using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace vnxbqy.UI
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{
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public class PropertyBehaviour : MonoBehaviour
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{
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[SerializeField] Text m_PropertyName;
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[SerializeField] Text m_PropertyValue;
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[SerializeField] Text m_PropertyAdd;
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public void Display(int _property, long _value)
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{
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m_PropertyName.text = GetPropertyName(_property);
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m_PropertyValue.text = GetValueLabel(_property, _value);
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}
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public void DisplayUpper(int _property, long _value)
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{
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m_PropertyName.text = GetPropertyName(_property);
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m_PropertyValue.text = GetAddValueLabel(_property, _value);
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}
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public void DisplayAdd(int _property, long _value, int _add)
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{
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m_PropertyName.text = StringUtility.Contact(GetPropertyName(_property), ":");
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m_PropertyValue.text = GetValueLabel(_property, _value);
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DisplayAddLabel(_property, _add);
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}
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public void DisplayRealm(int _property, long _value, int _add)
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{
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m_PropertyName.text = GetPropertyName(_property);
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m_PropertyValue.text = GetValueLabel(_property, _value);
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m_PropertyAdd.text = GetValueLabel(_property, _add);
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}
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//原样显示 result为0时不显示,比如满级的情况
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public void DisplayResul(int _property, long _value, int result)
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{
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m_PropertyName.text = GetPropertyName(_property);
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m_PropertyValue.text = GetValueLabel(_property, _value);
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if (result == 0)
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{
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m_PropertyAdd.text = string.Empty;
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}
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else
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{
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m_PropertyAdd.text = GetValueLabel(_property, result);
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}
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}
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public void DisplayGodWeaponAdd(int _property, long _value, int _add)
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{
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m_PropertyName.text = GetPropertyName(_property);
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m_PropertyValue.text = GetValueLabel(_property, _value);
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DisplayAddLabel(_property, _add);
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}
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public void DisplayUp(int _property, long _value, int _add)
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{
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m_PropertyName.text = GetPropertyName(_property);
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m_PropertyValue.text = GetAddValueLabel(_property, _value);
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DisplayAddLabel(_property, _add);
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}
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public void DisplayGem(int _property, long _value)
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{
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m_PropertyName.text = GetPropertyName(_property);
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m_PropertyValue.text = StringUtility.Contact("+",
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PlayerPropertyConfig.GetValueDescription(_property, _value, false));
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}
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string GetPropertyName(int property)
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{
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var config = PlayerPropertyConfig.Get(property);
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if (config != null)
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{
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return config.Name;
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}
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return string.Empty;
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}
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void DisplayAddLabel(int _property, long _value)
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{
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if (_value == 0)
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{
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m_PropertyAdd.text = string.Empty;
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}
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else
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{
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m_PropertyAdd.text = GetAddValueLabel(_property, _value);
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}
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}
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public void DisplayReiki(int _property, long _value, int _add)
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{
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m_PropertyName.text = GetPropertyName(_property);
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if (_property == (int)PropertyType.ATK)
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{
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m_PropertyValue.text = StringUtility.Contact(GetValueLabel(_property, PlayerDatas.Instance.extersion.MINATK)
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, "-", GetValueLabel(_property, PlayerDatas.Instance.extersion.MAXATK));
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}
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else if (_property == (int)PropertyType.LuckPer)
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{
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m_PropertyValue.text = GetValueLabel((int)PropertyType.Luck,
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(int)UIHelper.GetPropertyValue(PropertyType.Luck));
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}
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else
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{
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m_PropertyValue.text = GetValueLabel(_property, _value);
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}
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DisplayAddLabel(_property, _add);
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}
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string GetAddValueLabel(int _property, long _value)
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{
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return StringUtility.Contact("+", GetValueLabel(_property, _value));
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}
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string GetValueLabel(int _property, long _value)
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{
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return PlayerPropertyConfig.GetValueDescription(_property, _value, true);
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}
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public void SetColor(TextColType colorType, bool bright)
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{
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m_PropertyName.color = UIHelper.GetUIColor(colorType, bright);
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m_PropertyValue.color = UIHelper.GetUIColor(colorType, bright);
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}
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}
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}
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