NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/UI/LevelFight/UIPassGameController.cs

630 lines
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C#
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using System.Collections.Generic;
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using System.Linq;
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using cfg.CharacterCfg;
using cfg.LevelCfg;
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using Cysharp.Threading.Tasks;
using Framework;
using Gameplay;
using Gameplay.Character;
using Gameplay.Guide;
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using Gameplay.Level;
using Gameplay.Net;
using Gameplay.Unit;
using NLDPB;
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using TMPro;
using UnityEngine;
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using UnityEngine.UI;
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using Image = UnityEngine.UI.Image;
using DG.Tweening;
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public class UIPassGameController : UIWindow
{
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//UI GameObj
///Auto Gen Start///
public Image Image_WinBG;
public Image Image_PosterLu;
public Image Image_TextRect;
public TMP_Text Text_Win;
public Image Image_BlueBar;
public TMP_Text Text_LevelNum;
public TMP_Text Text_LevelName;
public TMP_Text Text_FightTime;
public Image Image_Clock;
public TMP_Text Text_Time;
public TMP_Text Text_CharacterID;
public TMP_Text Text_CharacterLV;
public Image Image_EXEmpty;
public Image Image_EXFull;
public TMP_Text Text_EX;
public TMP_Text Text_LVUp;
public TMP_Text Text_Target;
public Image Image_DownShadow;
public TMP_Text Text_GeneralEX;
public Image Image_ELogo;
public TMP_Text Text_EXPHave;
public TMP_Text Text_EXPGet;
public TMP_Text Text_Mode;
///Auto Gen End///
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public static async UniTask<UIWindow> Open(ItemList itemList)
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{
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return await UIManager.Instance.CreateAndOpenWindow(UINameConst.UIPassGame, itemList);
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}
/// <summary>
/// 高斯模糊遮罩
/// </summary>
private RawImage rawImageGaussianBlurMask;
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/// <summary>
/// 台词文本
/// </summary>
private TMP_Text textDialogue;
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/// <summary>
/// 角色名
/// </summary>
private TMP_Text textName;
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private List<Image> _imgWinStar;
private List<Image> _imageFailedStart;
private List<GameObject> _aimObjList;
private int _levelID;
private List<GameObject> _itemHeadList;
private List<uint> _charIDs;
private ItemList _itemList;
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/// <summary>
/// 台词语音
/// </summary>
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private AudioInst dialogueAudio;
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/// <summary>
/// 是否正在播放台词语音
/// </summary>
public bool IsDialoguePlaying
{
get { return dialogueAudio != null && dialogueAudio.IsPlaying; }
}
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private bool _isPlayingAnim; //是否正在播放升级动画
private int _playerLvUp; //获取到的升级
private float _playerExpUp; //需要最后涨的经验值
private Sequence _seq;
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public override void PreLoad(object data = null)
{
base.PreLoad(data);
if (data != null)
{
_itemList = data as ItemList;
}
}
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// Use this for initialization
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public override void OnInit()
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{
//bind UI GameObj
UIPassGameBinder.GetComponents(this);
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Text_Mode = GetComponent<TMP_Text>("Image_WinBG/Text_Win/Text_Mode");
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textName = GetComponent<TMP_Text>("Image_WinBG/Image_PosterLu/Image_ActorLineBG/Text_Name");
