Pack.cs 9.4 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Xml;
  4. using System.Text;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. public class Pack : SkillRoot
  8. {
  9. #region 变量
  10. #region 配置
  11. protected int Flower;
  12. protected int MinUseLv;
  13. protected int MaxUseLv;
  14. protected float Person;
  15. protected float SkillCD;
  16. protected float UseAmt;
  17. protected float CoinOnce;
  18. protected float CoinPerson;
  19. protected float DiamondOnce;
  20. protected float Plus;
  21. protected float PersonBuff;
  22. protected float SkillCdBuff;
  23. protected string Desc;
  24. protected string Label;
  25. protected string Anim;
  26. protected Current UseCur;
  27. #endregion
  28. protected SkillStatus _ItemStatus;
  29. public SkillStatus ItemStatus
  30. {
  31. get { return _ItemStatus; }
  32. set
  33. {
  34. _ItemStatus = value;
  35. if (_ItemStatus == SkillStatus.Buy)
  36. {
  37. ItemBtn.interactable = true;
  38. ItemBtnLab.text = string.Format("购买\n{0}{1}", UseCur, UseAmt);
  39. }
  40. else if (_ItemStatus == SkillStatus.Lock)
  41. {
  42. ItemBtn.interactable = false;
  43. ItemBtnLab.text = string.Format("无法使用\n等级{0}-{1}", MinUseLv, MaxUseLv);
  44. }
  45. else
  46. {
  47. throw new Exception(_ItemStatus.ToString());
  48. }
  49. }
  50. }
  51. #endregion
  52. public Pack(XmlAttributeCollection attributes)
  53. {
  54. #region 配置
  55. Icon = attributes[14].Value;
  56. Desc = attributes[13].Value;
  57. Anim = attributes[15].Value;
  58. Label = attributes[16].Value;
  59. Name = attributes[1].Value;
  60. Flower = IntParse(attributes[9].Value);
  61. ClassId = IntParse(attributes[3].Value);
  62. UseAmt = FloatParse(attributes[12].Value);
  63. CoinOnce = FloatParse(attributes[7].Value);
  64. DiamondOnce = FloatParse(attributes[8].Value);
  65. Class = SkillClassParse(attributes[2].Value);
  66. UseCur = CurrentParse(attributes[11].Value);
  67. MinUseLv = MinLevelParse(attributes[10].Value);
  68. MaxUseLv = MaxLevelParse(attributes[10].Value);
  69. ValueBuffParse(out Person, out PersonBuff, attributes[5].Value);
  70. ValueBuffParse(out SkillCD, out SkillCdBuff, attributes[6].Value);
  71. ValueBuffParse(out CoinPerson, out Plus, attributes[4].Value);
  72. #endregion
  73. SkillCato = SkillCato.Pack;
  74. }
  75. public override void Initialize()
  76. {
  77. ItemTit.text = Name;
  78. ItemLab.text = GetDescription(0);
  79. ItemBtn.onClick.AddListener(OnClick);
  80. for (int i = 0; i < Level; i++)
  81. {
  82. ManaLog.Log(string.Format("初始化<color=red>{0}</color> 等级 : {1}", Name, Level));
  83. Effect();
  84. }
  85. }
  86. public override void CollectCoin(int offlineCircle)
  87. {
  88. }
  89. public override void ReceiveCool(float amt, bool isCurrent, bool isBuff)
  90. {
  91. }
  92. public override void OnLevelChange()
  93. {
  94. if (MaxUseLv == MinUseLv)
  95. {
  96. ItemStatus = SkillStatus.Buy;
  97. }
  98. else
  99. {
  100. if (ManaData.Level > MaxUseLv || ManaData.Level < MinUseLv) //无法使用
  101. {
  102. ItemStatus = SkillStatus.Lock;
  103. }
  104. else
  105. {
  106. ItemStatus = SkillStatus.Buy;
  107. }
  108. }
  109. }
  110. protected void OnClick()
  111. {
  112. ManaReso.Get("Fe_Info").TweenForCG();
  113. ManaReso.SetText("Fe_Tit", Name);
  114. if (MinUseLv != MaxUseLv) //有等级限制
  115. {
  116. ManaReso.SetText("Fe_Lab0", string.Format("{0}-{1}级可用", MinUseLv, MaxUseLv));
  117. ManaReso.SetActive("Fe_Lab0", true);
  118. }
  119. else
  120. {
  121. ManaReso.SetActive("Fe_Lab0", false);
  122. }
  123. if (ItemStatus == SkillStatus.Buy)
  124. {
  125. ManaReso.SetText("Fe_Lab1", GetDescription(0));
  126. ManaReso.SetText("Fe_BtnLab", string.Format("购买({0}{1})", UseCur, UseAmt));
  127. ManaReso.SetButtonEvent
  128. (
  129. "Fe_Btn",
  130. () =>
  131. {
  132. Use();
  133. ManaReso.Get("Fe_Info").TweenBacCG();
  134. }
  135. );
  136. }
  137. else
  138. {
  139. throw new Exception();
  140. }
  141. }
  142. protected virtual void Use()
  143. {
  144. if (ManaData.Pay(UseAmt, UseCur))
  145. {
  146. Effect();
  147. EffectOnce();
  148. Level++;
