595 lines
18 KiB
C#
595 lines
18 KiB
C#
using cfg.SkillCfg;
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using cfg.VihecleCultivateCfg;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Gameplay;
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using Gameplay.Common;
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using Gameplay.Utils;
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using PhxhSDK;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using static UI_VehicleChooseController;
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using Button = UnityEngine.UI.Button;
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using Constants = Framework.Constants;
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using Image = UnityEngine.UI.Image;
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public class UI_VehicleCultivateNewController : UIWindow
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{
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#region UI_Obj
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//UI GameObj
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///Auto Gen Start///
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public Button Button_back;
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public TMP_Text Text_Back;
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public Button Button_Home;
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public Image Image_PhoneState;
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public Image Image_Property;
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public TMP_Text Text_Property;
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public Image Image_Hp;
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public TMP_Text Text_Vehicle_Hp;
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public TMP_Text Text_Hp_Value;
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public Image Image_Defance;
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public TMP_Text Text_Vehicle_Defance;
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public TMP_Text Text_Defance_Value;
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public Image Image_Capacity;
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public TMP_Text Text_Vehicle_Capacity;
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public TMP_Text Text_Capacity_Value;
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public Image Image_PersonNum;
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public TMP_Text Text_Vehicle_PersonNum;
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public TMP_Text Text_PersonNum_Value;
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public Image Image_Attack;
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public TMP_Text Text_Vehicle_Attack;
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public TMP_Text Text_Attack_Value;
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public Image Image_Speed;
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public TMP_Text Text_Vehicle_Speed;
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public TMP_Text Text_Speed_Value;
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public Image Image_Terrian;
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public TMP_Text Text_Terrian;
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public Image Image_Road;
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public TMP_Text Text_RoadName;
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public TMP_Text Text_Road_Value;
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public Image Image_Snow;
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public TMP_Text Text_SnowName;
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public TMP_Text Text_Snow_Value;
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public Image Image_Mountain;
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public TMP_Text Text_MountainName;
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public TMP_Text Text_Mountain_Value;
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public Image Image_Forest;
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public TMP_Text Text_ForestName;
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public TMP_Text Text_Forest_Value;
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public Image Image_LevelBarBG;
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public Button Button_LevelStrengthen;
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public TMP_Text Text_Level_Max;
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public TMP_Text Text_LevelName;
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public TMP_Text Text_Level_Now;
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public Image Image_LastAndNextLevel;
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public TMP_Text Text_Last;
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public TMP_Text Text_Next;
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public Image Image_ActiveSkill;
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public TMP_Text Text_ActiveSkill;
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public TMP_Text Text_ActiveSkillName;
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public TMP_Text Text_SkillLevel;
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public TMP_Text Text_Class;
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public TMP_Text Text_Class_Value;
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public Image Image_SkillLogo;
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public Image Image_UI_SkillCd;
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public TMP_Text Text_CDSecond;
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public TMP_Text Text_CDTme;
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public TMP_Text Text_SkillInfo;
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public Image Image_VehicelIconBg;
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public Image Image_Icon;
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public TMP_Text Text_VehicleName;
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public Button Button_VehicleList;
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public Image Image_HeadPic;
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public Image Image_Lv;
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public TMP_Text Text_Max;
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public TMP_Text Text_Current;
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public Image Image_LastAndNext;
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public Image Image_BottomDark;
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public Image Image_JobBg;
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public Image Image_Job;
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public TMP_Text Text_Name;
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public Image Image_HealthIcon;
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public TMP_Text Text_PropertyValue;
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public Image Image_Mask;
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public Image Image_Back;
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public Image Image_LeftDark;
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public Image Image_TopBlackBar;
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public Image Image_BottomBlackBar;
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///Auto Gen End///
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#endregion
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// deal with input data
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//List<VehicleCultivateData> mShowList;
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PhxhScrollViewEx BottomVehicleScrollView;
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List<VehicleCultivateData> mCurVehicles;
