SkillRoot.cs 7.4 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. using System.Xml;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. public enum Current
  8. {
  9. AD,
  10. Free,
  11. Coin,
  12. Cash,
  13. Other,
  14. Diamond,
  15. }
  16. public enum SkillTab
  17. {
  18. Elf,
  19. Null,
  20. Store,
  21. Magic,
  22. Garden,
  23. }
  24. public enum SkillType
  25. {
  26. Skill,
  27. Pack,
  28. Ability,
  29. BigSkill,
  30. }
  31. public enum SkillStatus
  32. {
  33. Buy,
  34. Use,
  35. Lock,
  36. Cool,
  37. UnLock,
  38. Upgrade,
  39. }
  40. public abstract class SkillRoot
  41. {
  42. #region 变量
  43. #region 配置
  44. public Sprite Icon
  45. {
  46. get
  47. {
  48. return ManaReso.LoadSprite(Icon_, Folder.UI);
  49. }
  50. }
  51. public string Desc
  52. {
  53. get
  54. {
  55. return Language.GetStr("SkillDesc", ID);
  56. }
  57. }
  58. public virtual string ID
  59. {
  60. get { throw new Exception(); }
  61. }
  62. public virtual string Name
  63. {
  64. get
  65. {
  66. if (Level == 0)
  67. {
  68. return Language.GetStr("SkillName", ID);
  69. }
  70. else
  71. {
  72. return Language.GetStr("SkillName", ID) + Level;
  73. }
  74. }
  75. }
  76. public int ID_;
  77. public string Icon_;
  78. public int ItemIndex;
  79. #endregion
  80. public virtual int Level
  81. {
  82. get { return Level_; }
  83. set
  84. {
  85. Level_ = value;
  86. if (SkillTab == SkillTab.Null)
  87. {
  88. return;
  89. }
  90. if (Level == 0)
  91. {
  92. ManaLan.Add(ItemTit, new LanStr("SkillName", ID));
  93. }
  94. else
  95. {
  96. ManaLan.Add(ItemTit, new LanStr("SkillName", ID), Level);
  97. }
  98. }
  99. }
  100. public int Level_;
  101. public Text ItemTit;
  102. public Text ItemLab;
  103. public Text ItemBtnLab;
  104. public Image ItemIcon;
  105. public Button ItemBtn;
  106. public SkillTab SkillTab;
  107. public SkillType SkillType;
  108. public Transform SkillItem;
  109. #endregion
  110. public static int Sort(SkillRoot skillRootA, SkillRoot skillRootB)
  111. {
  112. if (skillRootA.ItemIndex == skillRootB.ItemIndex)
  113. {
  114. return 0;
  115. }
  116. else if (skillRootA.ItemIndex > skillRootB.ItemIndex)
  117. {
  118. return 1;
  119. }
  120. else if (skillRootA.ItemIndex < skillRootB.ItemIndex)
  121. {
  122. return -1;
  123. }
  124. else
  125. {
  126. throw new Exception();
  127. }
  128. }
  129. public virtual void Reactive()
  130. {
  131. }
  132. public virtual void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  133. {
  134. }
  135. public virtual void RegistReference()
  136. {
  137. if (SkillTab == SkillTab.Null)
  138. {
  139. return;
  140. }
  141. Dictionary<string, Transform> childDic = new Dictionary<string, Transform>();
  142. Auxiliary.CompileDic(SkillItem, childDic);
  143. ItemTit = childDic["Tit"].GetComponent<Text>();
  144. ItemBtn = childDic["Btn"].GetComponent<Button>();
  145. ItemLab = childDic["Lab"].GetComponent<Text>();
  146. ItemIcon = childDic["Icon"].GetComponent<Image>();
  147. ItemBtnLab = childDic["BtnLab"].GetComponent<Text>();
  148. ItemIcon.sprite = Icon;
  149. }
  150. public virtual void SwitchLanguage()
  151. {
  152. if (SkillTab != SkillTab.Null)
  153. {
  154. ItemLab.text = GetDescription(0);
  155. }
  156. }
  157. public virtual void AnnulA()
  158. {
  159. }
  160. public virtual bool DoUse()
  161. {
  162. throw new Exception();
  163. }
  164. public virtual void ReceiveCool(float amt, bool current, bool buff)
  165. {
  166. }
