hch
8 天以前 6ae4b14b7fb6640ec805f070a1f0f691941c6917
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
using System.Collections.Generic;
using System.Linq;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
 
public class OtherNPCDetailWin : UIBase
{
    [SerializeField] RectTransform funcarea;
    [SerializeField] Transform bkImage1;
    [SerializeField] Transform bkImage2;
    [SerializeField] ImageEx bgImage;
    [SerializeField] ImageEx iconImage;
    [SerializeField] GameObject skill;
    [SerializeField] SkillBaseCell normalSkillCell;
    [SerializeField] SkillBaseCell angerSkillCell;
    [SerializeField] OtherNpcHeroCell heroShow;
    [SerializeField] ButtonEx btnTotalAttr;
    [SerializeField] TextEx[] attrs;
    [SerializeField] ScrollRect allAttrScroll;      //培养属性 滚动区 
 
 
    [SerializeField] GameObject potential;
    [SerializeField] GameObject potentialCell; //潜能和觉醒用于创建
    [SerializeField] Transform potentialCellParent; //潜能父节点
    [SerializeField] Transform awakeCellParent; //潜能父节点
    [SerializeField] GameObject awakeGo;
    Dictionary<int, long> attrDict;
    ViewNPCManager manager { get { return ViewNPCManager.Instance; } }
    protected override void InitComponent()
    {
        awakeCellList = new List<GameObject>();
        potentialCellList = new List<GameObject>();
        btnTotalAttr.SetListener(() =>
        {
            AttributeManager.Instance.OpenTotalAttributeWin(attrDict == null ? new Dictionary<int, long>() : attrDict);
        });
    }
 
    protected override void OnPreOpen()
    {
        // 重置所有滚动区到顶部
        if (allAttrScroll != null)
            allAttrScroll.verticalNormalizedPosition = 1f;
 
        Display();
    }
 
    protected override void OnPreClose()
    {
 
 
    }
    private bool IsSimple(ViewNPCAttr viewNPCAttr)
    {
        int heroID = (int)viewNPCAttr.HeroID;
        return !HeroBreakConfig.configDics.ContainsKey(heroID) && !HeroAwakeConfig.CanAwake(heroID, 1);
    }
 
    private void Display()
    {
        bgImage.SetSprite("OtherHeroDetailBGRed");
        iconImage.SetSprite("OtherHeroDetailIconRed");
        attrDict = manager?.viewNPCAttr?.AttrDict;
        DisplayByViewNPCAttr();
    }
 
    void DisplayByViewNPCAttr()
    {
        ViewNPCAttr viewNPCAttr = manager.viewNPCAttr;
        if (viewNPCAttr == null)
            return;
 
        int heroID = (int)viewNPCAttr.HeroID;
        if (!HeroConfig.HasKey(heroID))
            return;
 
        HeroConfig heroConfig = HeroConfig.Get(heroID);
        bool isSimple = IsSimple(viewNPCAttr);
        bkImage1.SetActive(!isSimple);
        bkImage2.SetActive(isSimple);
        funcarea.sizeDelta = new Vector2(funcarea.sizeDelta.x, isSimple ? 245 : 503);
 
 
        int skinID = heroConfig?.SkinIDList[0] ?? 0;
        int lv = viewNPCAttr.LV;
        int star = viewNPCAttr.Star;
        int quality = heroConfig.Quality;
        int breakLevel = viewNPCAttr.BreakLV;
        int awakeLevel = viewNPCAttr.AwakeLV;
        int atkSkillID = heroConfig.AtkSkillID;
        int angerSkillID = heroConfig.AngerSkillID;
 
        DisplaySkill(heroID, atkSkillID, angerSkillID);
        DisplayHeroShow(heroID, skinID, breakLevel, star, awakeLevel, lv);
        DisplayAttr(attrDict);
        DisplayPotential(heroID, breakLevel);
        RefreshAwake(heroID, quality, awakeLevel);
        ForceRefreshLayout();
    }
 