textDialogue = GetComponent<TMP_Text>("Image_WinBG/Image_PosterLu/Image_ActorLineBG/Text_Describe");
rawImageGaussianBlurMask = GetComponent<RawImage>("GaussianBlurMask");
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rawImageGaussianBlurMask.texture = CommonUtils.GetScreenTexture2D();
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BindButton("Button_Close", _OnClickClose);
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_imgWinStar = new List<Image>();
_imageFailedStart = new List<Image>();
_aimObjList = new List<GameObject>();
_itemHeadList = new List<GameObject>();
_charIDs = new List<uint>();
for (int i = 0; i < 3; i++)
{
var img = GetComponent<Image>("Image_WinBG/MissionDetail/ImageMissionBar" + i + "/ImageWinStart");
var imgFail = GetComponent<Image>("Image_WinBG/MissionDetail/ImageMissionBar" + i + "/ImageFailedStart");
_imgWinStar.Add(img);
_imageFailedStart.Add(imgFail);
_aimObjList.Add(FindObj("Image_WinBG/MissionDetail/ImageMissionBar" + i));
}
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for (int i = 0; i < 7; i++)
{
var go = FindObj("Image_WinBG/HeroLevelUp/Image_DownShadow/ItemHead" + i);
_itemHeadList.Add(go);
}
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}
public override void OnRelease()
{
base.OnRelease();
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AudioManager.Instance.AudioMgrObj.StopAllSounds();
if (_seq != null)
{
DOTween.Kill(_seq);
_seq = null;
}
}
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private void _Refresh()
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{
var team = LevelManager.Instance.SettleData.Team;
var charIDArray = team.GetCharacterIDs();
for (int i = 0; i < charIDArray.Length; i++)
{
if (charIDArray[i] != Team.NONE_ID)
{
_charIDs.Add(charIDArray[i]);
}
}
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_RefreshInfo();
_RefreshMissionDetail();
_RefreshCommonExp();
_RefreshHeads();
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if (charIDArray.Count() > 0)
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{
int id = (int)charIDArray[0];
DataCharacterAttri dataCharacterAttri = TableManager.Instance.Tables.CharacterAttri.Get(id);
if (dataCharacterAttri == null)
{
DebugUtil.LogError($"获取角色配置失败id{id}");
return;
}
textName.text = CommonUtils.GetLocalizeText(dataCharacterAttri.Name);
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dialogueAudio = DialogueManager.Instance.PlayDiaogue(id,
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cfg.DialogueCfg.E_DialogueType.LevelWin,
(content) => { textDialogue.text = content; });
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}
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}
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//invoke when open window
protected override void OnShowWindow(object data)
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{
_levelID = LevelManager.Instance.SettleData.LevelID;
_Refresh();
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}
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protected override void OnUpdate()
{
base.OnUpdate();
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Image_TextRect.gameObject.IsScaleShow(IsDialoguePlaying);
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}
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protected override void OnHideWindow()
{
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//AudioManager.Instance.AudioMgrObj.StopAllSounds();
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base.OnHideWindow();
}
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#region RefreshWindow
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private void _RefreshInfo()
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{
_RefreshMapDetail();
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}
private void _RefreshMapDetail()
{
_RefreshTime();
_RefreshLevelInfo();
_RefreshPlayerInfo();
}
private async void _RefreshLevelInfo()
{
var level = LevelManager.Instance.CurrLevel;
//var levelName = level.Name;
//Text_LevelName.text = levelName;