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VehicleCultivateData curShownVehicleData;
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GameObject _vehicleGo = null;
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GameObject vRoot = null;//载具根节点
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Transform _rotateTrans;//旋转镜头的Transform
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Dictionary<string, GameObject> _assetsLoadDic = new Dictionary<string, GameObject>();
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#region API
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/// <summary>
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/// 打开载具界面
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/// </summary>
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/// <returns></returns>
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public static async UniTask<UIWindow> Open()
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{
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UIWindow uiWindow = await UIManager.Instance.CreateAndOpenWindow(UINameConst.UI_VehicleCultivateNew);
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CommonUtils.ChangeUIScene(Constants.UI_VEHICLE_CHOOSE_SCENE_PATH);
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var wind = uiWindow as UI_VehicleCultivateNewController;
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wind.BindScene();
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CameraManager.Instance.SetMainCameraActive(true);
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return uiWindow;
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}
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#endregion
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#region UIWindow_Function
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public override void PreLoad(object data = null)
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{
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GetStorageData();
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#region 载具图片
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foreach (var cfg in mCurVehicles)
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{
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string imgPath = VehicleDataHelper.GetVehiclePicPath(cfg.Cfg.ID);
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AssetManager.Instance.PostPreload<Sprite>(imgPath).Forget();
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}
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#endregion
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#region 技能图片
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foreach (var cfg in mCurVehicles)
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{
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DataSkill nowSkillCfg = TableManager.Instance.Tables.SkillConfig.Get(VehicleDataHelper.GetVehicleSkillId(cfg.Cfg.ID));
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if (nowSkillCfg == null)
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{
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DebugUtil.LogError("载具技能配置未能找到!载具ID为{0},技能ID为{1}\n>>请检查相关配置表:VehicleSkllUpgrade/SkillConfig_Vehicle", cfg.Cfg.ID, VehicleDataHelper.GetVehicleSkillId(cfg.Cfg.ID));
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continue;
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}
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AssetManager.Instance.PostPreload<Sprite>(Framework.Constants.UI_Cultivata_skillIconFolder + nowSkillCfg.IconPath).Forget();
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}
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#endregion
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if (mCurVehicles.Count > 0)
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curShownVehicleData = mCurVehicles[0];
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else
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{
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curShownVehicleData = null;
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DebugUtil.LogError("mCurVehicles.Count is 0");
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}
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}
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// Use this for initialization
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public override void OnInit()
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{
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//bind UI GameObj
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UI_VehicleCultivateNewBinder.GetComponents(this);
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BottomVehicleScrollView = GetComponent<PhxhScrollViewEx>("UI_VehicleList/UI_VehicleList");
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BindButton(Button_back, OnBackClick);
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BindButton(Button_Home, OnHomeClick);
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BindButton(Button_VehicleList, OnVehicleListClick);
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BindButton(Button_LevelStrengthen, OnCultivateClick);
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BottomVehicleScrollView.SetItemCountFunc(() => mCurVehicles.Count);
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BottomVehicleScrollView.SetUpdateFunc(_RefreshSkinItem);
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BottomVehicleScrollView.UpdateData();
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VehicleInfoRefresh();
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EventManager.Instance.Register(EventManager.EventName.VehecleUpgrade, OnVehicleUpgrade);
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EventManager.Instance.Register<uint>(EventManager.EventName.VehicleInfoChoose, OnVehicleChange);
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EventManager.Instance.Register(EventManager.EventName.EN_UIControllCultivateMainInput, (Action<bool>)ControllInput);
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}
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//invoke when open window
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protected override void OnShowWindow(object data = null)
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{
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ControllInput(true);
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}
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//invoke when reload window
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protected override void OnReloadWindow(object data = null)
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{
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}
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//invoke when close window
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protected override void OnHideWindow()
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{
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ControllInput(false);
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}
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//invoke when destroy
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public override void OnRelease()
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{
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base.OnRelease();
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EventManager.Instance.Unregister(EventManager.EventName.VehecleUpgrade, OnVehicleUpgrade);
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EventManager.Instance.Unregister<uint>(EventManager.EventName.VehicleInfoChoose, OnVehicleChange);
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EventManager.Instance.Unregister(EventManager.EventName.EN_UIControllCultivateMainInput, (Action<bool>)ControllInput);
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#region 卸载预载载具图片
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foreach (var cfg in mCurVehicles)
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{
