using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TableConfig;
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namespace Snxxz.UI
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{
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public class SkillDetails
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{
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public static SkillSourceType sourceType { get; private set; }
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public static SkillConfig skillModel { get; private set; }
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public static List<string> infoList = new List<string>();
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public static string skillSource { get; private set; }
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public static int fightPower { get; private set; }
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public static void ShowSkillDetails(int _skillid, SkillSourceType _type, int _fightPower, params string[] _infos)
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{
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fightPower = _fightPower;
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sourceType = _type;
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skillModel = Config.Instance.Get<SkillConfig>(_skillid);
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infoList.Clear();
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switch (_type)
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{
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case SkillSourceType.MagicianSkill:
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{
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skillSource = _infos[0];
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infoList.Add(skillModel.Description);
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infoList.Add(_infos[1]);
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}
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break;
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case SkillSourceType.PlayerSkill:
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skillSource = skillModel.SkillName;
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infoList.Add(skillModel.Description);
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break;
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case SkillSourceType.PetSkill:
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if (_infos.Length <= 0)
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{
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infoList.Add(skillModel.Description);
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}
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else if (_infos.Length == 1)
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{
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infoList.Add(_infos[0]);
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}
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else if (_infos.Length == 2)
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{
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infoList.Add(_infos[0]);
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infoList.Add(_infos[1]);
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}
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else if (_infos.Length == 3)
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{
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infoList.Add(skillModel.Description);
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infoList.Add(_infos[2]);
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}
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break;
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case SkillSourceType.ViewHorsePet:
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infoList.Add(skillModel.Description);
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infoList.Add(_infos[0]);
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break;
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case SkillSourceType.BlastFurnace:
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skillSource = _infos[0];
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infoList.Add(skillModel.Description);
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break;
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case SkillSourceType.DogzSkill:
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infoList.Add(skillModel.Description);
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break;
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}
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if (!WindowCenter.Instance.CheckOpen<SkillDetailsWin>())
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{
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WindowCenter.Instance.Open<SkillDetailsWin>();
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}
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}
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public enum SkillSourceType
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{
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MagicianSkill = 0,
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PlayerSkill = 1,
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PetSkill = 2,
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BlastFurnace = 3,
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ViewHorsePet = 4,
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DogzSkill = 5,
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}
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}
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}
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