Text_Mode.text = CommonUtils.GetCurLevelTypeStr();
Text_LevelNum.text = LevelManager.Instance.LevelIDToNum(level.ID);
}
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private void _RefreshTime()
{
var minutes = TeamManager.Instance.GetFightPastMinute();
var seconds = TeamManager.Instance.GetFightPastSecond();
var timeStr = "";
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if (minutes >= 10)
{
timeStr += minutes;
}
else
{
timeStr += "0";
timeStr += minutes;
}
timeStr += ":";
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if (seconds >= 10)
{
timeStr += seconds;
}
else
{
timeStr += "0";
timeStr += seconds;
}
Text_Time.text = timeStr;
}
private void _RefreshPlayerInfo()
{
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var playerName = Actor.Instance.Base.Nickname;
var playerLv = Actor.Instance.Base.GetProp(ActorProp.Level);
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Text_CharacterID.text = playerName;
if (GuideManager.Instance.IsGuiding && 100001 == LevelManager.Instance.CurrLevel.ID)
Text_CharacterID.gameObject.IsScaleShow(false);
else
Text_CharacterID.gameObject.IsScaleShow(true);
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Text_CharacterLV.text = "LV." + playerLv;
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//var actorCfg = ActorLevelTableHelper.Instance.Get((int)playerLv);
var max = ActorLevelTableHelper.Instance.GetLevelUpExp((int)playerLv);//actorCfg.Exp;
var cur = Actor.Instance.Base.GetProp(ActorProp.Exp);
var process = (float)cur / max;
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var oldLvExp = LevelManager.Instance.SettleData.PlayerLvExp;
var lvDiff = playerLv - oldLvExp.Lv;
var oldLv = oldLvExp.Lv;
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int add = _CalculateExp();
Image_EXFull.fillAmount = (float)oldLvExp.Exp / max;
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Text_LVUp.text = "+" + add;
Text_EX.text = cur + "/" + max;
//Image_EXFull.fillAmount = process;
_playerLvUp = (int)lvDiff;
_PlayAnim(process);
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}
private int _CalculateExp()
{
int retExp = 0;
var oldExp = LevelManager.Instance.SettleData.PlayerLvExp.Exp;
var oldLv = LevelManager.Instance.SettleData.PlayerLvExp.Lv;
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var curLv = Actor.Instance.Base.GetProp(ActorProp.Level);
var curExp = Actor.Instance.Base.GetProp(ActorProp.Exp);
if (oldLv < curLv)
{
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var oldActorLvExp = ActorLevelTableHelper.Instance.GetLevelUpExp((int)oldLv);//Cfg = ActorLevelTableHelper.Instance.Get((int)oldLv);
retExp += oldActorLvExp - (int)oldExp;
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for (uint i = oldLv + 1; i < curLv; i++)
{
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var curLvExp = ActorLevelTableHelper.Instance.GetLevelUpExp((int)i);
retExp += curLvExp;
}
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retExp += (int)curExp;
}
else
{
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retExp += (int)(curExp - oldExp);
}
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return retExp;
}
private void _RefreshMissionDetail()
{
_RefreshStars();
_RefreshAimInfo();
}
private void _RefreshStars()
{
var starCount = LevelManager.Instance.CurrentLevel.StarCount;
for (int i = 0; i < _imgWinStar.Count; i++)
{
var isFinish = LevelManager.Instance.CurrentLevel.GetStarIsSuccess(i);
_imgWinStar[i].gameObject.SetActive(isFinish);
_imageFailedStart[i].gameObject.SetActive(!isFinish);
}
}
private void _RefreshAimInfo()
{
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//var levelInfo = LevelManager.Instance.GetLevelInfoByID(_levelID);
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var levelCfg = TableManager.Instance.Tables.Level.GetOrDefault(_levelID);
var levelRewardID = new List<List<int>>(3);
if (levelCfg != null)
{
levelRewardID.Add(new List<int>(levelCfg.StarRewardID1));
levelRewardID.Add(new List<int>(levelCfg.StarRewardID2));
levelRewardID.Add(new List<int>(levelCfg.StarRewardID3));
}
