少年修仙传客户端代码仓库
client_Wu Xijin
2019-06-13 033958214c0b16d7e7b93cc821b018c295251867
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Thursday, September 14, 2017
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
 
namespace Snxxz.UI
{
 
    public class ExperienceFloat : MonoBehaviour
    {
        [SerializeField] ScreenMoveTo m_MoveTo;
        [SerializeField] UIAlphaTween m_AlphaTween;
 
        [SerializeField] Text m_Experience;
        [SerializeField] Text m_ExperienceRate;
 
        public Pattern pattern { get; set; }
 
        int sourceBuf = -1;
        long experienceBuf = 0;
        int experienceRateBuf = 0;
 
        private void Start()
        {
 
        }
 
        public void Begin(int _source, long _experience)
        {
            if (experienceBuf != _experience)
            {
                experienceBuf = _experience;
                m_Experience.text = StringUtility.Contact("+$", _experience);
            }
 
            if (sourceBuf != _source || experienceRateBuf != PlayerDatas.Instance.totalExpRate)
            {
                sourceBuf = _source;
                experienceRateBuf = PlayerDatas.Instance.totalExpRate;
 
                switch (_source)
                {
                    case 2:
                    case 5:
                        m_ExperienceRate.text = StringUtility.Contact("(", experienceRateBuf / 100, "%)");
                        break;
                    case 4:
                        m_ExperienceRate.text = StringUtility.Contact("(", experienceRateBuf / 100 + 100, "%)?");
                        break;
                    case 6:
                        m_ExperienceRate.text = "!";
                        break;
                    default:
                        m_ExperienceRate.text = "";
                        break;
                }
            }
 
            m_MoveTo.Begin(OnFloatEnd);
            m_Experience.color = m_Experience.color.SetA(1f);
            m_AlphaTween.SetStartState();
            m_AlphaTween.Play();
        }
 
        public void SetEnable(bool _enable)
        {
            m_MoveTo.enabled = _enable;
            m_AlphaTween.enabled = _enable;
        }
 
        private void OnFloatEnd()
        {
            ExperienceFloatPool.Recycle(this);
        }
 
        public enum Pattern
        {
            Normal = 1,
            LongFeng = 2,
        }
 
    }
 
    public class ExperienceFloatPool
    {
        static Dictionary<int, GameObjectPoolManager.GameObjectPool> pools = new Dictionary<int, GameObjectPoolManager.GameObjectPool>();
 
        public static ExperienceFloat Require(ExperienceFloat.Pattern _pattern)
        {
            var patternInt = (int)_pattern;
            GameObjectPoolManager.GameObjectPool pool;
            if (!pools.ContainsKey(patternInt))
            {
                var prefab = UILoader.LoadPrefab(StringUtility.Contact("ExperienceFloat_", patternInt));
                pool = GameObjectPoolManager.Instance.RequestPool(prefab);
                pool.AddReleaseListener(ReleaseCallBack);
 
                pools[patternInt] = pool;
            }
            else
            {
                pool = pools[patternInt];
            }
 
            if (pool != null)
            {
                var instance = pool.Request();
                var experienceFloat = instance.GetComponent<ExperienceFloat>();
                experienceFloat.SetEnable(true);
                experienceFloat.pattern = _pattern;
                return experienceFloat;
            }
            else
            {
                return null;
            }
        }
 
        public static void Recycle(ExperienceFloat _float)
        {
            if (_float == null)
            {
                return;
            }
 
            var patternInt = (int)_float.pattern;
            if (pools.ContainsKey(patternInt))
            {
                pools[patternInt].Release(_float.gameObject);
            }
 
        }
 
        public static void RecycleAll()
        {
            foreach (var pool in pools.Values)
            {
                if (pool != null)
                {
                    pool.ReleaseAll();
                }
            }
 
        }
 
        static void ReleaseCallBack(GameObject _go)
        {
            var behaviour = _go.GetComponent<ExperienceFloat>();
            behaviour.SetEnable(false);
        }
 
    }
 
 
}