    List<GameObject> awakeCellList;   //觉醒
    void RefreshAwake(int heroID, int quality, int awakeLevel)
    {
 
        if (!HeroAwakeConfig.CanAwake(heroID, 1))
        {
            awakeGo.SetActive(false);
            return;
        }
        awakeGo.SetActive(true);
 
        var maxLV = HeroAwakeConfig.GetMaxAwakeLV(heroID);
        var starCnt = HeroQualityConfig.Get(quality).InitStarUpper;
        for (int i = 1; i <= maxLV; i++)
        {
            if (i > awakeCellList.Count)
            {
                awakeCellList.Add(Instantiate(potentialCell, awakeCellParent));
            }
            var go = awakeCellList[i - 1];
            var descText = go.GetComponent<Text>();
            var nameText = go.GetComponent<Text>("skillname");
            go.SetActive(true);
 
            var config = HeroAwakeConfig.GetHeroAwakeConfig(heroID, i);
 
            int type = config.UnlockTalentSlot != 0 ? 1 : config.SkillID != 0 ? 2 : 3;
            var awakeStr = string.Empty;
            if (type == 1)
            {
                starCnt += config.AddStarUpper;
                awakeStr = Language.Get("HeroAwake8", config.UnlockTalentSlot, starCnt);
            }
            else if (type == 2)
            {
                var skill = SkillConfig.Get(config.SkillID);
                if (skill != null)
                {
                    awakeStr = Language.Get("L1039", skill.SkillName) + skill.Description;
                }
                else
                {
                    Debug.LogError($"heroId:{heroID} 觉醒技能ID:{config.SkillID} 配置错误技能不存在");
                }
            }
            else
            {
                for (int k = 0; k < config.AttrIDList.Length; k++)
                {
                    awakeStr += (string.IsNullOrEmpty(config.SkillIName) ? string.Empty : Language.Get("L1039", config.SkillIName)) +
                    PlayerPropertyConfig.GetFullDescription(config.AttrIDList[k], config.AttrValueList[k], "{0}+" + UIHelper.AppendColor(TextColType.Green, "{1}"))
                    + (k == config.AttrIDList.Length - 1 ? "" : "\n");
                }
            }
 
            if (i - 1 < awakeLevel)
            {
                nameText.text = Language.Get("herocard12", i) + Language.Get("L1096");
                descText.text = awakeStr;
            }
            else
            {
                //置灰
                nameText.text = UIHelper.AppendColor(TextColType.NavyGray, Language.Get("herocard12", i) + Language.Get("L1096"));
                descText.text = UIHelper.AppendColor(TextColType.NavyGray, UIHelper.RemoveColor(awakeStr));
            }
        }
    }
 
 
 
    List<GameObject> potentialCellList;   //潜能
    void DisplayPotential(int heroID, int breakLevel)
    {
        if (!HeroBreakConfig.configDics.ContainsKey(heroID))
        {
            potential.SetActive(false);
            return;
        }
        potential.SetActive(true);
 
        var list = HeroBreakConfig.configDics[heroID].Keys.ToList();
 
        list.Sort();
 
        for (int i = 0; i < list.Count; i++)
        {
            var nextQualityBreakConfig = HeroBreakConfig.GetHeroBreakConfig(heroID, i + 1);
            if (nextQualityBreakConfig == null)
                break;
            List<string> attrStrArr = new List<string>();
            for (int j = 0; j < nextQualityBreakConfig.AttrIDList.Length; j++)
            {
                if (nextQualityBreakConfig.AttrIDList[j] == 0)
                    continue;
                string format = i < breakLevel ? "{0}" + UIHelper.AppendColor(TextColType.Green, "+{1}") : "{0}+{1}";
                attrStrArr.Add((string.IsNullOrEmpty(nextQualityBreakConfig.SkillIName) ? string.Empty : Language.Get("L1039", nextQualityBreakConfig.SkillIName)) +
                PlayerPropertyConfig.GetFullDescription(nextQualityBreakConfig.AttrIDList[j], nextQualityBreakConfig.AttrValueList[j], format));
            }
 
