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22 小时以前 4b5b31a23a74c1559460643836d70778d7d49931
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using System;
using System.Collections;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
 
using UnityEngine;
using UnityEngine.UI;
 
//获得装备模板
public class EquipExchangeCell : MonoBehaviour
{
    [SerializeField] Image equipImage;
    [SerializeField] Text itemName;
    [SerializeField] Text qualityName;
    [SerializeField] OutlineEx itemNameOutline;
    [SerializeField] OutlineEx qualityNameOutline;
    [SerializeField] Text placeName;
    [SerializeField] Text lvText;
    [SerializeField] Image bgFlower;    //背景花纹变色
    [SerializeField] Text fightPowerNum;
    [SerializeField] GameObject fightPowerGO;
    [SerializeField] GameObject equipedText;
    [SerializeField] List<Text> baseAttrNames;
    [SerializeField] List<Text> baseAttrValues;
    [SerializeField] List<Image> baseAttrStates;
    [SerializeField] GameObject fightAttrGameObj;
    [SerializeField] List<GameObject> fightAttrLine;
    [SerializeField] List<Text> fightAttrNames;
    [SerializeField] List<Text> fightAttrValues;
    [SerializeField] List<Image> fightAttrStates;
    [SerializeField] GameObject decomposeObject;
    [SerializeField] Toggle decomposeCheck;
    [SerializeField] GameObject btnsGO;
    [SerializeField] Button decomposeButton;
    [SerializeField] Button exchangeButton;
    [SerializeField] Button putonButton;
 
    [SerializeField] UIEffectPlayer uieffect;
    [SerializeField] RectTransform bgRect;
 
    int cmpResult = 0;  // 装备对比结果 0相同 1更强 2更弱
    bool isToggle = true;
 
    void Start()
    {
        putonButton.AddListener(() =>
        {
            EquipModel.Instance.SendEquipOP(new ushort[] { (ushort)EquipModel.Instance.selectFloorEquip.gridIndex }, 2);
        });
 
        exchangeButton.AddListener(ExchangeEquip);
        decomposeButton.AddListener(DecomposeEquip);
 
        decomposeCheck.onValueChanged.RemoveAllListeners();
        decomposeCheck.onValueChanged.AddListener((bool isOn) =>
        {
            isToggle = !isToggle;
        });
 
    }
    /// <summary>
    /// 
    /// </summary>
    /// <param name="equip">本件装备物品数据</param>
    /// <param name="isNewEquip">是否新装备(即掉落背包里的装备)</param>
    public void Display(ItemModel equip, bool isNewEquip)
    {
        var oldEquip = PackManager.Instance.GetItemByIndex(PackType.Equip, EquipModel.Instance.selectFloorEquip.config.EquipPlace - 1);
        if (oldEquip == null)
            cmpResult = 1;
 
        equipImage.SetOrgSprite(equip.config.IconKey);
        itemName.text = UIHelper.AppendColor(equip.config.ItemColor, equip.config.ItemName, true, 1);
        qualityName.text = UIHelper.GetQualityNameWithColor(equip.config.ItemColor, Language.Get("equipQualityFormat"));
        itemNameOutline.OutlineColor = UIHelper.GetUIOutlineColor(equip.config.ItemColor);
        qualityNameOutline.OutlineColor = UIHelper.GetUIOutlineColor(equip.config.ItemColor);
        placeName.text = EquipModel.Instance.GetEquipPlaceName(equip.config.EquipPlace);
        lvText.text = Language.Get("EquipExchangeWin7", EquipModel.Instance.GetEquipLV(equip));
        bgFlower.color = UIHelper.GetUIColor(equip.config.ItemColor);
 
        if (!isNewEquip)
        {
            equipedText.SetActive(true);
            fightPowerGO.SetActive(false);
            decomposeObject.SetActive(false);
            btnsGO.SetActive(false);
        }
        else
        {
            equipedText.SetActive(false);
            fightPowerGO.SetActive(true);
            decomposeObject.SetActive(true);
            btnsGO.SetActive(true);
            decomposeCheck.isOn = isToggle;
 
