)
  316. {
  317. ManaData.CoolList.Remove(this);
  318. }
  319. }
  320. public override void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  321. {
  322. Level = int.Parse(attribute[3].Value);
  323. UseTimer = float.Parse(attribute[5].Value);
  324. CoolTimer = float.Parse(attribute[4].Value);
  325. ItemStatus_ = (SkillStatus)Enum.Parse(typeof(SkillStatus), attribute[2].Value);
  326. NewPlus = Plus;
  327. NewPerson = Person;
  328. NewSkillCD = SkillCD;
  329. NewDuration = Duration;
  330. NewCoinOnce = CoinOnce;
  331. NewSkillCdBuff = SkillCdBuff;
  332. NewPersonBuff = PersonBuff;
  333. NewCoinPerson = CoinPerson;
  334. NewUpgradeAmt = UpgradeAmt;
  335. NewCoinOnceBuff = CoinOnceBuff;
  336. if (ItemStatus_ == SkillStatus.Use)
  337. {
  338. UseA();
  339. if (UseTimer < elapse)
  340. {
  341. if (useList.Count > 0)
  342. {
  343. if (UseTimer < ManaData.CircleTimer)
  344. {
  345. useList[0].UniqueAdd(this);
  346. }
  347. else
  348. {
  349. int ffCircle = 1 + Mathf.FloorToInt((UseTimer - ManaData.CircleTimer)/ManaData.CircleTime);
  350. useList[ffCircle].UniqueAdd(this);
  351. }
  352. }
  353. }
  354. else
  355. {
  356. UseTimer -= elapse;
  357. ItemBtnLab.color = Color.blue;
  358. }
  359. }
  360. else if (ItemStatus_ == SkillStatus.Cool)
  361. {
  362. CoolTimer -= elapse;
  363. ManaData.CoolList.Add(this);
  364. }
  365. ItemBtn.onClick.RemoveAllListeners();
  366. ItemBtn.onClick.AddListener(OnClick);
  367. ItemLab.text = Description(0);
  368. ItemStatus = ItemStatus;
  369. }
  370. public override void ReceiveCool(float amt, bool current, bool buff)
  371. {
  372. if (!ReduceCD)
  373. {
  374. return;
  375. }
  376. if (current)
  377. {
  378. if (ItemStatus != SkillStatus.Cool)
  379. {
  380. return;
  381. }
  382. if (buff)
  383. {
  384. CoolTimer -= CD * amt;
  385. }
  386. else
  387. {
  388. CoolTimer -= amt;
  389. }
  390. }
  391. else
  392. {
  393. if (buff)
  394. {
  395. CdBuff -= amt;
  396. }
  397. else
  398. {
  399. CD -= amt;
  400. }
  401. }
  402. }
  403. #region 解读器
  404. protected double UpgradeAmtParse(string str)
  405. {
  406. if (string.IsNullOrEmpty(str))
  407. {
  408. return UnlockAmt;
  409. }
  410. else
  411. {
  412. return double.Parse(str);
  413. }
  414. }
  415. protected override string Description(int offset)
  416. {
  417. float temp;
  418. string[] strings = Desc.Split('[', ']');
  419. StringBuilder stringBuilder = new StringBuilder();
  420. for (int i = 0; i < strings.Length; i++)
  421. {
  422. if (strings[i].Contains("lv"))
  423. {
  424. }
  425. else if (strings[i].Contains("&person&"))
  426. {
  427. #region MyRegion
  428. if (Math.Abs(Person) > 0.0005f)
  429. {
  430. temp = NewPerson;
  431. UpgradeValue(ref temp, Person, UpgradePerson, offset);
  432. UpgradeUnit(ref temp, strings[i]);
  433. stringBuilder.Append(temp.ToString("0"));
  434. }
  435. else if (Math.Abs(PersonBuff) > 0.0005f)
  436. {
  437. temp = NewPersonBuff;
  438. UpgradeValue(ref temp, PersonBuff, UpgradePerson, offset);
  439. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  440. }
  441. #endregion
  442. }
  443. else if (strings[i].Contains("&duration&"))
  444. {
  445. #region MyRegion
  446. temp = NewDuration;
  447. UpgradeValue(ref temp, Duration, UpgradeDuration, offset);
  448. UpgradeUnit(ref temp, strings[i]);
  449. stringBuilder.Append(temp.ToString("0"));
  450. #endregion
  451. }
  452. else if (strings[i].Contains("&coin_once&"))
  453. {
  454. #region MyRegion
  455. if (Math.Abs(CoinOnce) > 0.0005f)
  456. {
  457. temp = NewCoinOnce;
  458. UpgradeValue(ref temp, CoinOnce, UpgradeCoinOnce, offset);
  459. stringBuilder.Append(temp.ToString("0"));
  460. }
  461. else if (Math.Abs(CoinOnceBuff) > 0.0005f)
  462. {
  463. temp = NewCoinOnceBuff;
  464. UpgradeValue(ref temp, CoinOnceBuff, UpgradeCoinOnce, offset);
  465. stringBuilder.Append(temp.ToString("0"));
  466. }
  467. #endregion
  468. }
  469. else if (strings[i].Contains("&diamond_once&"))
  470. {
  471. #region MyRegion
  472. stringBuilder.Append(DiamondOnce.ToString("0"));
  473. #endregion
  474. }
  475. else if (strings[i].Contains("&coin_person&"))
  476. {
  477. #region MyRegion
  478. if (Math.Abs(CoinPerson) > 0.0005f)
  479. {
  480. temp = NewCoinPerson;
  481. UpgradeValue(ref temp, CoinPerson, UpgradePlus, offset);
  482. stringBuilder.Append(temp.ToString("0.0"));
  483. }
  484. else if (Math.Abs(Plus) > 0.0005f)
  485. {
  486. temp = NewPlus;
  487. UpgradeValue(ref temp, Plus, UpgradePlus, offset);
  488. stringBuilder.Append(string.Format("{0:0}%", temp * 100));
  489. }
  490. else
  491. {
  492. throw new Exception();
  493. }
  494. #endregion
  495. }
  496. else
  497. {
  498. stringBuilder.Append(strings[i]);
  499. }
  500. }
  501. return stringBuilder.ToString();
  502. }
  503. #endregion
  504. }