using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System.Linq; using System.Text.RegularExpressions; using System; namespace Snxxz.UI { public class MethodToWin : Window ,SecondWindowInterface { //心法 [SerializeField] ScrollerController m_ScrollerController; private int indexID = -1;//获取默认选中 [SerializeField] Transform _SkillContentBGM;//右侧信息面板 [SerializeField] Text _SkillLevelText;//当前技能等级信息 [SerializeField] Image _SkillImage;//技能图标 [SerializeField] Text m_LowerCurrentAttribute;//当前属性文本框 [SerializeField] Text m_Properties;//下级属性框文本 [SerializeField] Text m_PrimaryAttribute;//基本属性文本 [SerializeField] Text m_PrimaryAttributeA;//当前属性 [SerializeField] Text _NeedNum;//所需的贡献度 [SerializeField] Button _UpSkillBtn;//升级按钮 [SerializeField] RedpointBehaviour m_RedpointBehaviourUpBtn; [SerializeField] GameObject m_gameObject; [SerializeField] Button m_ApproachButton; public bool _request = false;//控制刷新 Dictionary _dicFamilylv;//心法学习等级 Dictionary _dicFamilyIcon;//心法Icon Dictionary _dicFamilyName;//心法名 private AchievementGuideEffect AchievementGuideEffect1; enum BasicAttribute { BasicsAttack = 1,//基础攻击 BasicsLife = 2,//基础生命 BasicsDefense = 3,//基础防御 BasicsScoreAHit = 4,//基础命中 BasicsDodge = 5,//基础闪避 Hurt = 6,//真实伤害 Resistance = 7,//真实抵抗 } public void Basic_Attribute(int id) { switch ((BasicAttribute)id) { case BasicAttribute.BasicsAttack: m_PrimaryAttribute.text = string.Format(Language.Get("MethodTo_C"), PlayerDatas.Instance.baseData.BasicsMaxAttack); break; case BasicAttribute.BasicsLife: m_PrimaryAttribute.text = string.Format(Language.Get("MethodTo_D"), PlayerDatas.Instance.baseData.BasicsLife); break; case BasicAttribute.BasicsDefense: m_PrimaryAttribute.text = string.Format(Language.Get("MethodTo_E"), PlayerDatas.Instance.baseData.BasicsDefense); break; case BasicAttribute.BasicsScoreAHit: m_PrimaryAttribute.text = string.Format(Language.Get("MethodTo_F"), PlayerDatas.Instance.baseData.BasicsScoreAHit); break; case BasicAttribute.BasicsDodge: m_PrimaryAttribute.text = string.Format(Language.Get("MethodTo_G"), PlayerDatas.Instance.baseData.BasicsDodge); break; case BasicAttribute.Hurt: m_PrimaryAttribute.text = string.Format(Language.Get("MethodTo_H"), PlayerDatas.Instance.extersion.realATK); break; case BasicAttribute.Resistance: m_PrimaryAttribute.text = string.Format(Language.Get("MethodTo_I"), PlayerDatas.Instance.extersion.realDEF); break; } } PlayerMethodData M_Method; PlayerMethodData method { get { return M_Method ?? (M_Method = ModelCenter.Instance.GetModel()); } } PlayerMainDate M_mainModel; PlayerMainDate mainModel { get { return M_mainModel ?? (M_mainModel = ModelCenter.Instance.GetModel()); } } public Button close { get; set; } protected override void BindController() { if (this is SecondWindowInterface) { var frame = this.GetComponentInChildren(); frame.Create(); close = frame.GetComponentInChildren