少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
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using System.Collections.Generic;
using UnityEngine;
 
//我的福地
namespace vnxbqy.UI
{
    public class BlessedLandFightWin : Window
    {
        [SerializeField] ImageEx imgMyBloodBarValue;
        [SerializeField] TextEx txtMyRealm;
        [SerializeField] TextEx txtMyName;
        [SerializeField] ImageEx imgEnemyBloodBarValue;
        [SerializeField] AvatarCell myHead;
        [SerializeField] AvatarCell enemyHead;
        [SerializeField] ImageEx imgMyDamageTaken;
        [SerializeField] ImageEx imgEnemyDamageTaken;
        [SerializeField] TextEx txtEnemyRealm;
        [SerializeField] TextEx txtEnemyName;
        [SerializeField] TextEx txtSkipInfo;
        [SerializeField] TextEx txtMyCP;
        [SerializeField] TextEx txtEnemyCP;
        [SerializeField] ButtonEx btnClose;
        [SerializeField] PositionTween myPositionTween;
        [SerializeField] PositionTween enemyPositionTween;
        [SerializeField] List<TextEx> myDamageList;
        [SerializeField] List<TextEx> enemyDamageList;
        BlessedLandModel blessedLandModel { get { return ModelCenter.Instance.GetModel<BlessedLandModel>(); } }
        RoleParticularModel roleParticularModel { get { return ModelCenter.Instance.GetModel<RoleParticularModel>(); } }
        int turnNumber;
        int TimeS;
        int skipS;
        double myNowHP;
        double robNowHp;
        double myAtk;           //我方攻击力
        double robAtk;          //敌方攻击力
        double myAllHP;         //我方总生命值
        double robAllHp;        //敌人总生命值
        float timer = 0f;
        bool battleEnded;
 
        protected override void BindController()
        {
 
        }
 
        protected override void AddListeners()
        {
            btnClose.SetListener(() =>
            {
                if (skipS >= 0)
                    return;
                JumpSettleWin();
            });
        }
 
        private void OnSecondEvent()
        {
            TimeS += 1;
            skipS -= 1;
            if (skipS <= 0)
            {
                txtSkipInfo.text = Language.Get("L2004");
            }
            else
            {
                txtSkipInfo.text = Language.Get("BlessedLand050", skipS);
            }
        }
 
        protected override void OnPreOpen()
        {
            GlobalTimeEvent.Instance.secondEvent += OnSecondEvent;
            skipS = 5;
            TimeS = 0;
            InitData();
            myPositionTween.Stop();
            enemyPositionTween.Stop();
            myPositionTween.SetStartState();
            enemyPositionTween.SetStartState();
            for (int i = 0; i < 10; i++)
            {
                myDamageList[i].GetComponent<PositionTween>().Stop();
                enemyDamageList[i].GetComponent<PositionTween>().Stop();
                myDamageList[i].SetActive(false);
                enemyDamageList[i].SetActive(false);
                myDamageList[i].GetComponent<PositionTween>().SetStartState();
                enemyDamageList[i].GetComponent<PositionTween>().SetStartState();
            }
            txtMyRealm.text = PlayerDatas.Instance.baseData.realmLevel > 0 ? RealmConfig.Get(PlayerDatas.Instance.baseData.realmLevel).Name : " ";
            txtMyName.text = PlayerDatas.Instance.baseData.PlayerName.ToString();
            myHead.InitUI(AvatarHelper.GetMyAvatarModel());
            
            txtMyCP.text = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.FightPower).ToString();
            txtSkipInfo.text = Language.Get("BlessedLand050", skipS);
            blessedLandModel.isStart = true;
            RoleParticularModel.ViewPlayerData viewPlayerData = roleParticularModel.GetViewPlayerData((int)blessedLandModel.robPlayerId);
            //防viewPlayerData为空
            if (viewPlayerData == null)
                return;
            txtEnemyRealm.text = RealmConfig.Get(viewPlayerData.rolePropData.RealmLV).Name;
            txtEnemyName.text = viewPlayerData.rolePropData.Name;
            enemyHead.InitUI(AvatarHelper.GetOtherAvatarModel(viewPlayerData.rolePropData.Face, viewPlayerData.rolePropData.FacePic, viewPlayerData.rolePropData.Job));
            txtEnemyCP.text = viewPlayerData.rolePropData.FightPower.ToString();
        }
 
        protected override void OnPreClose()
        {
            GlobalTimeEvent.Instance.secondEvent -= OnSecondEvent;
        }
 
        protected override void LateUpdate()
        {
            timer += Time.deltaTime;
            if (timer > 1f)
            {
                if (!blessedLandModel.isStart)
                    return;
                timer = 0;
 
