少年修仙传客户端代码仓库
client_Hale
2019-04-09 d95b46254cd889d49d5f7987ec80e48073a75280
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Thursday, September 07, 2017
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
 
using System.Collections.Generic;
//用于人物头像面板
namespace Snxxz.UI
{
 
    public class HeadPortraitTip : MonoBehaviour
    {
 
        [SerializeField] Image _Head;//人物头像
        [SerializeField] Text _BuffNumber;//Buff数量
        [SerializeField] Text _VipNumber;//Vip等级
 
        [SerializeField] Text _PowerNumbern;//战斗力
        [SerializeField] Text _LVText;//人物等级
        [SerializeField] Text _Hp_number;//血量数值
 
        [SerializeField] Slider _HPSlider;//主界面的血条框
        [SerializeField] Button _PatternBtn;//攻击对象按钮
        [SerializeField] Button _BuffBtn;//Buff按钮
        [SerializeField] Button _VIPBtn;//Vip按钮
        [SerializeField] Button _HeadBtn;//人物头像按钮
        [SerializeField] Button _PromoteBtn;//战力提升按钮
 
        [SerializeField] Text vipExperienceTime;
        [SerializeField] Text vipExperiencePrivilege;
        [SerializeField] RectTransform vipExperienceImg;
        [SerializeField] VipExperienceTween m_VipExperienceTween;
 
        [SerializeField] UIEffect m_UieffectEmperor;//娲皇Buff
        [SerializeField] Image m_Shield;//护盾显示
        private int _hp = 0;//获取当前的血量
        private int _maxHp = 0;//获取最大血量
        private int _fighting = 0;//获取战斗;
        private int _ReincarnationLv = 0;//获取转生等级
        private int _jobType = 0;//获取顽疾职业
 
        [SerializeField] Text _TimeTxt;//时间
        [SerializeField] Slider _BatterySlider;//电量
        [SerializeField] Image m_WifiImg;//Wife
        [SerializeField] GameObject m_BatteryChong;//充电
 
        public float loadingTime = 1f;//时间刷新
        private float loadingtime = 0f;//默认时间
        VipModel m_VipModel;
        VipModel vipModel { get { return m_VipModel ?? (m_VipModel = ModelCenter.Instance.GetModel<VipModel>()); } }
        BuffModel m_BuffModel;
        BuffModel Buffmodel { get { return m_BuffModel ?? (m_BuffModel = ModelCenter.Instance.GetModel<BuffModel>()); } }
        PKModel m_PKModel;
        PKModel pKModel { get { return m_PKModel ?? (m_PKModel = ModelCenter.Instance.GetModel<PKModel>()); } }
        PlayerMainDate m_MainModel;
        PlayerMainDate onMainModel { get { return m_MainModel ?? (m_MainModel = ModelCenter.Instance.GetModel<PlayerMainDate>()); } }
        RolePromoteModel m_PromoteModel;
        RolePromoteModel promoteModel { get { return m_PromoteModel ?? (m_PromoteModel = ModelCenter.Instance.GetModel<RolePromoteModel>()); } }
        CapacityDelayModel m_CapacityDelayModel;
        CapacityDelayModel capacityDelayModel { get { return m_CapacityDelayModel ?? (m_CapacityDelayModel = ModelCenter.Instance.GetModel<CapacityDelayModel>()); } }
        FairyGrabBossModel fairyGrabBossModel { get { return ModelCenter.Instance.GetModel<FairyGrabBossModel>(); } }
        private int vipExperienceSurplusTime = 0;
        private int GetLv = 0;//获取人物等级
        public void Init()
        {
            loadingtime = 0f;
            Initialize();//关于数据的初始化
            BuffGameObject();
            TextSwitch(Buffmodel.PkType);
            OnElectricQuantity();
            OnNetworkState();
            RefreshVipActive();
            SetShieldNumber();//设置护盾值
            m_VipExperienceTween.Init();
            _TimeTxt.text = DateTime.Now.ToString("HH:mm");
            PlayerDatas.Instance.playerDataRefreshEvent += Updatefighting;//数据的刷新(h0418)
            PlayerDatas.Instance.OnSwitchAttackMode += OnSwitchAttackMode;
            BuffModel.Even_ObjAddBuf += BuffGameObject;
            BuffModel.Even_ObjDelBuff += BuffGameObject;
            PlayerMainDate.ElectricQuantityEvent += OnElectricQuantity;
            OnNetworkState();
            PlayerMainDate.NetworkStateEvent += OnNetworkState;
            UIEventTrigger.Get(_PatternBtn.gameObject).OnUp = PatternButton;
            UIEventTrigger.Get(_BuffBtn.gameObject).OnUp = BuffButton;
            TimeMgr.Instance.OnSyntonyEvent += OnSyntonyEvent;
            onBatteryStateChanged(SDKUtility.Instance.ChargingType);
            SDKUtility.Instance.OnChargingTypeChanged += onBatteryStateChanged;
            vipModel.OnVipTimeEvent += RefreshVipData;
            PlayerMainDate.EmperorBuffEvent += EmperorBuffEvent;
            _VIPBtn.onClick.AddListener(VIPButton);
            _HeadBtn.onClick.AddListener(HeadButton);
            _PromoteBtn.onClick.AddListener(OnPromoteBtn);
            RefreshVipData();
            EmperorBuffEvent();
            bool IsBossBool = PlayerDatas.Instance.hero != null && MapArea.IsInMapArea(PlayerDatas.Instance.hero.CurMapArea, MapArea.E_Type.Boss);//是否在Boss区域
            if (PlayerDatas.Instance.baseData.MapID == 10040 && !IsBossBool)//关于逍遥城状态的特殊处理
            {
                if (Buffmodel.PkType != onMainModel.AreaState)
                {
                    Buffmodel.PkType = onMainModel.AreaState;
                    DTCA202_tagMCAttackMode.Send_SwitchAttackMode((E_AttackMode)onMainModel.AreaState);
                }
            }
        }
 