            long showFightPower = FightPowerManager.Instance.GetFightPowerChange(EquipModel.Instance.selectFloorEquip);
 
            if (showFightPower < 0)
            {
                fightPowerNum.text = UIHelper.AppendColor(TextColType.Red, $"-{UIHelper.ReplaceLargeNum(Math.Abs(showFightPower))}", false);
                cmpResult = 2;
            }
            else
            {
                cmpResult = showFightPower > 0 ? 1 : 0;
                fightPowerNum.text = UIHelper.AppendColor(TextColType.Green, $"+{UIHelper.ReplaceLargeNum(showFightPower)}", false);
 
            }
        }
 
        var baseAttrs = EquipModel.Instance.GetEquipBaseAttrs(equip);
        var baseValues = EquipModel.Instance.GetEquipBaseValues(equip);
        var fightAttrs = EquipModel.Instance.GetEquipFightAttrs(equip);
        var fightValues = EquipModel.Instance.GetEquipFightValues(equip);
 
        for (var i = 0; i < baseAttrNames.Count; i++)
        {
            if (i >= baseAttrs.Count)
            {
                baseAttrNames[i].text = "";
                baseAttrValues[i].text = "";
            }
            else
            {
                baseAttrNames[i].text = PlayerPropertyConfig.Get(baseAttrs[i]).Name;
                baseAttrValues[i].text = PlayerPropertyConfig.GetValueDescription(baseAttrs[i], baseValues[i]);
            }
        }
 
        if (fightAttrs.IsNullOrEmpty())
        {
            fightAttrGameObj.SetActive(false);
        }
        else
        {
            fightAttrGameObj.SetActive(true);
            for (var i = 0; i < fightAttrNames.Count; i++)
            {
                if (i >= fightAttrs.Count)
                {
                    fightAttrNames[i].SetActive(false);
                }
                else
                {
                    fightAttrNames[i].SetActive(true);
                    fightAttrNames[i].text = PlayerPropertyConfig.Get(fightAttrs[i]).Name;
                    fightAttrValues[i].text = PlayerPropertyConfig.GetValueDescription(fightAttrs[i], fightValues[i]);
                }
            }
        }
 
        //先缩小,这样不会因为间隔帧产生明显的闪烁
        uieffect.transform.localScale = Vector3.zero;
        ShowAttrState(isNewEquip);
        RefreshEffect(equip).Forget();
    }
 
    //延迟处理特效大小
    async UniTask RefreshEffect(ItemModel equip)
    { 
        await UniTask.DelayFrame(3);
        int effectID = EquipModel.Instance.equipUIEffects[Math.Min(equip.config.ItemColor, EquipModel.Instance.equipUIEffects.Length) - 1];
        if (effectID == 0)
        {
            uieffect.Stop();
        }
        else
        {
            uieffect.Stop();
            uieffect.effectId = effectID;
            //计算高度缩放比例 特效显示依赖rect的排版
            uieffect.transform.localScale = new Vector3(0.98f, bgRect.rect.height / uieffect.GetComponent<RectTransform>().rect.height, 1);
            uieffect.Play();
        }
    }
 
 
    //替换装备
    void ExchangeEquip()
    {
        //穿更弱装备 要提示
        if (cmpResult == 2 && decomposeCheck.isOn)
        {
            ConfirmCancel.ShowPopConfirm(Language.Get("Mail101"),
                Language.Get("EquipExchangeWin4"), (bool ok) =>
                {
                    if (ok)
                    {
                        EquipModel.Instance.SendEquipOP(new ushort[] { (ushort)EquipModel.Instance.selectFloorEquip.gridIndex }, 2, decomposeCheck.isOn);
                    }
                    
                });
        }
        else
        {
            EquipModel.Instance.SendEquipOP(new ushort[] { (ushort)EquipModel.Instance.selectFloorEquip.gridIndex }, 2, decomposeCheck.isOn);
        }
 