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for (int i = 0; i < _aimObjList.Count; i++)
{
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var txtContent = "";
var aimObj = _aimObjList[i];
var txtDesc = CommonUtils.GetComponent<TMP_Text>(aimObj, "TextDescribe");
var isFinish = LevelManager.Instance.CurrentLevel.GetStarIsSuccess(i);
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var txtGetItem = CommonUtils.GetComponent<TMP_Text>(aimObj, "TextGetItem");
var txtGetItemFailed = CommonUtils.GetComponent<TMP_Text>(aimObj, "TextGetItemFailed");
txtGetItem.gameObject.SetActive(isFinish);
txtGetItemFailed.gameObject.SetActive(!isFinish);
txtDesc.text = LevelManager.Instance.CurrentLevel.GetStarTargetLocalization(i);
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if (levelCfg != null)
{
var levelRewardL = levelRewardID[i];
if (levelRewardL.Count > 0)
{
var itemList = CommonUtils.GetFilterRewardItemList(levelRewardL);
for (int n = 0; n < itemList.Count; n++)
{
var list = itemList[n];
var itemID = list.ID;
var itemCfg = TableManager.Instance.Tables.Item.GetOrDefault(itemID);
if (itemCfg != null)
{
var name = CommonUtils.GetLocalizeText(itemCfg.NameLocal);
txtContent += name + "x" + list.Count;
}
}
}
}
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txtGetItem.text = txtContent;
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txtGetItemFailed.text = txtContent;
}
}
private void _RefreshCommonExp()
{
var list = _itemList.Lists;
int itemCount = 0;
for (var i = ItemSource.LevelPassNormal; i <= ItemSource.LevelPassStar3; i++)
{
itemCount += _CalculateExpItemCount(list[(int)i]);
}
var settleData = LevelManager.Instance.SettleData;
Text_EXPHave.text = settleData.CommonExp.ToString();
Text_EXPGet.text = "+" + itemCount;
}
private int _CalculateExpItemCount(ItemCounts itemCounts)
{
int retCount = 0;
if (itemCounts.Ids.Count > 0)
{
var idx = itemCounts.Ids.IndexOf(3);
if (idx >= 0)
{
var count = itemCounts.Counts[idx];
retCount = (int)count;
}
}
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return retCount;
}
private void _RefreshHeads()
{
for (int i = 0; i < _itemHeadList.Count; i++)
{
_RefreshHead(i);
}
}
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private async void _RefreshHead(int idx)
{
var item = _itemHeadList[idx];
if (idx >= _charIDs.Count)
{
item.SetActive(false);
return;
}
item.SetActive(true);
var uid = _charIDs[idx];
var headNode = CommonUtils.GetComponent<UIHeadItemNode>(item, "HeadNode");
if (headNode)
{
var headInfo = new UIHeadInfo(uid);
headNode.SetData(headInfo);
headNode.Refresh(false);
}
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var txtTeamIdx = CommonUtils.GetComponent<TMP_Text>(item, "Image_SerialNumber/Text_Number");
var team = LevelManager.Instance.SettleData.Team;
var teamIdx = team.GetCharacterIdx(uid);
txtTeamIdx.text = teamIdx.ToString();
var imgPro = CommonUtils.GetComponent<Image>(item, "ImageProfessionRect/ImageProfession");
var job = CommonUtils.GetProfessionByUid(uid);
var jobData = TableManager.Instance.Tables.JobAttri.GetOrDefault((int)job);
var spritePath = jobData.IconPath;
var sprite = await LoadAssetAsync<Sprite>(spritePath);
imgPro.sprite = sprite;
//txtTeamIdx.text =
var txtExpAdd = CommonUtils.GetComponent<TMP_Text>(item, "ImageHeroEXpEmpty/TextHeroEXPUp");
var imgExpProcess = CommonUtils.GetComponent<Image>(item, "ImageHeroEXpEmpty/ImageHeroEXpFull");
var txtLv = CommonUtils.GetComponent<TMP_Text>(item, "TextHeroLV");
var addExp = _CalculateCharExpAdd(uid);
if (addExp > 0)
{
txtExpAdd.text = "+" + addExp;
}
else
{
txtExpAdd.text = "";
}
if (CharacterDataInfoManager.Instance.DataDic.TryGetValue(uid, out var charDataInfo))
{
var cur = charDataInfo.Exp;
var cfg = TableManager.Instance.Tables.CharacterLevelExp.GetOrDefault((int)charDataInfo.Level);
var process = (float)cur / cfg.EXP;
imgExpProcess.fillAmount = process;
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txtLv.text = "LV " + charDataInfo.Level;
}
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var imgLikely = CommonUtils.GetComponent<Image>(item, "ImageFavorate");