        public void UnInit()
        {
            PlayerDatas.Instance.playerDataRefreshEvent -= Updatefighting;//数据的刷新(h0418)
            BuffModel.Even_ObjAddBuf -= BuffGameObject;
            BuffModel.Even_ObjDelBuff -= BuffGameObject;
            PlayerDatas.Instance.OnSwitchAttackMode -= OnSwitchAttackMode;
            PlayerMainDate.ElectricQuantityEvent -= OnElectricQuantity;
            PlayerMainDate.NetworkStateEvent -= OnNetworkState;
            TimeMgr.Instance.OnSyntonyEvent -= OnSyntonyEvent;
            SDKUtility.Instance.OnChargingTypeChanged -= onBatteryStateChanged;
            vipModel.OnVipTimeEvent -= RefreshVipData;
            PlayerMainDate.EmperorBuffEvent -= EmperorBuffEvent;
            _VIPBtn.onClick.RemoveAllListeners();
            _HeadBtn.onClick.RemoveAllListeners();
            _PromoteBtn.onClick.RemoveAllListeners();
            m_VipExperienceTween.UnInit();
        }
 
        private void EmperorBuffEvent()
        {
            if (onMainModel.IsEmperor)
            {
                if (!m_UieffectEmperor.IsPlaying)
                {
                    m_UieffectEmperor.Play();
                }
            }
 
        }
 
        private void CloseEmperorBufEffect()
        {
            if (m_UieffectEmperor.IsPlaying)
            {
                m_UieffectEmperor.Stop();
            }
            if (onMainModel.IsEmperor)
            {
                onMainModel.IsEmperor = false;
            }
        }
 
        private void onBatteryStateChanged(SDKUtility.E_ChargingType arg0)
        {
            switch ((int)arg0)
            {
                case 0:
                case 1:
                    m_BatteryChong.SetActive(false);
                    break;
                case 2:
                case 3:
                    m_BatteryChong.SetActive(true);
                    break;
                default:
                    m_BatteryChong.SetActive(false);
                    break;
            }
        }
 
        private void OnNetworkState()
        {
            switch (onMainModel.NetworkState)
            {
                case 0:
                    m_WifiImg.SetSprite("MainInterfaceNoWifiIcon");
                    break;
                case 2:
                    if (onMainModel.WifiSignal <= 1)
                    {
                        m_WifiImg.SetSprite("MainInterfaceWifiIcon3");
                    }
                    else if (onMainModel.WifiSignal > 1 && onMainModel.WifiSignal <= 3)
                    {
                        m_WifiImg.SetSprite("MainInterfaceWifiIcon2");
                    }
                    else if (onMainModel.WifiSignal > 3)
                    {
                        m_WifiImg.SetSprite("MainInterfaceWifiIcon");
                    }
                    break;
                default:
                    m_WifiImg.SetSprite("MainInterfaceEIcon");
                    break;
            }
        }
 
        private void OnElectricQuantity()
        {
            _BatterySlider.value = onMainModel.ElectricQuantity;
        }
 
        private void OnSwitchAttackMode(E_AttackMode obj)//PK状态切换
        {
            TextSwitch((int)obj);
 
