SkillRoot.cs 7.5 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 string Desc
  45. {
  46. get
  47. {
  48. return Language.GetStr("SkillDesc", ID);
  49. }
  50. }
  51. public string Name
  52. {
  53. get
  54. {
  55. return Language.GetStr("SkillName", ID);
  56. }
  57. }
  58. public virtual string ID
  59. {
  60. get { throw new Exception(); }
  61. }
  62. public Sprite Icon
  63. {
  64. get { return ManaReso.Load<Sprite>(Icon_, Folder.UI); }
  65. }
  66. public int ID_;
  67. public int ItemIndex;
  68. public string Icon_;
  69. #endregion
  70. public int Level
  71. {
  72. get { return Level_; }
  73. set
  74. {
  75. Level_ = value;
  76. RegistName(ItemTit);
  77. }
  78. }
  79. public int Level_;
  80. public Text ItemTit;
  81. public Text ItemLab;
  82. public Text ItemBtnLab;
  83. public Image ItemIcon;
  84. public Button ItemBtn;
  85. public SkillTab SkillTab;
  86. public SkillType SkillType;
  87. public Transform SkillItem;
  88. public abstract void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute);
  89. public abstract void UpdateStatus();
  90. #endregion
  91. public static int Sort(SkillRoot skillRootA, SkillRoot skillRootB)
  92. {
  93. if (skillRootA.ItemIndex == skillRootB.ItemIndex)
  94. {
  95. return 0;
  96. }
  97. else if (skillRootA.ItemIndex > skillRootB.ItemIndex)
  98. {
  99. return 1;
  100. }
  101. else if (skillRootA.ItemIndex < skillRootB.ItemIndex)
  102. {
  103. return -1;
  104. }
  105. else
  106. {
  107. throw new Exception();
  108. }
  109. }
  110. public void SwitchLanguage()
  111. {
  112. if (ItemLab != null)
  113. {
  114. ItemLab.text = Description(0);
  115. }
  116. }
  117. public virtual void Annul()
  118. {
  119. }
  120. public virtual bool DoUse()
  121. {
  122. throw new Exception();
  123. }
  124. public virtual void ReceiveCool(float amt, bool current, bool buff)
  125. {
  126. }
  127. public virtual void RegistReference()
  128. {
  129. if (SkillTab == SkillTab.Null)
  130. {
  131. return;
  132. }
  133. Dictionary<string, Transform> childDic = new Dictionary<string, Transform>();
  134. Auxiliary.CompileDic(SkillItem, childDic);
  135. ItemTit = childDic["Tit"].GetComponent<Text>();
  136. ItemBtn = childDic["Btn"].GetComponent<Button>();
  137. ItemLab = childDic["Lab"].GetComponent<Text>();
  138. ItemIcon = childDic["Icon"].GetComponent<Image>();
  139. ItemBtnLab = childDic["BtnLab"].GetComponent<Text>();
  140. ItemIcon.sprite = Icon;
  141. }
  142. #region 解读器
  143. protected int IntParse(string str)
  144. {
  145. if (string.IsNullOrEmpty(str))
  146. {
  147. return 0;
  148. }
  149. else
  150. {
  151. return int.Parse(str);
  152. }
  153. }
  154. protected bool BoolParse(string str)
  155. {
  156. if (string.IsNullOrEmpty(str))
  157. {
  158. return false;
  159. }
  160. else
  161. {
  162. return Convert.ToBoolean(int.Parse(str));
  163. }
  164. }
  165. protected float FloatParse(string str)
  166. {
  167. if (string.IsNullOrEmpty(str))
  168. {
  169. return 0;
  170. }
  171. else
  172. {
  173. return float.Parse(str);
  174. }
  175. }
  176. protected void RegistName(Text text)
  177. {
  178. if (SkillTab == SkillTab.Null)
  179. {
  180. return;
  181. }
  182. if (Level == 0)
  183. {
  184. ManaLan.Add(text, new LanStr("SkillName", ID));
  185. }
  186. else
