using System;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Snxxz.UI
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{
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public class SkillWin : Window
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{
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[SerializeField] Button m_Close;
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[SerializeField] Button m_Left;
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[SerializeField] Button m_Right;
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[SerializeField] FunctionButton m_ActSkill;
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[SerializeField] FunctionButton m_PassSkill;
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[SerializeField] FunctionButton m_Talent;
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[SerializeField] FunctionButton m_TreasureSkill;
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[SerializeField] FunctionButtonGroup m_FuncGroup;
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[Header("拖动延迟")]
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[SerializeField] float m_OnDragDelay = 0.1f;
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SkillModel m_Model;
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SkillModel model {
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get {
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return m_Model ?? (m_Model = ModelCenter.Instance.GetModel<SkillModel>());
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}
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}
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protected override void BindController()
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{
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model.onDragDelay = m_OnDragDelay;
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}
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protected override void AddListeners()
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{
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m_Close.onClick.AddListener(OnClose);
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m_ActSkill.onClick.AddListener(OnAccordFunc);
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m_PassSkill.onClick.AddListener(OnPassFunc);
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m_Talent.onClick.AddListener(OnTalentFunc);
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m_TreasureSkill.onClick.AddListener(OnTreasureSkillFunc);
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m_Left.onClick.AddListener(() => {
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m_FuncGroup.TriggerLast();
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});
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m_Right.onClick.AddListener(() => {
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m_FuncGroup.TriggerNext();
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});
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}
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private void OnPassFunc()
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{
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CloseChild();
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functionOrder = m_PassSkill.order;
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WindowCenter.Instance.Open<SkillPassWin>();
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}
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private void OnTalentFunc()
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{
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CloseChild();
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functionOrder = m_Talent.order;
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WindowCenter.Instance.Open<TalentWin>();
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}
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private void OnAccordFunc()
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{
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CloseChild();
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functionOrder = m_ActSkill.order;
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WindowCenter.Instance.Open<SkillAccordWin>();
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}
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private void OnTreasureSkillFunc()
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{
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CloseChild();
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functionOrder = m_TreasureSkill.order;
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WindowCenter.Instance.Open<TreasureSkillWin>();
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}
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protected override void OnPreOpen()
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{
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}
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protected override void OnActived()
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{
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base.OnActived();
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if (functionOrder == 0 && model.jumpToPass)
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{
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functionOrder = m_PassSkill.order;
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model.jumpToPass = false;
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}
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m_FuncGroup.TriggerByOrder(functionOrder);
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}
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protected override void OnAfterOpen()
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{
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}
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protected override void OnPreClose()
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{
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model.jumpToPass = false;
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}
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protected override void OnAfterClose()
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{
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if (!WindowJumpMgr.Instance.IsJumpState)
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{
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WindowCenter.Instance.Open<MainInterfaceWin>();
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}
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}
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void OnClose()
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{
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CloseChild();
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CloseImmediately();
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}
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void CloseChild()
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{
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var children = WindowConfig.Get().FindChildWindows("SkillWin");
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foreach (var window in children)
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{
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WindowCenter.Instance.Close(window);
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}
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}
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}
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}
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