        }
        void PatternButton(GameObject obj)
        {
            int mapID = PlayerDatas.Instance.baseData.MapID;
            var config = MapConfig.Get(mapID);
            int[] atkInt = pKModel.GetArea(config.AtkType).ToArray();
            bool IsBossBool = MapArea.IsInMapArea(PlayerDatas.Instance.hero.CurMapArea, MapArea.E_Type.Boss);//是否在Boss区域
            if (atkInt.Length > 1)
            {
                var activityline = 0;
                fairyGrabBossModel.TryGetFairyGrabBossLine(out activityline);
                if (PlayerDatas.Instance.baseData.MapID == 10040 && activityline == PlayerDatas.Instance.baseData.FBID)//逍遥城活动线不允许切换模式
                {
                    SysNotifyMgr.Instance.ShowTip("Map_AtkType");
                    return;
                }
                if (PlayerDatas.Instance.baseData.MapID == 10040 && IsBossBool && !fairyGrabBossModel.grabBossHintOpen)//逍遥城boss区域特殊处理(可切换状态)
                {
                    WindowCenter.Instance.Open<CombatModeWin>();
                    if (WindowCenter.Instance.IsOpen<FunctionForecastWin>())
                    {
                        WindowCenter.Instance.Close<FunctionForecastWin>();
                    }
                    return;
                }
 
 
                if (onMainModel.ShieldedArea.Contains(mapID))//Boss争夺战前三只保底只能是和平模式
                {
                    SysNotifyMgr.Instance.ShowTip("Map_AtkType");
                    return;
                }
                if (onMainModel.ActivityList.Contains(PlayerDatas.Instance.baseData.MapID) && activityline != PlayerDatas.Instance.baseData.FBID)//再前四章新手地图且不在活动区域
                {
                    SysNotifyMgr.Instance.ShowTip("Map_AtkType");
                    return;
                }
 
                WindowCenter.Instance.Open<CombatModeWin>();
                if (WindowCenter.Instance.IsOpen<FunctionForecastWin>())
                {
                    WindowCenter.Instance.Close<FunctionForecastWin>();
                }
            }
            else
            {
                SysNotifyMgr.Instance.ShowTip("Map_AtkType");
            }
        }
        void TextSwitch(int _EnumType)
        {
            Image _PkImage = _PatternBtn.GetComponent<Image>();
            switch (_EnumType)
            {
                case 0:
                    Buffmodel.PkType = 0;
                    _PkImage.SetSprite("Atk_Peace");//和平
 
                    break;
                case 1:
                    Buffmodel.PkType = 1;
                    _PkImage.SetSprite("Atk_All");//全体
 
                    break;
                case 2:
                    Buffmodel.PkType = 2;
 
                    break;
                case 3:
                    Buffmodel.PkType = 3;
 
                    break;
                case 4:
                    Buffmodel.PkType = 4;
 
                    break;
                case 5:
                    Buffmodel.PkType = 5;
                    if (PlayerDatas.Instance.baseData.MapID == FairyLeagueModel.FAIRY_LEAGUE_DUNGEON)
                    {
                        _PkImage.SetSprite("Atk_League");//仙盟联赛
                    }
                    else
                    {
                        _PkImage.SetSprite("Atk_Force");//强制
                    }
                    break;
                case 6:
                    break;
                case 7:
                    break;
                default:
                    break;
            }
        }
 
        void BuffButton(GameObject obj)
        {
            CloseEmperorBufEffect();
            WindowCenter.Instance.Open<BuffListWin>();
        }
 
        void VIPButton()
        {
            if (VersionConfig.Get().isBanShu)
            {
                SysNotifyMgr.Instance.ShowTip("FuncNoOpen_VIP");
                return;
            }
            WindowCenter.Instance.Close<MainInterfaceWin>();
            WindowCenter.Instance.Open<VipRechargeWin>(false, 1);
        }
 
        void CombatButton()
        {
            // DesignDebug.Log("战斗力提升");
 