  187. {
  188. ManaLan.Add(text, new LanStr("SkillName", ID), Level);
  189. }
  190. }
  191. protected string NameParse()
  192. {
  193. if (Level == 0)
  194. {
  195. return Language.GetStr("SkillName", ID);
  196. }
  197. else
  198. {
  199. return Language.GetStr("SkillName", ID) + Level;
  200. }
  201. }
  202. protected string ImageParse(Current current)
  203. {
  204. if (current == Current.Coin)
  205. {
  206. return "<(金币)>";
  207. }
  208. else if (current == Current.Diamond)
  209. {
  210. return "<(钻石)>";
  211. }
  212. else if (current == Current.Cash)
  213. {
  214. return Language.GetStr("Common", "Cash");
  215. }
  216. else
  217. {
  218. throw new Exception(current.ToString());
  219. }
  220. }
  221. protected Current CurrentParse(string str)
  222. {
  223. if (string.IsNullOrEmpty(str))
  224. {
  225. return Current.Free;
  226. }
  227. else
  228. {
  229. int number = int.Parse(str);
  230. if (number == 1)
  231. {
  232. return Current.Coin;
  233. }
  234. else if (number == 2)
  235. {
  236. return Current.Diamond;
  237. }
  238. else if (number == 3)
  239. {
  240. return Current.Cash;
  241. }
  242. else if (number == 4)
  243. {
  244. return Current.Other;
  245. }
  246. else if (number == 5)
  247. {
  248. return Current.AD;
  249. }
  250. else
  251. {
  252. throw new Exception(number.ToString());
  253. }
  254. }
  255. }
  256. protected SkillTab SkillClassParse(string str)
  257. {
  258. if (string.IsNullOrEmpty(str))
  259. {
  260. return SkillTab.Null;
  261. }
  262. else
  263. {
  264. int number = int.Parse(str);
  265. if (number == 1)
  266. {
  267. return SkillTab.Garden;
  268. }
  269. else if (number == 2)
  270. {
  271. return SkillTab.Elf;
  272. }
  273. else if (number == 3)
  274. {
  275. return SkillTab.Magic;
  276. }
  277. else if (number == 4)
  278. {
  279. return SkillTab.Store;
  280. }
  281. else
  282. {
  283. throw new Exception();
  284. }
  285. }
  286. }
  287. protected void UpgradeUnit(ref float target, string fml)
  288. {
  289. if (fml.Contains("*"))
  290. {
  291. target *= float.Parse(fml.Split('*')[1]);
  292. }
  293. else if (fml.Contains("/"))
  294. {
  295. target /= float.Parse(fml.Split('/')[1]);
  296. }
  297. }
  298. protected void UpgradeValue(ref float target, string fml, int offet)
  299. {
  300. if (fml.Contains("%"))
  301. {
  302. target += (float.Parse(fml.Replace("%", ""))/100)*offet;
  303. }
  304. }
  305. protected void UpgradeValue(ref float target, float baseValue, string fml, int offset)
  306. {
  307. if (Math.Abs(target) < 0.0005f)
  308. {
  309. return;
  310. }
  311. if (string.IsNullOrEmpty(fml))
  312. {
  313. }
  314. else if (fml.Contains("%"))
  315. {
  316. float step = float.Parse(fml.Replace("%", "")) / 100;
  317. target += baseValue * step * offset;
  318. }
  319. else
  320. {
  321. target += float.Parse(fml) * offset;
  322. }
  323. }
  324. protected void ValueBuffParse(out float value, out float buff, string str)
  325. {
  326. if (str.Contains("%"))
  327. {
  328. float step = float.Parse(str.Replace("%", "")) / 100;
  329. buff = step;
  330. value = 0;
  331. }
  332. else
  333. {
  334. buff = 0;
  335. value = FloatParse(str);
  336. }
  337. }
  338. protected abstract string Description(int offset);
  339. #endregion
  340. }