using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TableConfig; using System; using Snxxz.UI; //强化界面面板 public class StrengtheningSripts : MonoBehaviour { [SerializeField] ItemCell UpIteemCell; [SerializeField] ItemCell NowIteemCell; [SerializeField] ItemCell FullIteemCell; [SerializeField] Text GradeTextNext; [SerializeField] Text m_DefenseText;//防御力 [SerializeField] Text m_DefenseNum;//防御增加值 [SerializeField] Text m_LifeValueText;//生命 [SerializeField] Text m_LifeValueNum;//生命增加值 [SerializeField] Text m_AttText;//攻击 [SerializeField] Text m_AttNum;//攻击增加值 [SerializeField] Text m_Money_text;//背包铜钱数量 [SerializeField] Text m_PromoteLimit; private Dictionary _toggleName = new Dictionary();//关于响应事件字典存储 Dictionary _toponym = new Dictionary(); private string[] _locationSort = new string[] { };//装备位优先级数组 private List _wear = new List();//有穿戴的装备 private List _notWear = new List();//未穿戴的装备 private List _fullLevel = new List();//满阶的装备 private GameObject _ScrollRectPanel;//活动框面板 private Transform _content;//Toggle组 public ScrollRect _Scrobar;//索引条 private Button _stopBtn;//停止强化 private Button _strengBtn;//强化按钮 private Button _automaticBtn;//自动强化按钮 private Text _StrengImage;//强化Image private Image TheningFloor;//控制显隐 private Transform _TheningTop;//强化面板总 private Transform _GridGreenImage;//强化面板 private Image _gridAblueImage;//所需的金币 private Text _moneyText;//需要升级的金钱 private Button _MoneyButton;//金币按钮弹框 private Text _gradText;//当前等级 private Slider _slider;//经验条 private Text _sliderText;//熟练度 private Transform _GridGreenB;//满级面板 private Text _LevelTextB;//满级的等级 private Slider _GBSlider;//满级滑动条 private Text _FillAText;//满级超出内容 private Transform _AttributesBig;//未装备面板 private int _tag;//用来当做标记位(当前的装备位置) private int _StrengtheningType = 0;//强化类型标记 private int _StrengthenLevel = 0;//用来标记当前强化等级 private ulong _money;//需要消耗的钱数 EquipmentInitialization _equipment; private bool _boolIE;//是否再强化中 private bool _open = true; private bool _ToggleDown = true;//默认第一次 private int _lvInt; int _numberText; private float _flotA; private float _flotB; private bool _effects = true; public Transform _TheningFloor; public IntensifySmoothSlider _SmoothSlider;//Slider PackModelInterface packModelInterface = new PackModelInterface(); GetItemPathModel _GetItemPath; GetItemPathModel GetItemPath { get { return _GetItemPath ?? (_GetItemPath = ModelCenter.Instance.GetModel()); } } PlayerStrengthengDatas m_StrengthengModel; PlayerStrengthengDatas strengthengmodel { get { return m_StrengthengModel ?? (m_StrengthengModel = ModelCenter.Instance.GetModel()); } } ItemTipsModel _itemTipsModel; ItemTipsModel itemTipsModel { get { return _itemTipsModel ?? (_itemTipsModel = ModelCenter.Instance.GetModel()); } } PlayerPackModel _playerPack; PlayerPackModel playerPack { get { return _playerPack ?? (_playerPack = ModelCenter.Instance.GetModel()); } } PlayerMainDate m_MainModel; PlayerMainDate onMainModel { get { return m_MainModel ?? (m_MainModel = ModelCenter.Instance.GetModel()); } } PlayerTaskDatas m_PlayerTask; public static Action IsFightUp; [SerializeField] UIEffect _UIEffect1A; [SerializeField] UIEffect _UIEffect1B; [SerializeField] UIEffect _UIEffect1C; [SerializeField] UIEffect _UIEffect1D; [SerializeField] GameObject m_ImageBGObj; public float _Delaytime = 0.1f;//延迟时间 public float _Contracttime = 0.15f;//发包时间 void Awake() { #region 属性赋值 _ScrollRectPanel = this.transform.Find("StrengBackground/ManagementFrame/ScrollRectPanel").gameObject; _content = this.transform.Find("StrengBackground/ManagementFrame/ScrollRectPanel/Viewport/Content"); _stopBtn = this.transform.Find("BottomFrame/StopBtn").GetComponent