BigSkill.cs 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523
  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. using System.Xml;
  5. using System.Text;
  6. using System.Collections;
  7. using System.Collections.Generic;
  8. public class BigSkill : Skill
  9. {
  10. #region 变量
  11. public int BarIndex;
  12. public Text BarLab;
  13. public Image BarBk0;
  14. public Image BarBk1;
  15. public Button BarBtn;
  16. public Sprite BarIcon
  17. {
  18. get { return ManaReso.Load<Sprite>(Icon_ + "副", Folder.UI); }
  19. }
  20. public SkillStatus BarStatus
  21. {
  22. get { return BarStatus_; }
  23. set
  24. {
  25. BarStatus_ = value;
  26. if (BarStatus_ == SkillStatus.Cool)
  27. {
  28. BarBk0.SetActive(true);
  29. BarBk1.SetActive(false);
  30. }
  31. else if (BarStatus_ == SkillStatus.Buy)
  32. {
  33. if (SkillTab != SkillTab.Null && ItemStatus != SkillStatus.Upgrade)
  34. {
  35. BarBk0.SetActive(false);
  36. BarBk1.SetActive(true);
  37. BarBtn.interactable = false;
  38. BarLab.text = "";
  39. }
  40. else
  41. {
  42. BarBk0.SetActive(false);
  43. BarBk1.SetActive(true);
  44. BarBtn.interactable = true;
  45. BarLab.text = "";
  46. }
  47. }
  48. }
  49. }
  50. public override SkillStatus ItemStatus
  51. {
  52. get { return ItemStatus_; }
  53. set
  54. {
  55. ItemStatus_ = value;
  56. if (SkillTab == SkillTab.Null)
  57. {
  58. return;
  59. }
  60. if (ItemStatus_ == SkillStatus.Lock)
  61. {
  62. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab0"), "\n", new LanStr("UI", "Fe_BtnLab4"), UnlockLv);
  63. }
  64. else if (ItemStatus_ == SkillStatus.UnLock)
  65. {
  66. if (UnlockCur == Current.Free)
  67. {
  68. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab1"));
  69. }
  70. else
  71. {
  72. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab1"), "\n", ImageParse(UnlockCur), UnlockAmt.ToString("0"));
  73. }
  74. }
  75. else if (ItemStatus_ == SkillStatus.Upgrade)
  76. {
  77. ManaLan.Add(ItemBtnLab, new LanStr("UI", "Fe_BtnLab2"), "\n", ImageParse(UpgradeCur), NewUpgradeAmt.ToString("0"));
  78. }
  79. }
  80. }
  81. public SkillStatus BarStatus_;
  82. #endregion
  83. public BigSkill(XmlAttributeCollection attribute) : base(attribute)
  84. {
  85. BarIndex = Auxiliary.IntParse(attribute[4].Value,0);
  86. SkillType = SkillType.BigSkill;
  87. }
  88. public override void Annul()
  89. {
  90. CoolTimer = CD * (1 + CdBuff);
  91. BarLab.color = Color.white;
  92. BarStatus = SkillStatus.Cool;
  93. ManaData.CoolList.Add(this);
  94. AnnulA();
  95. ManaDebug.Log(string.Format("技能结束 <color=red>{0}</color>", Name));
  96. }
  97. public override void AnnulA()
  98. {
  99. ManaData.SkillPlus -= NewPlus;
  100. ManaData.SkillPerson -= NewPerson;
  101. ManaData.SkillPersonBuff -= NewPersonBuff;
  102. ManaData.SkillCoinPerson -= NewCoinPerson;
  103. if (Math.Abs(NewSkillCD) > 0.0005f)
  104. {
  105. for (int i = 0; i < ManaData.SkillList.Count; i++)
  106. {
  107. ManaData.SkillList[i].ReceiveCool(-NewSkillCD, true, false);
