少年修仙传客户端代码仓库
System/Skill/ExpertSkillConditionCell.cs
@@ -1,20 +1,46 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Snxxz.UI
{
    public class ExpertSkillConditionCell : CellView
    public class ExpertSkillConditionCell : ScrollItem
    {
        [SerializeField] UIAlphaTween m_AlphaTween;
        [SerializeField] UILinerMove m_LinerMove;
        [SerializeField] Text m_Condition;
        [SerializeField] Text m_Description;
        [SerializeField] Image m_Line;
        [SerializeField] UIEffect m_Effect;
        public UIAlphaTween alphaTween
        {
            get { return m_AlphaTween; }
        }
        public UILinerMove linerMove
        {
            get { return m_LinerMove; }
        }
        int skillId = 0;
        int level = 0;
        TreasureSkillModel model { get { return ModelCenter.Instance.GetModel<TreasureSkillModel>(); } }
        public void Display(int skillId, int level)
        public override void Display(object _data)
        {
            var data = (int)_data;
            skillId = data / 100;
            level = data % 100;
            m_AlphaTween.SetStartState();
            var activeLevel = 0;
            model.TryGetExpertActiveLevel(skillId, out activeLevel);
            var skillConfig = SkillConfig.Get(skillId + level - 1);
            var property = skillConfig.RequireProperty();
            var propertyConfig = PlayerPropertyConfig.Get(property);
@@ -25,13 +51,44 @@
            var currentValue = UIHelper.GetPropertyValue((PropertyType)property);
            if (currentValue >= skillConfig.RequirePropertyValue())
            if (activeLevel >= level)
            {
                m_Description.color = UIHelper.s_LightYellow;
                m_Condition.color = UIHelper.s_Gold;
            }
            else
            {
                m_Description.color = UIHelper.s_BrightWhiteColor;
                m_Condition.color = UIHelper.s_BrightWhiteColor;
                if (currentValue >= skillConfig.RequirePropertyValue())
                {
                    m_Condition.text += UIHelper.AppendColor(TextColType.Green, "(可激活)");
                }
            }
            model.expertActiveRefresh -= ExpertActiveRefresh;
            model.expertActiveRefresh += ExpertActiveRefresh;
        }
        public override void Dispose()
        {
            base.Dispose();
            m_AlphaTween.SetStartState();
            model.expertActiveRefresh -= ExpertActiveRefresh;
        }
        private void ExpertActiveRefresh(int id)
        {
            if (skillId == id)
            {
                var activeLevel = 0;
                model.TryGetExpertActiveLevel(id, out activeLevel);
                if (activeLevel == level)
                {
                    m_Effect.Play();
                }
                Display(skillId * 100 + level);
            }
        }
    }