少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Friday, April 26, 2019
//--------------------------------------------------------
 
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace vnxbqy.UI
{
    public class ExpertSkillSelectBehaviour : MonoBehaviour
    {
        [SerializeField] ExpertSkillCyclicScroll m_CyclicScroll;
        [SerializeField] Button m_Active;
        [SerializeField] Button m_Learn;
        [SerializeField] UIEffect m_LearnEffect;
        [SerializeField] Text m_SkillName;
 
        public int skillId = 0;
 
        int m_CacheExpertLevel = 0;
 
        List<int> datas = new List<int>();
 
        Coroutine m_CacheCoroutine;
 
        TreasureSkillModel model { get { return ModelCenter.Instance.GetModel<TreasureSkillModel>(); } }
        #region Built-in
 
        public void OnShow()
        {
            m_Active.SetListener(OnUseSkill);
            m_Learn.SetListener(OnLearnSkill);
            model.expertActiveRefresh += ExpertActiveRefresh;
            skillId = model.selecttExpertSkill;
            Display();
        }
 
        public void OnClose()
        {
            m_CyclicScroll.Dispose();
 
            StopAllCoroutines();
 
            m_CacheCoroutine = null;
 
            model.expertActiveRefresh -= ExpertActiveRefresh;
        }
 
        void Display()
        {
            DisplayDetail();
        }
 
        void DisplayDetail()
        {
            if (m_CacheCoroutine != null)
            {
                StopCoroutine(m_CacheCoroutine);
                m_CacheCoroutine = null;
            }
 
            m_CacheExpertLevel = 0;
            model.TryGetExpertActiveLevel(skillId, out m_CacheExpertLevel);
 
            DisplayButtonState();
 
            var skillConfig = SkillConfig.Get(skillId);
 
            datas.Clear();
 
            for (int i = 1; i <= skillConfig.SkillMaxLV; i++)
            {
                datas.Add(skillId * 100 + i);
            }
 
            m_CyclicScroll.Dispose();
            m_CyclicScroll.Display(skillId, skillConfig.SkillMaxLV);
 
            if (m_CacheExpertLevel >= 2)
            {
                m_CacheCoroutine = StartCoroutine(Co_MoveToCenter2(m_CacheExpertLevel));
            }
 
            m_SkillName.text = skillConfig.SkillName;
        }
 
        void DisplayButtonState()
        {
            //TreasurePotential expert;
            //if (model.TryGetPotential(skillId, out expert))
            //m_ActiveEffect.Play();
            var error = 0;
            var satisfyActive = model.SatisfyActiveExpert(skillId, out error);
            if (satisfyActive)
                m_LearnEffect.Play();
            else
                m_LearnEffect.StopImediatly();
 
            m_Learn.SetActive(error != 2);
            var level = 0;
            model.TryGetExpertActiveLevel(skillId, out level);
 
            var tmpSkillId = 0; // 当前使用专精
            model.TryGetExpertSkill(model.selectSkill, out tmpSkillId);
            m_Active.SetActive(tmpSkillId != this.skillId && level != 0);
            if (tmpSkillId == 0 && level != 0)
                //若已学习专精 但未使用 则自动使用
                OnUseSkill();
        }
 
        private void OnUseSkill()
        {
            var level = 0;
            model.TryGetExpertActiveLevel(skillId, out level);
            if (level == 0)
                return;
 
            var pak = new CA516_tagCMSelectSkillElement();
            pak.SkillTypeID = (uint)skillId;
            pak.DoType = 1;
            GameNetSystem.Instance.SendInfo(pak);
 
            m_Active.SetActive(false);
 
        }
 
        private void OnLearnSkill()
        {
            var error = 0;
            var satisfyActive = model.SatisfyActiveExpert(skillId, out error);
            if (!satisfyActive)
            {
                ExpertSkillActiveRemindWin.skillId = skillId;
                WindowCenter.Instance.Open<ExpertSkillActiveRemindWin>();
                return;
            }
            var pak = new CA516_tagCMSelectSkillElement();
            pak.SkillTypeID = (uint)skillId;
            pak.DoType = 0;
            GameNetSystem.Instance.SendInfo(pak);
 
        }
 
 
        private void ExpertActiveRefresh(int id)
        {
            if (skillId == id)
            {
                var level = 0;
                if (model.TryGetExpertActiveLevel(id, out level))
                {
                    if (level > m_CacheExpertLevel && level >= 2)
                    {
                        if (m_CacheCoroutine != null)
                        {
                            StopCoroutine(m_CacheCoroutine);
                            m_CacheCoroutine = null;
                        }
                        m_CacheCoroutine = StartCoroutine(Co_MoveToCenter1(level));
                    }
                }
 
                DisplayButtonState();
            }
        }
 
        IEnumerator Co_MoveToCenter2(int level)
        {
            yield return null;
            m_CyclicScroll.MoveToCenter(level);
        }
 
        IEnumerator Co_MoveToCenter1(int level)
        {
            yield return WaitingForSecondConst.WaitMS500;
            m_CyclicScroll.MoveToCenter(level);
        }
        #endregion
 
 
    }
 
}