            if (nextQualityBreakConfig.SkillID != 0)
            {
                var skill = SkillConfig.Get(nextQualityBreakConfig.SkillID);
                if (skill != null)
                {
                    attrStrArr.Add(Language.Get("L1039", skill.SkillName) + skill.Description);
                }
                else
                {
                    Debug.LogError("未配置技能" + nextQualityBreakConfig.SkillID);
                }
            }
            if (i >= potentialCellList.Count)
            {
                potentialCellList.Add(Instantiate(potentialCell, potentialCellParent));
            }
            var go = potentialCellList[i];
            var descText = go.GetComponent<Text>();
            var nameText = go.GetComponent<Text>("skillname");
            go.SetActive(true);
            if (i < breakLevel)
            {
                nameText.text = Language.Get("herocard63", i + 1);
                descText.text = string.Join("\n", attrStrArr);
            }
            else
            {
                //置灰
                nameText.text = UIHelper.AppendColor(TextColType.NavyGray, Language.Get("herocard63", i + 1));
                descText.text = UIHelper.AppendColor(TextColType.NavyGray, UIHelper.RemoveColor(string.Join("\n", attrStrArr)));
            }
        }
    }
    private void DisplayAttr(Dictionary<int, long> attrDict)
    {
        if (attrDict.IsNullOrEmpty())
            return;
        var baseAttrIDList = PlayerPropertyConfig.playerPropertyDict[PlayerPropertyConfig.baseType];
        var fightAttrIDList = PlayerPropertyConfig.playerPropertyDict[PlayerPropertyConfig.fightType];
        var antiAttrIDList = PlayerPropertyConfig.playerPropertyDict[PlayerPropertyConfig.fightAntiType];
        var totalAttrIDList = baseAttrIDList.Concat(fightAttrIDList).Concat(antiAttrIDList).ToList();
 
        for (int i = 0; i < attrs.Length; i++)
        {
            if (i < totalAttrIDList.Count)
            {
 
                attrs[i].SetActive(true);
                int attrId = totalAttrIDList[i];
                if (PlayerPropertyConfig.HasKey(attrId))
                {
                    PlayerPropertyConfig config = PlayerPropertyConfig.Get(attrId);
                    long attrValue = attrDict.ContainsKey(attrId) ? attrDict[attrId] : 0;
                    attrs[i].text = Language.Get("OtherPlayerDetail15", config.Name, PlayerPropertyConfig.GetValueDescription(attrId, attrValue));
                }
                else
                {
                    attrs[i].SetActive(false);
                }
 
            }
            else
            {
                attrs[i].SetActive(false);
            }
        }
    }
 
    private void DisplayHeroShow(int heroID, int skinID, int breakLevel, int star, int awakeLevel, int lv)
    {
        heroShow.Init(heroID, skinID, breakLevel, star, awakeLevel, lv);
    }
 
    private void DisplaySkill(int heroID, int atkSkillID, int angerSkillID)
    {
        if (!HeroConfig.HasKey(heroID) || !SkillConfig.HasKey(atkSkillID) || !SkillConfig.HasKey(angerSkillID))
        {
            skill.SetActive(false);
            return;
        }
        SkillConfig atkSkillIDConfig = SkillConfig.Get(atkSkillID);
        SkillConfig angerSkillIDConfig = SkillConfig.Get(angerSkillID);
 
        //没有技能图标也不显示技能
        if (string.IsNullOrEmpty(atkSkillIDConfig.IconName) || string.IsNullOrEmpty(angerSkillIDConfig.IconName))
        {
            skill.SetActive(false);
            return;
        }
 
        skill.SetActive(true);
        normalSkillCell.Init(atkSkillID, () =>
        {
            UIManager.Instance.OpenWindow<HeroSkillWin>(heroID);
        }, true);
        angerSkillCell.Init(angerSkillID, () =>
        {
            UIManager.Instance.OpenWindow<HeroSkillWin>(heroID);
        }, true);
    }
 
    /// <summary>
    /// 强制刷新Layout,解决嵌套Layout和ContentSizeFitter的重叠问题
    /// </summary>
    async UniTask ForceRefreshLayout()
    {
        await UniTask.DelayFrame(2);
        // 刷新所有Layout组件
        var layouts = allAttrScroll.GetComponentsInChildren<LayoutGroup>(true);
        foreach (var layout in layouts)
        {
            LayoutRebuilder.ForceRebuildLayoutImmediate(layout.GetComponent<RectTransform>());
        }
        await UniTask.DelayFrame(2);
        // 刷新所有Layout组件
        foreach (var layout in layouts)
        {
            LayoutRebuilder.ForceRebuildLayoutImmediate(layout.GetComponent<RectTransform>());
        }
        // Layout刷新完成后重新设置滚动位置
        if (allAttrScroll != null)
            allAttrScroll.verticalNormalizedPosition = 1f;
    }
}