            SysNotifyMgr.Instance.ShowTip("UnopenedFunction");
        }
 
 
        void HeadButton()
        {
            ModelCenter.Instance.GetModel<RoleModel>().OpenRolePanel();
        }
 
        void OnPromoteBtn()
        {
            WindowCenter.Instance.Open<PromoteDetailsWin>();
        }
 
        void BuffGameObject()
        {
            int Count = Buffmodel._BuffDic.Count;
            if (Count <= 0)
            {
                _BuffBtn.gameObject.SetActive(false);
            }
            else
            {
                _BuffBtn.gameObject.SetActive(true);
                _BuffNumber.text = Count.ToString();
            }
 
        }
 
        void Initialize()//关于数据的初始化
        {
            GetLv = PlayerDatas.Instance.baseData.LV;
            _LVText.text = PlayerDatas.Instance.baseData.LV.ToString();//等级的初始化
            _Hp_number.text = PlayerDatas.Instance.baseData.HP.ToString() + "/" + PlayerDatas.Instance.extersion.MaxHP.ToString();//人物血量的初始化
            _hp = (int)PlayerDatas.Instance.baseData.HP;
            _maxHp = (int)PlayerDatas.Instance.extersion.MaxHP;
            if (_maxHp > 0)
            {
                _HPSlider.value = (float)Math.Round((float)_hp / _maxHp, 2, MidpointRounding.AwayFromZero);//血条的初始化
            }
            else
            {
                _HPSlider.value = 1f;
            }
            _fighting = (int)PlayerDatas.Instance.baseData.FightPoint;
            _PowerNumbern.text = PlayerDatas.Instance.baseData.FightPoint.ToString();
            _jobType = (int)PlayerDatas.Instance.baseData.Job;
            HeadImage(PlayerDatas.Instance.baseData.Job, 0);//角色头像初始化
            JobTitle(PlayerDatas.Instance.baseData.Job, 1);
            VipImage(PlayerDatas.Instance.baseData.VIPLv);//获取Vip等级且赋值
        }
 
        void OnFightHpChange(uint hp)
        {
            _hp = (int)hp;
            _Hp_number.text = _hp.ToString() + "/" + _maxHp.ToString();
            _HPSlider.value = (float)Math.Round((float)_hp / _maxHp, 2, MidpointRounding.AwayFromZero);//血量条
        }
 
        void Updatefighting(PlayerDataType _tCDBPlayerRefresh)//数据的刷新
        {
            switch (_tCDBPlayerRefresh)
            {
                case PlayerDataType.FightPower://战斗力的刷新83
                    _fighting = (int)PlayerDatas.Instance.baseData.FightPoint;
                    _PowerNumbern.text = PlayerDatas.Instance.baseData.FightPoint.ToString();
                    break;
                case PlayerDataType.LV://等级的刷新8
                    _LVText.text = PlayerDatas.Instance.baseData.LV.ToString();
                    if (PlayerDatas.Instance.baseData.LV > GetLv)
                    {
                        GetLv = PlayerDatas.Instance.baseData.LV;
                        WindowCenter.Instance.Open<UpgradeWin>();
                    }
                    break;
                case PlayerDataType.MaxHP://最大血量的刷新28
                    _maxHp = (int)PlayerDatas.Instance.extersion.MaxHP;
                    _Hp_number.text = _hp.ToString() + "/" + _maxHp.ToString();
                    _HPSlider.value = (float)Math.Round((float)_hp / _maxHp, 2, MidpointRounding.AwayFromZero);//血量条
                    break;
                case PlayerDataType.HP://当前血量29
                    _hp = (int)PlayerDatas.Instance.baseData.HP;
                    _Hp_number.text = _hp.ToString() + "/" + _maxHp.ToString();
                    _HPSlider.value = (float)Math.Round((float)_hp / _maxHp, 2, MidpointRounding.AwayFromZero);//血量条
                    break;
                case PlayerDataType.VIPLv://关于VIP等级的刷新
                    RefreshVipActive();
                    VipImage((int)PlayerDatas.Instance.baseData.VIPLv);
                    break;
                case PlayerDataType.Job://玩家职业
                    _jobType = (int)PlayerDatas.Instance.baseData.Job;
                    JobTitle(_jobType, _ReincarnationLv);
                    break;
                case PlayerDataType.ExAttr1://获取转生等级
                    JobTitle(_jobType, 1);
                    break;
                case PlayerDataType.ExAttr4://当前护盾值
                    SetShieldNumber();
                    break;
                case PlayerDataType.MaxProDef://最大护盾值
                    SetShieldNumber();
                    break;
                default:
                    break;
            }
        }
 
 
        void HeadImage(int _jobID, int _ReincarnationLv)//关于人物头像的赋值
        {
 
            _Head.SetSprite(GeneralDefine.GetJobHeadPortrait(_jobID, _ReincarnationLv));
 
