SkillRoot.cs 6.3 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. public virtual SkillStatus ItemStatus
  110. {
  111. get { return ItemStatus_; }
  112. set
  113. {
  114. ItemStatus_ = value;
  115. }
  116. }
  117. public SkillStatus ItemStatus_;
  118. #endregion
  119. public static int Sort(SkillRoot skillRootA, SkillRoot skillRootB)
  120. {
  121. if (skillRootA.ItemIndex == skillRootB.ItemIndex)
  122. {
  123. return 0;
  124. }
  125. else if (skillRootA.ItemIndex > skillRootB.ItemIndex)
  126. {
  127. return 1;
  128. }
  129. else if (skillRootA.ItemIndex < skillRootB.ItemIndex)
  130. {
  131. return -1;
  132. }
  133. else
  134. {
  135. throw new Exception();
  136. }
  137. }
  138. public virtual void Reactive()
  139. {
  140. }
  141. public virtual void RegistValue(bool firstRegist, float elapse, List<List<Skill>> useList, XmlAttributeCollection attribute)
  142. {
  143. }
  144. public virtual void RegistReference()
  145. {
  146. if (SkillTab == SkillTab.Null)
  147. {
  148. return;
  149. }
  150. Dictionary<string, Transform> childDic = new Dictionary<string, Transform>();
  151. Auxiliary.CompileDic(SkillItem, childDic);
  152. ItemTit = childDic["Tit"].GetComponent<Text>();
  153. ItemBtn = childDic["Btn"].GetComponent<Button>();
  154. ItemLab = childDic["Lab"].GetComponent<Text>();
  155. ItemIcon = childDic["Icon"].GetComponent<Image>();
  156. ItemBtnLab = childDic["BtnLab"].GetComponent<Text>();
  157. ItemIcon.sprite = Icon;
  158. }
  159. public virtual void SwitchLanguage()
  160. {
  161. if (SkillTab != SkillTab.Null)
  162. {
  163. ItemLab.text = GetDescription(0);
  164. }
  165. }
  166. public virtual void AnnulA()
  167. {
  168. }
  169. public virtual bool DoUse()
  170. {
  171. throw new Exception();
  172. }
  173. public virtual void ReceiveCool(float amt, bool current, bool buff)
  174. {
  175. }
  176. public virtual void UpdateStatus()
  177. {
  178. }
  179. #region 解读器
  180. protected SkillTab SkillClassParse(string str)
  181. {
  182. if (string.IsNullOrEmpty(str))
  183. {
  184. return SkillTab.Null;
  185. }
  186. else
  187. {
  188. int number = int.Parse(str);
  189. if (number == 1)
  190. {
  191. return SkillTab.Garden;
  192. }
  193. else if (number == 2)
  194. {
  195. return SkillTab.Elf;
  196. }
  197. else if (number == 3)
  198. {
  199. return SkillTab.Magic;
  200. }
  201. else if (number == 4)
  202. {
  203. return SkillTab.Store;
  204. }
  205. else
  206. {
  207. throw new Exception();
  208. }
  209. }
  210. }
  211. protected void UpgradeUnit(ref float target, string fml)
  212. {
  213. if (fml.Contains("*"))
  214. {
  215. target *= float.Parse(fml.Split('*')[1]);
  216. }
  217. else if (fml.Contains("/"))
  218. {
  219. target /= float.Parse(fml.Split('/')[1]);
  220. }
  221. }
  222. protected void UpgradeValue(ref float target, string fml, int offset)
  223. {
  224. if (fml.Contains("%"))
  225. {
  226. target += (float.Parse(fml.Replace("%", ""))/100)*offset;
  227. }
  228. }
  229. protected void UpgradeValue(ref float target, float baseValue, string fml, int offset)
  230. {
  231. if (target.Equal(0))
  232. {
  233. return;
  234. }
  235. if (string.IsNullOrEmpty(fml))
  236. {
  237. return;
  238. }
  239. if (fml.Contains("%"))
  240. {
  241. float step = float.Parse(fml.Replace("%", "")) / 100;
  242. target += baseValue * step * offset;
  243. }
  244. else
  245. {
  246. target += float.Parse(fml) * offset;
  247. }
  248. }
  249. protected void UpgradeSkillCdBuff(ref float target, string fml, int offset)
  250. {
  251. if (fml.Contains("%"))
  252. {
  253. float unit = (float.Parse(fml.Replace("%", "")))/100;
  254. for (int i = 0; i < offset; i++)
  255. {
  256. target += (1 - target) * unit;
  257. }
  258. }
  259. }
  260. protected void ValueBuffParse(out float value, out float buff, string str)
  261. {
  262. if (str.Contains("%"))
  263. {
  264. float step = float.Parse(str.Replace("%", "")) / 100;
  265. buff = step;
  266. value = 0;
  267. }
  268. else
  269. {
  270. buff = 0;
  271. value = Auxiliary.FloatParse(str, 0);
  272. }
  273. }
  274. protected virtual string GetDescription(int offset)
  275. {
  276. throw new Exception();
  277. }
  278. #endregion
  279. }
  280. #region DebugList
  281. //语言切换
  282. #endregion