using cfg.CharacterCfg; using cfg.SkillCfg; using Cysharp.Threading.Tasks; using Framework; using Gameplay; using Gameplay.Character.Utils; using Gameplay.Guide; using Gameplay.Net; using NLDPB; using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using TMPro; using UnityEngine; using UnityEngine.UI; using Button = UnityEngine.UI.Button; using Image = UnityEngine.UI.Image; public class UI_CultivateController : UIWindow { #region UI //UI GameObj ///Auto Gen Start/// public Image Image_CultivateBG; public Image Image_UnderDark; public Image Image_Book; public Image Image_Document; public Image Image_BookShadow; public Image Image_Line; //public Image Image_BG; //public Button Button_Back; public Button Button_back; public TMP_Text Text_Back; public Button Button_Home; public Image Image_Cultivate_BG_Black; public Image Image_Black; public Image Image_Poster00; public Image Image_BG_Rect; public Button Button_Look; public Button Button_ChangeSuit; public Image Image_CommandCostSign; public TMP_Text Text_CommandCost; public Image Image_GroupLogo; public Image Image_CharacterRegion; public Image Image_Blow_Shadow; public Image Image_BottomDark; public Image Image_NameInfo; public Image Image_Profession_Logo; public TMP_Text Text_CharacterName; public TMP_Text Text_RussiaName; public Button Button_LevelPlus; public Image Image_LevelBar; public Image Image_Level_Arrow; public TMP_Text Text_Level_Max; public TMP_Text Text_Exp_Now; public TMP_Text Text_Level_Now; public Button Button_LevelPlusLimited; public Image Image_NeedRankUp; public Image Image_LevelBar_Max; public TMP_Text Text_Level_Now_Full; public TMP_Text Text_Level_Max_Full; public Image Image_AdvanceLevel; public Image Image_Advance01; public Image Image_Advance02; public Image Image_Advance03; public Image Image_Advance04; public TMP_Text Text_Advance; public TMP_Text Text_AdvanceName; public Image Image_RankLevel; public Image Image_Rank_01; public Image Image_Rank_02; public Image Image_Rank_03; public Image Image_Rank_04; public TMP_Text Text_Rank; public TMP_Text Text_RankName; public Button Button_RankPlus; public Image Image_UI_Cultivate_ActiveSkill; public Image Image_SkillLogo; public Image Image_UI_SkillCd; public TMP_Text Text_CDSecond; public TMP_Text Text_CDTme; public Image Image_Max; //public Button Button_ActiveSK_Arrow; public Button Button_SkillPlus; public TMP_Text Text_ActiveSkill; public TMP_Text Text_ActiveSkillName; public TMP_Text Text_PassiveSkill; public TMP_Text Text_Class; public TMP_Text Text_Class_Value; public Image Image_UI_Cultivate_ActiveSkill_Open; //public Button Button_ActiveSK_ArrowClose; public Image Image_Max_Open; public Image Image_SkillLogo_Open; public Image Image_SkillCd_Open; public TMP_Text Text_CDTme_Open; public TMP_Text Text_CDSecond_Open; public Button Button_SkillPlus_Open; public TMP_Text Text_ActiveSkill_Open; public TMP_Text Text_ActiveSkillName_Open; public TMP_Text Text_ActiveSkill_Info; public TMP_Text Text_PassiveSkill_Open; public TMP_Text Text_Class_Open; public TMP_Text Text_Class_Value_Open; public Image Image_PersonalAttri; public TMP_Text Text_PersonalAttri; public Button Button_AttributeInfo; public TMP_Text Text_PersonalAttriDetail; public Image Image_AttriHp; public TMP_Text Text_AttriHp; public TMP_Text Text_AttriHpNumber; public Image Image_AttriShiled; public TMP_Text Text_AttriShiled; public TMP_Text Text_AttriShiledfNumber; public Image Image_AttriProficiency; public TMP_Text Text_AttriProfi; public TMP_Text Text_AttriProfiNumber; public Image Image_AttriSolider; public TMP_Text Text_AttriSoli; public TMP_Text Text_AttriSoliNumber; public Image Image_AttriDefend; public TMP_Text Text_AttriDef; public TMP_Text Text_AttriDefNumber; public Image Image_AttriMoveSpeed; public TMP_Text Text_AttriMove; public TMP_Text Text_AttriMoveNumber; public Image Image_AttriBelong; public TMP_Text Text_AttriBelong; public Image Image_AttriWeapon; public TMP_Text Text_AttriWeapom; public Image Image_AttriBulletAttack; public TMP_Text Text_AttriBulletAttack; public Image Image_AttriBulletCapacity; public TMP_Text Text_AttriBulletCapacity; public Image