少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Wednesday, February 20, 2019
//--------------------------------------------------------
 
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace vnxbqy.UI
{
    
    public class TreasureSkillWin : Window
    {
        [SerializeField] ScrollerController m_Controller;
        [SerializeField] SkillWidget m_SkillNow;
        [SerializeField] SkillExpertBehaviour[] m_SkillExpertBehaviours;
        [SerializeField] ExpertSkillSelectBehaviour m_ExpertSkillBehaviours;
        [SerializeField] float m_DisappearTime = 1f;
 
        public static int autoSelectSkill = 0;
 
 
        float functionGuideTime = 0f;
 
        List<int> displaySkills = new List<int>();
 
        TreasureSkillModel model
        {
            get { return ModelCenter.Instance.GetModel<TreasureSkillModel>(); }
        }
 
        PackModel packModel
        {
            get { return ModelCenter.Instance.GetModel<PackModel>(); }
        }
 
        SkillModel skillModel { get { return ModelCenter.Instance.GetModel<SkillModel>(); } }
 
        ReikiRootModel reikiRootModel { get { return ModelCenter.Instance.GetModel<ReikiRootModel>(); } }
        TreasureModel treasureModel { get { return ModelCenter.Instance.GetModel<TreasureModel>(); } }
 
        #region Built-in
        protected override void BindController()
        {
        }
 
        protected override void AddListeners()
        {
            m_Controller.OnRefreshCell += OnRefreshCell;
        }
 
        protected override void OnPreOpen()
        {
            SetDefaultSelect();
 
            model.selectActivePriority = false;
 
 
            model.treasureSkillRefresh += TreasureSkillRefresh;
            model.selectRefresh += SelectRefresh;
            model.selectExpertSkillRefresh += OnExpertSkillSelect;
            model.skillLevelUpRefresh += SkillLevelUpRefresh;
            packModel.refreshItemCountEvent += RefreshItemCountEvent;
            model.expertSkillRefresh += ExpertSkillRefresh;
            model.expertActiveRefresh += OnExpertSkillActive;
            
        }
 
        protected override void OnActived()
        {
            base.OnActived();
 
            var index = displaySkills.IndexOf(model.selectSkill);
            if (index != -1)
            {
                var offset = 0f;
                m_Controller.JumpIndex(index, ref offset);
                var rect = m_Controller.mScrollRect.transform as RectTransform;
                m_Controller.JumpIndex(offset - rect.rect.height / 2 + 50, 0, EnhancedUI.EnhancedScroller.EnhancedScroller.TweenType.immediate);
            }
        }
 
        protected override void OnAfterOpen()
        {
            Display();
        }
 
        protected override void OnPreClose()
        {
            model.treasureSkillRefresh -= TreasureSkillRefresh;
            model.selectRefresh -= SelectRefresh;
            model.selectExpertSkillRefresh -= OnExpertSkillSelect;
            model.skillLevelUpRefresh -= SkillLevelUpRefresh;
            packModel.refreshItemCountEvent -= RefreshItemCountEvent;
            model.expertSkillRefresh -= ExpertSkillRefresh;
            model.expertActiveRefresh -= OnExpertSkillActive;
 
            if (autoSelectSkill != 0)
            {
                var pak = new CA516_tagCMSelectSkillElement();
                pak.SkillTypeID = (uint)autoSelectSkill;
                pak.DoType = 1;
                GameNetSystem.Instance.SendInfo(pak);
            }
 
            if(NewBieCenter.Instance.inGuiding&& NewBieCenter.Instance.currentGuide == 62)
            {
                NewBieCenter.Instance.FinishNewBieGuide(62);
            }
 
            m_ExpertSkillBehaviours.OnClose();
        }
 
        protected override void OnAfterClose()
        {
        }
        #endregion
 
        void SetDefaultSelect()
        {
 
            displaySkills.Clear();
 
            var _skill = 0;
            List<int> list;
            if (model.TryGetSkills(out list))
            {
                displaySkills.AddRange(list);
 
                var index = displaySkills.FindIndex((x) =>
                  {
                      var treasureId = treasureModel.GetTreasureBySkillId(x);
                      var treasureConfig = TreasureConfig.Get(treasureId);
                      return treasureConfig.Category == (int)TreasureCategory.Fairy;
                  });
 
                if (index != -1)
                {
                    var skillId = displaySkills[index];
                    TreasureSkill treasureSkill;
                    var isActive = model.TryGetSkill(skillId, out treasureSkill)
                        && treasureSkill.level > 0;
                    displaySkills.RemoveAt(index);
                    if (isActive)
                    {
                        displaySkills.Insert(0, skillId);
                    }
                    else
                    {
                        displaySkills.Add(skillId);
                    }
                }
 
                foreach (var skillId in displaySkills)
                {
                    TreasureSkill skill;
                    if (model.TryGetSkill(skillId, out skill))
                    {
                        if (_skill == 0 && skill.level > 0)
                        {
                            _skill = skillId;
                        }
                        if (skill.redpoint.state == RedPointState.Simple)
                        {
                            _skill = skillId;
                        }
                        if (model.selectActivePriority && skill.expertRedpoint.state == RedPointState.Simple)
                        {
                            _skill = skillId;
                            break;
                        }
                    }
                }
                if (_skill == 0)
                {
                    _skill = list[0];
                }
            }
            model.selectSkill = _skill;
        }
 