var txtLikely = CommonUtils.GetComponent<TMP_Text>(item, "ImageFavorate/TextFavorateEXp");
var likely = _CalculateLikely(uid);
if (likely > 0)
{
txtLikely.text = "+" + likely;
imgLikely.gameObject.SetActive(true);
}
else
{
imgLikely.gameObject.SetActive(false);
}
}
#endregion
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#region Data
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private int _CalculateCharExpAdd(uint roleID)
{
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int add = 0;
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var lvExp = LevelManager.Instance.SettleData.ExpDic[roleID];
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if (CharacterDataInfoManager.Instance.DataDic.TryGetValue(roleID, out var charDataInfo))
{
var oldLv = lvExp.Lv;
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var oldExp = (int)lvExp.Exp;
var curLv = charDataInfo.Level;
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var curExp = (int)charDataInfo.Exp;
if (curLv == TableManager.Instance.Tables.CharacterLevelExp.DataList.Count)
{
return 0;
}
if (oldLv < curLv)
{
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var expCfg = TableManager.Instance.Tables.CharacterLevelExp.GetOrDefault((int)oldLv + 1);
add += (expCfg.EXP - oldExp);
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for (uint i = oldLv + 1; i < curLv; i++)
{
var cfg = TableManager.Instance.Tables.CharacterLevelExp.GetOrDefault((int)i);
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add += cfg.EXP;
}
add += curExp;
}
else
{
add += curExp - oldExp;
}
}
return add;
}
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private int _CalculateLikely(uint roleID)
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{
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int retCount = 0;
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var lvExp = LevelManager.Instance.SettleData.FavorDic[roleID];
if (CharacterDataInfoManager.Instance.DataDic.TryGetValue(roleID, out var charDataInfo))
{
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var oldExp = (int)lvExp.Exp;
var oldLv = (int)lvExp.Lv;
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var curLv = (int)charDataInfo.LikelyLevel;
var curExp = (int)charDataInfo.LikelyExp;
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if (oldLv < curLv)
{
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var expCfg = TableManager.Instance.Tables.CharacterLikability.Get((int)roleID, oldLv + 1);
if (expCfg == null)
{
return 0;
}
retCount += expCfg.LikabilityExp - oldExp;
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for (int i = oldLv + 1; i < curLv; i++)
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{
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var cfg = TableManager.Instance.Tables.CharacterLikability.Get((int)roleID, i + 1);
retCount += cfg.LikabilityExp;
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}
retCount += curExp;
}
else
{
retCount += curExp - oldExp;
}
}
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return retCount;
}
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#endregion
private async void _OnClickClose()
{
if (_isPlayingAnim)
return;
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await UI_GetItemSettleController.Open(_itemList);
CloseWindow();
}
#region Anim
private async void _PlayAnim(float process)
{
if (!_isPlayingAnim)
{
_seq = DOTween.Sequence();
//await UniTask.Delay(250);
_seq.AppendInterval(0.4f);
if (_playerLvUp > 0)
{
for (int i = 1; i <= _playerLvUp; i++)
{
_seq.Append(Image_EXFull.DOFillAmount(1, 0.8f));
_seq.AppendCallback(() =>
{
Image_EXFull.fillAmount = 0;
});
}
}
if (process > 0)
{
_seq.Append(Image_EXFull.DOFillAmount(process, 0.5f));
_seq.AppendInterval(0.25f);
_seq.AppendCallback(_ShowRewardWindow);
}
}
}
private async void _ShowRewardWindow()
{
if (_playerLvUp < 1)
{
return;
}
var oldLvExp = LevelManager.Instance.SettleData.PlayerLvExp;
var curLv = Actor.Instance.Base.GetProp(ActorProp.Level);
await UI_PlayerLevelUpInfoController.Open((int)oldLvExp.Lv, (int)curLv);
}
#endregion
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}