  167. public virtual void UpdateStatus()
  168. {
  169. }
  170. #region 解读器
  171. protected string ImageParse(Current current)
  172. {
  173. if (current == Current.Coin)
  174. {
  175. return "<(金币)>";
  176. }
  177. else if (current == Current.Diamond)
  178. {
  179. return "<(钻石)>";
  180. }
  181. else if (current == Current.Cash)
  182. {
  183. return Language.GetStr("Common", "Cash");
  184. }
  185. else
  186. {
  187. throw new Exception(current.ToString());
  188. }
  189. }
  190. protected Current CurrentParse(string str)
  191. {
  192. if (string.IsNullOrEmpty(str))
  193. {
  194. return Current.Free;
  195. }
  196. else
  197. {
  198. int number = int.Parse(str);
  199. if (number == 1)
  200. {
  201. return Current.Coin;
  202. }
  203. else if (number == 2)
  204. {
  205. return Current.Diamond;
  206. }
  207. else if (number == 3)
  208. {
  209. return Current.Cash;
  210. }
  211. else if (number == 4)
  212. {
  213. return Current.Other;
  214. }
  215. else if (number == 5)
  216. {
  217. return Current.AD;
  218. }
  219. else
  220. {
  221. throw new Exception(number.ToString());
  222. }
  223. }
  224. }
  225. protected SkillTab SkillClassParse(string str)
  226. {
  227. if (string.IsNullOrEmpty(str))
  228. {
  229. return SkillTab.Null;
  230. }
  231. else
  232. {
  233. int number = int.Parse(str);
  234. if (number == 1)
  235. {
  236. return SkillTab.Garden;
  237. }
  238. else if (number == 2)
  239. {
  240. return SkillTab.Elf;
  241. }
  242. else if (number == 3)
  243. {
  244. return SkillTab.Magic;
  245. }
  246. else if (number == 4)
  247. {
  248. return SkillTab.Store;
  249. }
  250. else
  251. {
  252. throw new Exception();
  253. }
  254. }
  255. }
  256. protected void UpgradeUnit(ref float target, string fml)
  257. {
  258. if (fml.Contains("*"))
  259. {
  260. target *= float.Parse(fml.Split('*')[1]);
  261. }
  262. else if (fml.Contains("/"))
  263. {
  264. target /= float.Parse(fml.Split('/')[1]);
  265. }
  266. }
  267. protected void UpgradeValue(ref float target, string fml, int offset)
  268. {
  269. if (fml.Contains("%"))
  270. {
  271. target += (float.Parse(fml.Replace("%", ""))/100)*offset;
  272. }
  273. }
  274. protected void UpgradeValue(ref float target, float baseValue, string fml, int offset)
  275. {
  276. if (target.Equal(0))
  277. {
  278. return;
  279. }
  280. if (string.IsNullOrEmpty(fml))
  281. {
  282. return;
  283. }
  284. if (fml.Contains("%"))
  285. {
  286. float step = float.Parse(fml.Replace("%", "")) / 100;
  287. target += baseValue * step * offset;
  288. }
  289. else
  290. {
  291. target += float.Parse(fml) * offset;
  292. }
  293. }
  294. protected void UpgradeSkillCdBuff(ref float target, string fml, int offset)
  295. {
  296. if (fml.Contains("%"))
  297. {
  298. float unit = (float.Parse(fml.Replace("%", "")))/100;
  299. for (int i = 0; i < offset; i++)
  300. {
  301. target += (1 - target) * unit;
  302. }
  303. }
  304. }
  305. protected void ValueBuffParse(out float value, out float buff, string str)
  306. {
  307. if (str.Contains("%"))
  308. {
  309. float step = float.Parse(str.Replace("%", "")) / 100;
  310. buff = step;
  311. value = 0;
  312. }
  313. else
  314. {
  315. buff = 0;
  316. value = Auxiliary.FloatParse(str, 0);
  317. }
  318. }
  319. protected virtual string GetDescription(int offset)
  320. {
  321. throw new Exception();
  322. }
  323. #endregion
  324. }
  325. #region DebugList
  326. //语言切换
  327. #endregion