少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace vnxbqy.UI
{
    public class ExpertSkillConditionCell : MonoBehaviour
    {
        [SerializeField] Text m_Condition;
        [SerializeField] Text m_Description;
        [SerializeField] Image m_Line;
        [SerializeField] UIEffect m_Effect;
 
        int skillId = 0;
        int level = 0;
 
        TreasureSkillModel model { get { return ModelCenter.Instance.GetModel<TreasureSkillModel>(); } }
 
        public void Display(int skillId,int level)
        {
            this.skillId = skillId;
            this.level = level;
 
            var activeLevel = 0;
            model.TryGetExpertActiveLevel(skillId, out activeLevel);
 
            var treasureSkillId = 0;
            model.ContainsSkill(skillId, out treasureSkillId);
 
            var treasureSkillActive = false;
 
            TreasureSkill treasureSkill;
            if (model.TryGetSkill(treasureSkillId, out treasureSkill))
            {
                treasureSkillActive = treasureSkill.level > 0;
            }
 
 
            var skillConfig = SkillConfig.Get(skillId + level - 1);
            var property = skillConfig.RequireProperty();
            var currentValue = UIHelper.GetPropertyValue((PropertyType)property);
 
            var propertyConfig = PlayerPropertyConfig.Get(property);
            var valueLabel = UIHelper.AppendColor(currentValue >= (ulong)skillConfig.RequirePropertyValue() && treasureSkillActive
                ? TextColType.DarkGreen : TextColType.Red
                , skillConfig.RequirePropertyValue().ToString());
            m_Condition.text = string.Format("{0}  {1}{2}{3}",
                Language.Get("ExpertSkillLV", Language.Get("Num_CHS_" + level)),
                propertyConfig.Name, valueLabel, Language.Get("L1130"));
            m_Description.text = skillConfig.Description;
 
            m_Line.SetActive(level < skillConfig.SkillMaxLV);
 
 
            if (activeLevel >= level)
            {
                if (WindowCenter.Instance.IsOpen<ExpertSkillSelectWin>())
                {
                    m_Description.color = UIHelper.s_LightYellow;
                    m_Condition.color = UIHelper.s_Gold;
                }
                else
                {
                    m_Description.color = UIHelper.s_NavyBrown;
                    m_Condition.color = UIHelper.s_BrightDanLV4;
                }
            }
            else
            {
                m_Description.color = UIHelper.s_BrightWhiteColor;
                m_Condition.color = UIHelper.s_BrightWhiteColor;
                if (currentValue >= (ulong)skillConfig.RequirePropertyValue() && treasureSkillActive)
                {
                    m_Condition.text += UIHelper.AppendColor(TextColType.DarkGreen, Language.Get("SkillTip1"));
                }
            }
 
            model.expertActiveRefresh -= ExpertActiveRefresh;
            model.expertActiveRefresh += ExpertActiveRefresh;
        }
 
        public void Dispose()
        {
            model.expertActiveRefresh -= ExpertActiveRefresh;
        }
 
        private void ExpertActiveRefresh(int id)
        {
            if (skillId == id)
            {
                var activeLevel = 0;
                model.TryGetExpertActiveLevel(id, out activeLevel);
                if (activeLevel == level)
                {
                    m_Effect.Play();
                }
                Display(skillId, level);
            }
        }
    }
}