  108. }
  109. }
  110. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  111. {
  112. for (int i = 0; i < ManaData.SkillList.Count; i++)
  113. {
  114. ManaData.SkillList[i].ReceiveCool(-NewSkillCdBuff, true, true);
  115. }
  116. }
  117. }
  118. public override bool DoUse()
  119. {
  120. UseTimer -= Time.deltaTime;
  121. BarLab.text = UseTimer.ToString("0.0");
  122. if (UseTimer <= 0)
  123. {
  124. Annul();
  125. return true;
  126. }
  127. else
  128. {
  129. return false;
  130. }
  131. }
  132. public override bool DoCool()
  133. {
  134. CoolTimer -= Time.deltaTime;
  135. TimeSpan timeSpan = new TimeSpan(0, 0, 0, (int)CoolTimer);
  136. BarLab.text = string.Format("{0} : {1}", timeSpan.Minutes, timeSpan.Seconds);
  137. BarBk0.fillAmount = CoolTimer / CD;
  138. if (CoolTimer <= 0)
  139. {
  140. BarStatus = SkillStatus.Buy;
  141. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已冷却", Name));
  142. return true;
  143. }
  144. else
  145. {
  146. return false;
  147. }
  148. }
  149. public override void RegistValue(float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  150. {
  151. Level = int.Parse(attribute[4].Value);
  152. UseTimer = float.Parse(attribute[6].Value);
  153. CoolTimer = float.Parse(attribute[5].Value);
  154. ItemStatus = (SkillStatus)Enum.Parse(typeof(SkillStatus), attribute[2].Value);
  155. BarStatus = (SkillStatus)Enum.Parse(typeof(SkillStatus), attribute[3].Value);
  156. BarBtn.onClick.AddListener(Buy);
  157. BarBk1.sprite = BarIcon;
  158. NewPlus = Plus;
  159. NewPerson = Person;
  160. NewSkillCD = SkillCD;
  161. NewDuration = Duration;
  162. NewCoinOnce = CoinOnce;
  163. NewSkillCdBuff = SkillCdBuff;
  164. NewPersonBuff = PersonBuff;
  165. NewCoinPerson = CoinPerson;
  166. NewUpgradeAmt = UpgradeAmt;
  167. NewCoinOnceBuff = CoinOnceBuff;
  168. if (SkillTab == SkillTab.Null)
  169. {
  170. BarBk1.material = null;
  171. }
  172. else
  173. {
  174. RegistName(ItemTit);
  175. ItemLab.text = Description(0);
  176. ItemBtn.onClick.AddListener(OnClick);
  177. for (int i = 0; i < Level; i++)
  178. {
  179. NewUpgradeAmt = Auxiliary.FmlParse(UpgradeFml, "a", NewUpgradeAmt.ToString());
  180. }
  181. UpgradeValue(ref NewPlus, Plus, UpgradePlus, Level);
  182. UpgradeValue(ref NewSkillCdBuff, UpgradeCD, Level);
  183. UpgradeValue(ref NewPersonBuff, PersonBuff, UpgradePerson, Level);
  184. UpgradeValue(ref NewCoinOnceBuff, UpgradeCoinOnce, Level);
  185. UpgradeValue(ref NewPerson, Person, UpgradePerson, Level);
  186. UpgradeValue(ref NewSkillCD, SkillCD, UpgradeCD, Level);
  187. UpgradeValue(ref NewDuration, Duration, UpgradeDuration, Level);
  188. UpgradeValue(ref NewCoinOnce, CoinOnce, UpgradeCoinOnce, Level);
  189. UpgradeValue(ref NewCoinPerson, CoinPerson, UpgradePlus, Level);
  190. if (ItemStatus_ == SkillStatus.Upgrade)
  191. {
  192. ShowSkillBar();
  193. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁 等级 : {1}", Name, Level));
  194. }