                //检查战斗结束条件
                if (battleEnded)
                {
                    JumpSettleWin();
                    blessedLandModel.isStart = false;
                    return;
                }
 
                //玩家行为
                double damage = myAtk;
                double randomNumber = GetRandomNumber();
                if (blessedLandModel.isWin)
                {
                    damage = randomNumber > 0.8 ? damage * (1 + randomNumber) : damage;
                }
                else
                {
                    damage = randomNumber < 0.15 ? 0 : damage * randomNumber;
                }
                robNowHp = robNowHp - damage;
                myPositionTween.Play(() =>
                {
                    imgEnemyBloodBarValue.fillAmount = (float)(robNowHp / robAllHp);
                    enemyDamageList[turnNumber].text = StringUtility.Contact("-", UIHelper.ReplaceLargeNum((ulong)damage));
                    enemyDamageList[turnNumber].SetActive(true);
                    imgEnemyDamageTaken.SetActive(true);
                    enemyDamageList[turnNumber].GetComponent<PositionTween>().Play(() =>
                    {
                        enemyDamageList[turnNumber].SetActive(false);
                        imgEnemyDamageTaken.SetActive(false);
                    });
                    myPositionTween.SetStartState();
                });
 
                //检查战斗结束条件
                battleEnded = CheckBattleEndCondition();
                if (battleEnded)
                {
                    JumpSettleWin();
                    blessedLandModel.isStart = false;
                    return;
                }
 
                //敌人行为
                double randomNumber1 = GetRandomNumber();
                double damage1 = robAtk;
                if (blessedLandModel.isWin)
                {
                    damage1 = randomNumber1 < 0.15 ? 0 : damage1 * randomNumber1;
                }
                else
                {
                    damage1 = randomNumber1 > 0.8 ? damage1 * (1 + randomNumber1) : damage1;
                }
                myNowHP = myNowHP - damage;
                enemyPositionTween.Play(() =>
                {
                    //扣血条
                    imgMyBloodBarValue.fillAmount = (float)(myNowHP / myAllHP);
                    //伤害数字
                    myDamageList[turnNumber].text = StringUtility.Contact("-", UIHelper.ReplaceLargeNum((ulong)damage1));
                    myDamageList[turnNumber].SetActive(true);
                    imgMyDamageTaken.SetActive(true);
                    myDamageList[turnNumber].GetComponent<PositionTween>().Play(() =>
                    {
                        myDamageList[turnNumber].SetActive(false);
                        imgMyDamageTaken.SetActive(false);
                    });
                    enemyPositionTween.SetStartState();
                });
                battleEnded = CheckBattleEndCondition();
 
                //检查战斗结束条件
                if (battleEnded)
                {
                    JumpSettleWin();
                    blessedLandModel.isStart = false;
                    return;
                }
 
                turnNumber++;
            }
        }
        //初始化战斗数据
        void InitData()
        {
            turnNumber = 0;
            battleEnded = false;
            imgMyBloodBarValue.fillAmount = 1;
            imgEnemyBloodBarValue.fillAmount = 1;
            myAtk = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.MAXATK);
            robAtk = blessedLandModel.isWin ? myAtk * 0.8 : myAtk * 1.5;
            myAllHP = blessedLandModel.isWin ? myAtk * 6 : myAtk * 6;
            robAllHp = blessedLandModel.isWin ? myAtk * 5 : myAtk * 7;
            myNowHP = myAllHP;
            robNowHp = robAllHp;
        }
 
        //战斗结束条件
        private bool CheckBattleEndCondition()
        {
            //对方血量0以下
            if (robNowHp <= 0)
                return true;
            //我方血量为0以下
            if (myNowHP <= 0)
                return true;
            //战斗超时
            if (TimeS >= 10)
                return true;
            //最多打8个回合
            if (turnNumber >= 8)
                return true;
            return false;
        }
 
        void JumpSettleWin()
        {
            WindowCenter.Instance.Close<BlessedLandFightWin>();
            if (blessedLandModel.isWin)
            {
                WindowCenter.Instance.Open<BlessedLandVictoryWin>();
            }
            else
            {
                WindowCenter.Instance.Open<BlessedLandDefeatedWin>();
            }
        }
 
        double GetRandomNumber()
        {
            double randomNumber;
            do
            {
                randomNumber = Random.Range(0f, 1f);
            }
            while (randomNumber <= 0.5);
            return (double)randomNumber;
        }
 
        protected override void OnAfterOpen()
        {
 
        }
 
        protected override void OnAfterClose()
        {
 
        }
    }
}