SkillRoot.cs 6.8 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 int ID_;
  63. public int ClassID;
  64. public string Icon;
  65. #endregion
  66. public int Level;
  67. public Text ItemTit;
  68. public Text ItemLab;
  69. public Text ItemBtnLab;
  70. public Image ItemIcon;
  71. public Button ItemBtn;
  72. public SkillTab SkillTab;
  73. public SkillType SkillType;
  74. public Transform SkillItem;
  75. public abstract void RegistValue(float elapse, List<List<Skill>> ffList, XmlAttributeCollection attribute);
  76. public abstract void UpdateStatus();
  77. #endregion
  78. public static int Sort(SkillRoot skillRootA, SkillRoot skillRootB)
  79. {
  80. if (skillRootA.ClassID == skillRootB.ClassID)
  81. {
  82. return 0;
  83. }
  84. else if (skillRootA.ClassID > skillRootB.ClassID)
  85. {
  86. return 1;
  87. }
  88. else if (skillRootA.ClassID < skillRootB.ClassID)
  89. {
  90. return -1;
  91. }
  92. else
  93. {
  94. throw new Exception();
  95. }
  96. }
  97. public void SwitchLanguage()
  98. {
  99. if (ItemLab != null)
  100. {
  101. ItemLab.text = Description(0);
  102. }
  103. }
  104. public virtual void Annul()
  105. {
  106. }
  107. public virtual bool DoUse()
  108. {
  109. throw new Exception();
  110. }
  111. public virtual void ReceiveCool(float amt, bool current, bool buff)
  112. {
  113. }
  114. public virtual void RegistReference()
  115. {
  116. if (SkillTab == SkillTab.Null)
  117. {
  118. return;
  119. }
  120. Dictionary<string, Transform> childDic = new Dictionary<string, Transform>();
  121. Auxiliary.CompileDic(SkillItem, childDic);
  122. ItemTit = childDic["Tit"].GetComponent<Text>();
  123. ItemBtn = childDic["Btn"].GetComponent<Button>();
  124. ItemLab = childDic["Lab"].GetComponent<Text>();
  125. ItemIcon = childDic["Icon"].GetComponent<Image>();
  126. ItemBtnLab = childDic["BtnLab"].GetComponent<Text>();
  127. ItemIcon.sprite = ManaReso.Load<Sprite>(Icon, Folder.UI);
  128. }
  129. #region 解读器
  130. protected int IntParse(string str)
  131. {
  132. if (string.IsNullOrEmpty(str))
  133. {
  134. return 0;
  135. }
  136. else
  137. {
  138. return int.Parse(str);
  139. }
  140. }
  141. protected bool BoolParse(string str)
  142. {
  143. if (string.IsNullOrEmpty(str))
  144. {
  145. return false;
  146. }
  147. else
  148. {
  149. return Convert.ToBoolean(int.Parse(str));
  150. }
  151. }
  152. protected float FloatParse(string str)
  153. {
  154. if (string.IsNullOrEmpty(str))
  155. {
  156. return 0;
  157. }
  158. else
  159. {
  160. return float.Parse(str);
  161. }
  162. }
  163. protected string ImageParse(Current current)
  164. {
  165. if (current == Current.Coin)
  166. {
  167. return "<(金币)>";
  168. }
  169. else if (current == Current.Diamond)
  170. {
  171. return "<(钻石)>";
  172. }
  173. else if (current == Current.Cash)
  174. {
  175. return "<(现金)>";
  176. }
  177. else if (current == Current.AD)
  178. {
  179. return "<(广告)>";
  180. }
  181. else
  182. {
  183. throw new Exception();
  184. }
  185. }
  186. protected Current CurrentParse(string str)
  187. {
  188. if (string.IsNullOrEmpty(str))
  189. {
  190. return Current.Free;
  191. }
  192. else
  193. {
  194. int number = int.Parse(str);
  195. if (number == 1)
  196. {
  197. return Current.Coin;
  198. }
  199. else if (number == 2)
  200. {
  201. return Current.Diamond;
  202. }
  203. else if (number == 3)
  204. {
  205. return Current.Cash;
  206. }
  207. else if (number == 4)
  208. {
  209. return Current.Other;
  210. }
  211. else if (number == 5)
  212. {
  213. return Current.AD;
  214. }
  215. else
  216. {
  217. throw new Exception(number.ToString());
  218. }
  219. }
  220. }
  221. protected SkillTab SkillClassParse(string str)
  222. {
  223. if (string.IsNullOrEmpty(str))
  224. {
  225. return SkillTab.Null;
  226. }
  227. else
  228. {
  229. int number = int.Parse(str);
  230. if (number == 1)
  231. {
  232. return SkillTab.Garden;
  233. }
  234. else if (number == 2)
  235. {
  236. return SkillTab.Elf;
  237. }
  238. else if (number == 3)
  239. {
  240. return SkillTab.Magic;
  241. }
  242. else if (number == 4)
  243. {
  244. return SkillTab.Store;
  245. }
  246. else
  247. {
  248. throw new Exception();
  249. }
  250. }
  251. }
  252. protected void UpgradeUnit(ref float target, string fml)
  253. {
  254. if (fml.Contains("*"))
  255. {
  256. target *= float.Parse(fml.Split('*')[1]);
  257. }
  258. else if (fml.Contains("/"))
  259. {
  260. target /= float.Parse(fml.Split('/')[1]);
  261. }
  262. }
  263. protected void UpgradeValue(ref float target, string fml, int offet)
  264. {
  265. if (string.IsNullOrEmpty(fml))
  266. {
  267. }
  268. else if (fml.Contains("%"))
  269. {
  270. target += (float.Parse(fml.Replace("%", ""))/100)*offet;
  271. }
  272. }
  273. protected void UpgradeValue(ref float target, float baseValue, string fml, int offset)
  274. {
  275. if (Math.Abs(target) < 0.0005f)
  276. {
  277. return;
  278. }
  279. if (string.IsNullOrEmpty(fml))
  280. {
  281. }
  282. else if (fml.Contains("%"))
  283. {
  284. float step = float.Parse(fml.Replace("%", "")) / 100;
  285. target += baseValue * step * offset;
  286. }
  287. else
  288. {
  289. target += float.Parse(fml) * offset;
  290. }
  291. }
  292. protected void ValueBuffParse(out float value, out float buff, string str)
  293. {
  294. if (str.Contains("%"))
  295. {
  296. float step = float.Parse(str.Replace("%", "")) / 100;
  297. buff = step;
  298. value = 0;
  299. }
  300. else
  301. {
  302. buff = 0;
  303. value = FloatParse(str);
  304. }
  305. }
  306. protected abstract string Description(int offset);
  307. #endregion
  308. }