        private void Display()
        {
            DisplaySkills();
            DisplaySkillDetial();
            SetDefaultExpertSkill();
            DisplayExpertSkill();
            DisplayExpertSkillDesc();
        }
 
        private void DisplaySkills()
        {
            m_Controller.Refresh();
            for (int i = 0; i < displaySkills.Count; i++)
            {
                m_Controller.AddCell(ScrollerDataType.Header, displaySkills[i]);
            }
            m_Controller.Restart();
        }
 
        void DisplaySkillDetial()
        {
            TreasureSkill skill;
            if (model.TryGetSkill(model.selectSkill, out skill))
            {
                var config = skill.GetSkillConfig(skill.level);
                if (config == null)
                {
                    return;
                }
 
                m_SkillNow.Display(skill.skillId, skill.level);
            }
        }
 
        void OnExpertSkillSelect()
        {
            DisplayExpertSkill();
            DisplayExpertSkillDesc();
        }
 
        //专精描述
        void DisplayExpertSkillDesc()
        {
            m_ExpertSkillBehaviours.OnClose();
            m_ExpertSkillBehaviours.OnShow();
        }
 
        void OnExpertSkillActive(int id)
        {
            DisplayExpertSkill();
        }
 
        void DisplayExpertSkill()
        {
            DisplayExpertSkills();
        }
 
        void DisplayExpertSkills()
        {
            TreasureSkill skill;
            if (model.TryGetSkill(model.selectSkill, out skill))
            {
                for (int i = 0; i < m_SkillExpertBehaviours.Length; i++)
                {
                    var potential = skill.potentials[i];
                    var level = 0;
                    model.TryGetExpertActiveLevel(potential.id, out level);
                    m_SkillExpertBehaviours[i].Display(potential.id, level);
                }
            }
        }
 
 
        private void OnRefreshCell(ScrollerDataType type, CellView cell)
        {
            var skillCell = cell as TreasureSkillCell;
            skillCell.Display(cell.index);
        }
 
 
 
        private void TreasureSkillRefresh(int skillId)
        {
            m_Controller.m_Scorller.RefreshActiveCellViews();
            if (skillId == model.selectSkill)
            {
                DisplaySkillDetial();
            }
        }
 
        private void SelectRefresh()
        {
            m_Controller.m_Scorller.RefreshActiveCellViews();
            DisplaySkillDetial();
            SetDefaultExpertSkill();
            //DisplayExpertSkill();
            //DisplayExpertSkillDesc();
        }
 
        // 默认选中专精技能 当前使用专精-红点-表顺序
        private void SetDefaultExpertSkill()
        {
            var skillId = 0;
            if (model.TryGetExpertSkill(model.selectSkill, out skillId))
            {
                model.selecttExpertSkill = skillId;
                return;
            }
 
            TreasureSkill treasureSkill;
            if (model.TryGetSkill(model.selectSkill, out treasureSkill))
            {
                foreach (var potential in treasureSkill.potentials)
                {
                    if (potential.activeRedpoint.state != RedPointState.None)
                    {
                        model.selecttExpertSkill = potential.id;
                        return;
                    }
                }
                model.selecttExpertSkill = treasureSkill.potentials[1].id;
                return;
            }
 
        }
 
 
        private void SkillLevelUpRefresh(int id)
        {
            if (model.selectSkill == id)
            {
                m_Controller.m_Scorller.RefreshActiveCellViews();
                DisplaySkillDetial();
            }
        }
 
        private void ExpertSkillRefresh()
        {
            DisplayExpertSkill();
            m_Controller.m_Scorller.RefreshActiveCellViews();
 
        }
 
        private void RefreshItemCountEvent(PackType packType, int arg2, int itemId)
        {
            if (packType == PackType.Item && model.skillLevelUpItems.Contains(itemId))
            {
                DisplaySkillDetial();
            }
        }
 
 
 
 
 
        [Serializable]
        public class SkillWidget
        {
            [SerializeField] Transform m_Container;
            [SerializeField] Text m_SkillLevel;
            [SerializeField] Text m_SkillCoolDown;
            [SerializeField] Text m_SkillDesc;
 
            TreasureSkillModel model { get { return ModelCenter.Instance.GetModel<TreasureSkillModel>(); } }
 
            public void Display(int skillId, int level)
            {
                m_SkillLevel.text = Language.Get("SkillActLevel", level);
                TreasureSkill skill;
                model.TryGetSkill(skillId, out skill);
                var skillConfig = skill.GetSkillConfig(level);
                m_SkillCoolDown.text = skillConfig.CoolDownTime == 0 ? string.Empty
                    : Language.Get("L1065", skillConfig.CoolDownTime / 1000);
                m_SkillDesc.text = skillConfig.Description;
            }
 
            public void SetActive(bool active)
            {
                m_Container.SetActive(active);
            }
        }
 
        
    }
}