  149. Data.SaveSkillList();
  150. #region 调试输出
  151. StringBuilder strb = new StringBuilder();
  152. strb.AppendFormat("使用技能 : <color=red>{0}</color>", Name);
  153. if (Math.Abs(Plus) > 0.0005f)
  154. {
  155. strb.AppendFormat(" 收入加成<color=red>+{0}%</color>", Plus * 100);
  156. }
  157. if (Math.Abs(Person) > 0.0005f)
  158. {
  159. strb.AppendFormat(" 参观人次<color=red>+{0}</color>", Person);
  160. }
  161. if (Math.Abs(PersonBuff) > 0.0005f)
  162. {
  163. strb.AppendFormat(" 参观人次<color=red>+{0}%</color>", PersonBuff * 100);
  164. }
  165. if (Math.Abs(CoinPerson) > 0.0005f)
  166. {
  167. strb.AppendFormat(" 每次金币<color=red>+{0}</color>", CoinPerson);
  168. }
  169. if (Math.Abs(SkillCD) > 0.0005f)
  170. {
  171. strb.AppendFormat(" 减少冷却上限<color=red>{0}</color>", SkillCD);
  172. }
  173. if (Math.Abs(SkillCdBuff) > 0.0005f)
  174. {
  175. strb.AppendFormat(" 减少冷却上限<color=red>{0}%</color>", SkillCdBuff * 100);
  176. }
  177. if (Math.Abs(CoinOnce) > 0.0005f)
  178. {
  179. strb.AppendFormat(" 获得金币<color=red>{0}</color>", CoinOnce);
  180. }
  181. if (Math.Abs(DiamondOnce) > 0.0005f)
  182. {
  183. strb.AppendFormat(" 获得钻石<color=red>{0}</color>", DiamondOnce);
  184. }
  185. strb.Append(" <color=red>永久有效</color>");
  186. ManaLog.Log(strb.ToString());
  187. #endregion
  188. }
  189. }
  190. public override void Annul() //注销技能
  191. {
  192. }
  193. public override bool DoTiming()
  194. {
  195. return true;
  196. }
  197. protected void Effect()
  198. {
  199. ManaData.SkillPlusPerm += Plus;
  200. ManaData.SkillPerson += Person;
  201. ManaData.SkillPersonBuff += PersonBuff;
  202. ManaData.SkillCoinPerson += CoinPerson;
  203. if (Math.Abs(SkillCD) > 0.0005f)
  204. {
  205. for (int i = 0; i < ManaData.SkillList.Count; i++)
  206. {
  207. ManaData.SkillList[i].ReceiveCool(SkillCD, false, false);
  208. }
  209. }
  210. if (Math.Abs(SkillCdBuff) > 0.0005f)
  211. {
  212. for (int i = 0; i < ManaData.SkillList.Count; i++)
  213. {
  214. ManaData.SkillList[i].ReceiveCool(SkillCdBuff, false, true);
  215. }
  216. }
  217. }
  218. protected void EffectOnce()
  219. {
  220. ManaData.Coin += CoinOnce;
  221. ManaData.Diamond += DiamondOnce;
  222. }
  223. #region 解读器
  224. private int MinLevelParse(string str)
  225. {
  226. if (string.IsNullOrEmpty(str))
  227. {
  228. return 0;
  229. }
  230. else
  231. {
  232. return IntParse(str.Split(',')[0]);
  233. }
  234. }
  235. private int MaxLevelParse(string str)
  236. {
  237. if (string.IsNullOrEmpty(str))
  238. {
  239. return 0;
  240. }
  241. else
  242. {
  243. return IntParse(str.Split(',')[1]);
  244. }
  245. }
  246. protected string GetDescription(int offset)
  247. {
  248. string[] strings = Desc.Split('[', ']');
  249. StringBuilder stringBuilder = new StringBuilder();
  250. for (int i = 0; i < strings.Length; i++)
  251. {
  252. if (strings[i].Contains("lv"))
  253. {
  254. }
  255. else if (strings[i].Contains("&coin&"))
  256. {
  257. #region MyRegion
  258. if (Math.Abs(CoinOnce) > 0.0005f)
  259. {
  260. stringBuilder.Append(CoinOnce);
  261. }
  262. else
  263. {
  264. }
  265. #endregion
  266. }
  267. else if (strings[i].Contains("&flower&"))
  268. {
  269. #region MyRegion
  270. if (Math.Abs(Flower) > 0.0005f)
  271. {
  272. stringBuilder.Append(Flower);
  273. }
  274. else
  275. {
  276. }
  277. #endregion
  278. }
  279. else if (strings[i].Contains("&diamond&"))
  280. {
  281. #region MyRegion
  282. if (Math.Abs(DiamondOnce) > 0.0005f)
  283. {
  284. stringBuilder.Append(DiamondOnce);
  285. }
  286. else
  287. {
  288. }
  289. #endregion
  290. }
  291. else if (strings[i].Contains("&coin_person&"))
  292. {
  293. #region MyRegion
  294. if (Math.Abs(Plus) > 0.0005f)
  295. {
  296. stringBuilder.Append(string.Format("{0}%", Plus*100));
  297. }
  298. else if (Math.Abs(CoinPerson) > 0.0005f)
  299. {
  300. stringBuilder.Append(CoinPerson);
  301. }
  302. else
  303. {
  304. }
  305. #endregion
  306. }
  307. else
  308. {
  309. stringBuilder.Append(strings[i]);
  310. }
  311. }
  312. return stringBuilder.ToString();
  313. } //得到说明
  314. #endregion
  315. }