  195. if (BarStatus == SkillStatus.Use)
  196. {
  197. UseA();
  198. if (UseTimer < elapse)
  199. {
  200. if (useList.Count > 0)
  201. {
  202. if (UseTimer < ManaData.CircleTimer)
  203. {
  204. useList[0].UniqueAdd(this);
  205. }
  206. else
  207. {
  208. int ffCircle = 1 + Mathf.FloorToInt(((UseTimer - ManaData.CircleTimer) / ManaData.CircleTime));
  209. useList[ffCircle].UniqueAdd(this);
  210. }
  211. }
  212. }
  213. else
  214. {
  215. UseTimer -= elapse;
  216. BarBk1.SetActive(true);
  217. BarLab.color = Color.blue;
  218. }
  219. }
  220. else if (BarStatus_ == SkillStatus.Cool)
  221. {
  222. CoolTimer -= elapse;
  223. }
  224. }
  225. ItemStatus = ItemStatus;
  226. BarStatus = BarStatus;
  227. }
  228. public override void ReceiveCool(float amt, bool current, bool buff)
  229. {
  230. if (!ReduceCD)
  231. {
  232. return;
  233. }
  234. if (current)
  235. {
  236. if (BarStatus != SkillStatus.Cool)
  237. {
  238. return;
  239. }
  240. if (buff)
  241. {
  242. CoolTimer -= CD * amt;
  243. }
  244. else
  245. {
  246. CoolTimer -= amt;
  247. }
  248. }
  249. else
  250. {
  251. if (buff)
  252. {
  253. CdBuff -= amt;
  254. }
  255. else
  256. {
  257. CD -= amt;
  258. }
  259. }
  260. }
  261. public override void RegistReference()
  262. {
  263. base.RegistReference();
  264. BarLab = ManaReso.Get<Text>(string.Format("F_SkillLab{0}", BarIndex));
  265. BarBk0 = ManaReso.Get<Image>(string.Format("F_SkillBk{0}0", BarIndex));
  266. BarBk1 = ManaReso.Get<Image>(string.Format("F_SkillBk{0}1", BarIndex));
  267. BarBtn = BarBk1.GetComponent<Button>();
  268. }
  269. private void ShowSkillBar()
  270. {
  271. if (!ManaData.SkillBarValid)
  272. {
  273. ManaData.SkillBarValid = true;
  274. ManaReso.Get("Fa_Scrr").TweenForRect();
  275. if (ManaReso.Get("Fa_Garden").gameObject.activeSelf)
  276. {
  277. ManaReso.SetActive("Ff_SkillBar", true);
  278. }
  279. }
  280. }
  281. protected override void Buy()
  282. {
  283. if (ManaServer.Connect == false)
  284. {
  285. ManaReso.Get("Fg_Reconnect").TweenForCG();
  286. return;
  287. }
  288. if (!ManaData.Pay(UseAmt, BuyCur))
  289. {
  290. return;
  291. }
  292. ManaData.Skill++;
  293. UseTimer = NewDuration;
  294. ManaData.UseList.Add(this);
  295. if (Math.Abs(Duration) < 0.0005f)
  296. {
  297. BarStatus = SkillStatus.Cool;
  298. }
  299. else
  300. {
  301. BarStatus = SkillStatus.Use;
  302. BarLab.color = Color.blue;
  303. }
  304. UseA();
  305. UseB();
  306. #region 调试输出
  307. StringBuilder strb = new StringBuilder();
  308. strb.AppendFormat("使用技能 : <color=red>{0}</color>", Name);
  309. if (Math.Abs(NewPlus) > 0.0005f)
  310. {
  311. strb.AppendFormat(" 收入加成<color=red>+{0}%</color>", NewPlus * 100);
  312. }
  313. if (Math.Abs(NewPerson) > 0.0005f)
  314. {
  315. strb.AppendFormat(" 参观人次<color=red>+{0}</color>", NewPerson);
  316. }
  317. if (Math.Abs(NewPersonBuff) > 0.0005f)
  318. {
  319. strb.AppendFormat(" 参观人次<color=red>+{0}%</color>", NewPersonBuff * 100);
  320. }