    }
 
    //分解装备
    void DecomposeEquip()
    {
        //分解更强装备要提示
        if (cmpResult == 1)
        {
            ConfirmCancel.ShowPopConfirm(Language.Get("Mail101"),
            Language.Get("EquipExchangeWin5"), (bool ok) =>
            {
                if (ok)
                {
                    EquipModel.Instance.SendEquipOP(new ushort[] { (ushort)EquipModel.Instance.selectFloorEquip.gridIndex }, 1);
                }
                
            });
        }
        else
        {
            EquipModel.Instance.SendEquipOP(new ushort[] { (ushort)EquipModel.Instance.selectFloorEquip.gridIndex }, 1);
        }
    }
 
    void ShowAttrState(bool isNewEquip)
    {
        ItemModel oldEquip = null;
 
        if (isNewEquip)
        { 
            //找对比装备
            oldEquip = PackManager.Instance.GetItemByIndex(PackType.Equip, EquipModel.Instance.selectFloorEquip.config.EquipPlace - 1);
        }
 
        if (oldEquip == null)
        {
            for (int i = 0; i < baseAttrStates.Count; i++)
            {
                baseAttrStates[i].SetActive(false);
            }
 
            for (int i = 0; i < fightAttrStates.Count; i++)
            {
                if (!isNewEquip)
                {
                    //原装备不对比显示
                    fightAttrStates[i].SetActive(false);
                    continue;
                }
                var list = EquipModel.Instance.GetEquipFightValues(EquipModel.Instance.selectFloorEquip);
                if (list == null || i >= list.Count)
                {
                    fightAttrStates[i].SetActive(false);
                }
                else
                {
                    fightAttrStates[i].SetActive(true);
                    fightAttrStates[i].SetSprite("GiftState1");
                    fightAttrStates[i].SetNativeSize();
                }
            }
 
            return;
        }
 
 
        //基础属性 排序和个数是一致的
        for (int i = 0; i < baseAttrStates.Count; i++)
        {
            var list = EquipModel.Instance.GetEquipBaseValues(EquipModel.Instance.selectFloorEquip);
            var list2 = EquipModel.Instance.GetEquipBaseValues(oldEquip);
            if (list == null || i >= list.Count)
            {
                baseAttrStates[i].SetActive(false);
            }
            else
            {
                baseAttrStates[i].SetActive(true);
                var value = i < list2.Count ? list2[i] : 0;
                if (list[i] == value)
                {
                    baseAttrStates[i].SetActive(false);
                }
                else
                {
                    baseAttrStates[i].SetActive(true);
                    baseAttrStates[i].SetSprite(value == 0 ? "GiftState1" : list[i] > value ? "EquipUpIcon" : "EquipDownIcon");
                    baseAttrStates[i].SetNativeSize();
                }
            }
        }
 
        for (int i = 0; i < fightAttrStates.Count; i++)
        {
            //战斗属性 排序和个数不一致 根据ID进行对比
            var list = EquipModel.Instance.GetEquipFightValues(EquipModel.Instance.selectFloorEquip);
            var list2 = EquipModel.Instance.GetEquipFightValues(oldEquip);
 
            var idList = EquipModel.Instance.GetEquipFightAttrs(EquipModel.Instance.selectFloorEquip);
            var idList2 = EquipModel.Instance.GetEquipFightAttrs(oldEquip);
 
            if (list == null || i >= list.Count)
            {
                fightAttrStates[i].SetActive(false);
            }
            else
            {
                fightAttrStates[i].SetActive(true);
                var value = !list2.IsNullOrEmpty() && i < list2.Count ? list2[i] : 0;
                var id = !idList2.IsNullOrEmpty() && i < idList2.Count ? idList2[i] : 0;
                if (idList[i] == id && list[i] == value)
                {
                    fightAttrStates[i].SetActive(false);
                }
                else
                {
                    fightAttrStates[i].SetActive(true);
                    if (idList[i] != id)
                    {
                        fightAttrStates[i].SetSprite("GiftState1");
                    }
                    else
                    {
                        fightAttrStates[i].SetSprite(list[i] > value ? "EquipUpIcon" : "EquipDownIcon");
                    }
                    fightAttrStates[i].SetNativeSize();
 
                }
            }
        }
    }
 
}