Image_AttriBulletRadious; public PhxhSDK.PhxhScrollView ScrollView_DistanceScale; public Image Image_Favor; public Image Image_FavorIconBg; public Image Image_FavorIcon; public TMP_Text Text_Favor; public TMP_Text Text_FavorNumber; public TMP_Text Text_FavorRankNumber; public Image Image_Commander; public TMP_Text Text_Commander; public Image Image_DarkTop; public Image Image_DarkBottomThin; public Image Image_DarkLeft; public Image Image_DarkRight; public Image Image_TopBlackBar; public Image Image_BottomBlackBar; ///Auto Gen End/// #endregion UILeftCharanterUIType mCurLeftUICharacterType = UILeftCharanterUIType.EbaseAttri; List characterDataInfos = new List(); CharacterDataInfo mCurCharaData; int mCurIndex = 0;//当前人物索引 CharacterLevelExp LevelExpCfg; CharacterAttri characterAttriCfg; CharacterBreak characterBreakCfg; FactionAttri factionAttriCfg; JobAttri jobAttriCfg; SkillConfig skillConfig; DataSkill nowSkillCfg; CharacterSkillLevel characterSkillLevelCfg; Image character2dPic; float ArrowRadius; public List advanceImageList; public List rankImageList; public TMP_Text Text_PassiveSkillName01; public TMP_Text Text_PassiveSkillName02; //public TMP_Text Text_ActiveSkill_InfoOpen; public TMP_Text Text_PassiveSkillName01_Info; public TMP_Text Text_PassiveSkill01_NextLevel; public TMP_Text Text_PassiveSkillName02_Info; public TMP_Text Text_PassiveSkill02_NextLevel; public Button Button_Awake; public Button Button_SkillLevelUp; //滑动动画完成,允许左右滑动 private bool IsCanChange = false; //保证只注册一次 private bool isRegisterInput = false; private bool isShowParticleAnim = false; //private UI_Cultivate_DetailController detailWindow; //private UI_Cultivate_ProAndInfoController proAndInfoWindow; private GameObject UI_Cultivate_LevelObj; private GameObject Image_AdvanceLevelObj; private GameObject Image_RankLevelObj; private GameObject UI_Cultivate_ActSkObj; public enum UIRightCharanterUIType { ElevelUp, EskillsHeighten, Ebreak, Eawake, Efavorable, ENone, } public enum UILeftCharanterUIType { /// /// 角色基础属性 /// EbaseAttri, /// /// 角色详细属性 /// EDetailInfo, } public override void PreLoad(object data = null) { base.PreLoad(data); //#region 子UI预加载 //proAndInfoWindow = await UIManager.Instance.LoadWindow(UINameConst.UI_Cultivate_ProAndInfo) as UI_Cultivate_ProAndInfoController; //detailWindow = await UIManager.Instance.LoadWindow(UINameConst.UI_Cultivate_Detail) as UI_Cultivate_DetailController; //#endregion UISelectCharacterController.CultivateStruct info = data as UISelectCharacterController.CultivateStruct; if (info != null) { isShowParticleAnim = info.showAnim; } } public override void OnInit() { UI_CultivateBinder.GetComponents(this); //BindButton("UIFighterCiltivateAllBtn/Button_BasicInfo", OnButton_BasicInfoClick); //BindButton("UIFighterCiltivateAllBtn/Button_SkillsHeighten", OnButton_SkillsHeightenClick); //BindButton("UIFighterCiltivateAllBtn/Button_Break", OnButton_BreakClick); //BindButton("UIFighterCiltivateAllBtn/Button_Awake", OnButton_AwakeClick); //BindButton("UIFighterCiltivateAllBtn/Button_Favorable", OnButton_FavoClick); //BindButton("Image_BG/Image_Cultivate_BG_Black/Button_Look", OnButton_LookClick); character2dPic = GetComponent("Image_BG/Image_Cultivate_BG_Black/Hide/Image_Poster00"); //Image_Profession_Logo = GetComponent("Image_BG/Image_NameInfo/Image_Profession_Logo"); //Text_CharacterName = GetComponent("Image_BG/Image_NameInfo/Text_CharacterName"); //Text_CommandCost = GetComponent("Image_BG/Image_Cultivate_BG_Black/Text_CommandCost"); //Text_Level_Now_Full = GetComponent("Image_BG/UI_Cultivate_Level/ImageUI_Level_Max/Text_Level_Now_Full"); //Text_Level_Max_Full = GetComponent("Image_BG/UI_Cultivate_Level/ImageUI_Level_Max/Text_Level_Max_Full"); //Text_Level_Now = GetComponent("Image_BG/UI_Cultivate_Level/ImageUI_Cultivate_Level/Text_Level_Now"); //Text_Level_Max = GetComponent("Image_BG/UI_Cultivate_Level/ImageUI_Cultivate_Level/Text_Level_Max"); //Text_Exp_Now = GetComponent("Image_BG/UI_Cultivate_Level/ImageUI_Cultivate_Level/Text_Exp_Now"); //Image_LevelBar = GetComponent("Image_BG/UI_Cultivate_Level/ImageUI_Cultivate_Level/Image_LevelBar"); //Button_LevelPlus = GetComponent