  321. if (Math.Abs(NewCoinPerson) > 0.0005f)
  322. {
  323. strb.AppendFormat(" 每次金币<color=red>+{0}</color>", NewCoinPerson);
  324. }
  325. if (Math.Abs(NewSkillCD) > 0.0005f)
  326. {
  327. strb.AppendFormat(" 减少冷却<color=red>{0}</color>", NewSkillCD);
  328. }
  329. if (Math.Abs(NewSkillCdBuff) > 0.0005f)
  330. {
  331. strb.AppendFormat(" 减少冷却<color=red>{0}%</color>", NewSkillCdBuff * 100);
  332. }
  333. if (Math.Abs(NewCoinOnce) > 0.0005f)
  334. {
  335. strb.AppendFormat(" 获得金币<color=red>{0}</color>", NewCoinOnce);
  336. }
  337. if (Math.Abs(NewCoinOnceBuff) > 0.0005f)
  338. {
  339. strb.AppendFormat(" 获得金币<color=red>{0}</color>", ManaData.Person * ManaData.CoinPerson * ManaData.CircleTime * NewCoinOnceBuff);
  340. }
  341. if (Math.Abs(DiamondOnce) > 0.0005f)
  342. {
  343. strb.AppendFormat(" 获得钻石<color=red>{0}</color>", DiamondOnce);
  344. }
  345. if (Math.Abs(NewDuration) > 0.0005f)
  346. {
  347. strb.AppendFormat(" 持续时间<color=red>{0}</color>秒", NewDuration);
  348. }
  349. else
  350. {
  351. strb.Append(" <color=red>永久有效</color>");
  352. }
  353. ManaDebug.Log(strb.ToString());
  354. #endregion
  355. }
  356. protected override void Unlock()
  357. {
  358. if (ManaData.Pay(UnlockAmt, UnlockCur))
  359. {
  360. ShowSkillBar();
  361. ItemStatus = SkillStatus.Upgrade;
  362. if (SkillTab != SkillTab.Null)
  363. {
  364. ItemStatus = SkillStatus.Upgrade;
  365. }
  366. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁", Name));
  367. }
  368. }
  369. protected override void Upgrade()
  370. {
  371. if (!ManaData.Pay(NewUpgradeAmt, UpgradeCur))
  372. {
  373. return;
  374. }
  375. if (Level == 0)
  376. {
  377. BarStatus = SkillStatus.Buy;
  378. BarBk1.material = null;
  379. return;
  380. }
  381. Level++;
  382. if (BarStatus == SkillStatus.Use)
  383. {
  384. AnnulA();
  385. }
  386. NewUpgradeAmt = Auxiliary.FmlParse(UpgradeFml, "a", NewUpgradeAmt.ToString());
  387. UpgradeValue(ref NewPlus, Plus, UpgradePlus, 1);
  388. UpgradeValue(ref NewSkillCdBuff, UpgradeCD, 1);
  389. UpgradeValue(ref NewPersonBuff, PersonBuff, UpgradePerson, 1);
  390. UpgradeValue(ref NewCoinOnceBuff, UpgradeCoinOnce, 1);
  391. UpgradeValue(ref NewPerson, Person, UpgradePerson, 1);
  392. UpgradeValue(ref NewSkillCD, SkillCD, UpgradeCD, 1);
  393. UpgradeValue(ref NewDuration, Duration, UpgradeDuration, 1);
  394. UpgradeValue(ref NewCoinOnce, CoinOnce, UpgradeCoinOnce, 1);
  395. UpgradeValue(ref NewCoinPerson, CoinPerson, UpgradePlus, 1);
  396. if (BarStatus == SkillStatus.Use)
  397. {
  398. UseA();
  399. }
  400. }
  401. protected override void UnlockAhead()
  402. {
  403. if (ItemStatus != SkillStatus.Lock)
  404. {
  405. ManaDebug.Log("您并不需要提前解锁");
  406. return;
  407. }
  408. if (ManaData.Pay(UnlockAheadAmt, UnlockAheadCur))
  409. {
  410. ShowSkillBar();
  411. ItemStatus = SkillStatus.UnLock;
  412. ManaReso.Get("Fe_Info").TweenBacCG();
  413. ManaDebug.Log(string.Format("技能<color=red>{0}</color>已解锁", Name));
  414. }
  415. }
  416. }