using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; public class MinggeWin : UIBase { [SerializeField] Button seeAttrBtn; [SerializeField] MinggeEquipCell[] equipCells; [SerializeField] public UIEffectPlayer tyEffect; //推演特效 [SerializeField] Image dropIcon; [SerializeField] Image dropSkillIcon; [SerializeField] MoneyMoveByPath moneyMoveByPathCell; //掉落物金钱 [SerializeField] Transform caseesObj; [SerializeField] Text rankLevelText; [SerializeField] Text processExpText; [SerializeField] Image processImg; [SerializeField] UIEffectPlayer processEffect; [SerializeField] UIEffectPlayer lvUpEffect; [SerializeField] Text[] suiteNameTexts; //带按钮 [SerializeField] Text[] baseAttrTexts; [SerializeField] Text[] fightAttrTexts; [SerializeField] Button autoBtn; [SerializeField] UIEffectPlayer autoEffect; //开 [SerializeField] Image autoImg; //关 [SerializeField] Button prayBtn; [SerializeField] Button tyBtn; [SerializeField] Image tyItemImg; [SerializeField] Text tyItemCntText; [SerializeField] Button funPresetBtn; FuncPresetChooseCells presetChooseCells; int lastLV = 0; int lastExp = 0; protected override void InitComponent() { var presetObj = UIUtility.CreateWidget("FuncPresetChooseCells", "FuncPresetChooseCells"); presetObj.transform.SetParentEx(caseesObj, Vector3.zero, Quaternion.identity, Vector3.one); presetChooseCells = presetObj.GetComponent(); presetChooseCells.ChangeAlignment(TextAnchor.MiddleCenter); seeAttrBtn.AddListener(() => { var skillTypeDict = MinggeManager.Instance.GetMinggeSkillTypeIDDict(); var skillDict = new Dictionary(); foreach (var kvp in skillTypeDict) { skillDict[kvp.Key] = kvp.Value.Count; } AttributeManager.Instance.OpenMinggeSimpleAttributeWin(MinggeManager.Instance.minggeAttrDict, skillDict); }); tyBtn.AddListener(CheckTuiyan); for (int i = 0; i < suiteNameTexts.Length; i++) { int index = i; suiteNameTexts[i].GetComponent