        }
 
        void VipImage(int _vipID)//获取Vip等级且赋值
        {
            _VipNumber.text = vipModel.IsVipExperience() ? "1" : _vipID.ToString();
        }
 
        void JobTitle(int _Job, int _ReincarnationLv)//职业名称
        {
            string str = _Job + "0" + _ReincarnationLv;
            int JobName = int.Parse(str);
            string Name = "";
            if (JobNameConfig.Get(JobName) != null)
            {
                Name = JobNameConfig.Get(JobName).name;
            }
        }
 
        private void RefreshVipData()
        {
            RefreshVipActive();
            var _hero = PlayerDatas.Instance.hero;
            bool _lifeBarShow = false;
            VipImage(PlayerDatas.Instance.baseData.VIPLv);
            if (_hero != null && _hero.SelectTarget != null)
            {
                _lifeBarShow = (_hero.SelectTarget is GA_NpcFightBoss) || (_hero.SelectTarget is GA_NpcClientFightBoss);
            }
            vipExperienceImg.gameObject.SetActive(vipModel.IsVipExperience() && !_lifeBarShow);
            vipExperienceSurplusTime = Mathf.Max(0, (int)(vipModel.vipExperienceOverdue - TimeUtility.ServerNow).TotalSeconds);
            if (vipExperienceSurplusTime > 0)
            {
                RefreshVipExperienceTime();
                vipExperiencePrivilege.text = Language.Get("VipCard2");
            }
        }
 
        private void RefreshVipExperienceTime()
        {
            vipExperienceTime.text = Language.Get("VipCard1", TimeUtility.SecondsToHMS(vipExperienceSurplusTime));
        }
 
        private void OnSyntonyEvent(TimeMgr.SyntonyType _type)
        {
            if (_type == TimeMgr.SyntonyType.VipExperirnceOverdue)
            {
                RefreshVipActive();
                VipImage(PlayerDatas.Instance.baseData.VIPLv);
            }
        }
 
        private void RefreshVipActive()
        {
            //             _VipNumber.material = (vipModel.IsVipActive() || vipModel.IsVipExperience()) ?
            //                 MaterialUtility.GetUIDefaultGraphicMaterial() : MaterialUtility.GetDefaultSpriteGrayMaterial();
            //             _VIPBtn.image.material = (vipModel.IsVipActive() || vipModel.IsVipExperience()) ?
            //                 MaterialUtility.GetUIDefaultGraphicMaterial() : MaterialUtility.GetDefaultSpriteGrayMaterial();
        }
 
        private void LateUpdate()
        {
            loadingtime += Time.deltaTime;
            if (loadingtime >= loadingTime)
            {
                _TimeTxt.text = DateTime.Now.ToString("HH:mm");
                loadingtime = 0f;
            }
            if (vipExperienceSurplusTime <= 0)
                return;
            var _surplusTime = Mathf.Max(0, (int)(vipModel.vipExperienceOverdue - TimeUtility.ServerNow).TotalSeconds);
            if (vipExperienceSurplusTime != _surplusTime)
            {
                vipExperienceSurplusTime = _surplusTime;
                RefreshVipExperienceTime();
            }
            if (vipExperienceSurplusTime == 0)
            {
                RefreshVipData();
            }
 
        }
        private void SetShieldNumber()//护盾值设置
        {
            if (PlayerDatas.Instance.extersion.MaxProDef != 0)
            {
                int MaxProDef = PlayerDatas.Instance.extersion.MaxProDef;//最大值
                int ExAttr4 = (int)PlayerDatas.Instance.baseData.shield;//当前值
                float fillAmount = (float)Math.Round((double)ExAttr4 / MaxProDef, 2, MidpointRounding.AwayFromZero);
                m_Shield.fillAmount = fillAmount;
            }
            else
            {
                m_Shield.fillAmount = 0f;
            }
 
        }
    }
 
 
 
 
 
}