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string imgPath = VehicleDataHelper.GetVehiclePicPath(cfg.Cfg.ID);
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AssetManager.Instance.Unload(imgPath);
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}
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#endregion
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}
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public override UniTask<bool> OnBack(object data = null)
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{
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CommonUtils.ChangeUIScene(Constants.MAIN_SCENE_PATH);
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return base.OnBack(data);
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}
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#endregion
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void BindScene()
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{
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PhxhSDK.Res.SceneHandle sceneHandle = GameSceneHelper.Instance.GetCurrentUIViewScene();
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if (sceneHandle != null)
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{
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DebugUtil.Log("scene name is:" + sceneHandle.Scene.name);
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var gos = sceneHandle.Scene.GetRootGameObjects();
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foreach (var go in gos)
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{
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DebugUtil.Log("check go name: " + go.name);
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if (go.name.Equals("Vehicle_Root"))
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{
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vRoot = go;
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if(vRoot.transform.childCount > 0)//载具根节点下有子物体,说明已经加载过了,清空
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{
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if (_vehicleGo != null)
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{
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if (vRoot.transform.GetChild(0).GetInstanceID() != _vehicleGo.GetInstanceID())
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{
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foreach (Transform child in vRoot.transform)
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{
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Destroy(child.gameObject);
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}
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SetVehicleRoot();
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}
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}
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else
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{
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foreach (Transform child in vRoot.transform)
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{
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Destroy(child.gameObject);
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}
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}
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}
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else//无需清理
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{
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if (_vehicleGo != null)
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SetVehicleRoot();
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}
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}
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if (go.name.Equals("Rotate_Axis"))
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{
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_rotateTrans = go.transform;
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DebugUtil.Log("find Rotate_Axis");
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//break;
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}
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}
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}
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else
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{
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DebugUtil.LogWarning("sceneHandle is null");
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}
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if (_vehicleGo != null)
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{
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_vehicleGo.transform.SetParent(vRoot.transform);
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_vehicleGo.transform.localPosition = Vector3.zero;
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_vehicleGo.transform.localRotation = Quaternion.identity;
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_vehicleGo.transform.localScale = Vector3.one;
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}
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}
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void OnVehicleUpgrade()
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{
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VehicleInfoRefresh();
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BottomVehicleScrollView.UpdateData();
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}
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void VehicleInfoRefresh()
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{
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Text_VehicleName.text = curShownVehicleData.Name;
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Text_Name.text = curShownVehicleData.Name;
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string imgPath = VehicleDataHelper.GetVehiclePicPath(curShownVehicleData.Cfg.ID);
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Image_HeadPic.sprite = AssetManager.Instance.GetPreLoadResult<Sprite>(imgPath);
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#region 等级
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Text_Level_Max.text = curShownVehicleData.SumPowerMaxLevel().ToString();
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Text_Max.text = curShownVehicleData.SumPowerMaxLevel().ToString();
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Text_Level_Now.text = curShownVehicleData.SumPowerLevel().ToString();
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Text_Current.text = curShownVehicleData.SumPowerLevel().ToString();
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#endregion
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#region 属性
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Text_Hp_Value.text = curShownVehicleData.Hp().ToString();
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Text_PersonNum_Value.text = curShownVehicleData.SeatCount().ToString();
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Text_Defance_Value.text = curShownVehicleData.Defense().ToString();
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Text_Speed_Value.text = curShownVehicleData.MoveSpeed().ToString();
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Text_Attack_Value.text = curShownVehicleData.Attack().ToString();
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Text_Capacity_Value.text = curShownVehicleData.BulletCapacity().ToString();
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#endregion
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#region 适应性
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Text_Road_Value.text = curShownVehicleData.GetTerrainAdapt(BonusType.TerrainPlain);
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Text_Snow_Value.text = curShownVehicleData.GetTerrainAdapt(BonusType.TerrainSnow);
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Text_Mountain_Value.text = curShownVehicleData.GetTerrainAdapt(BonusType.TerrainMountain);
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Text_Forest_Value.text = curShownVehicleData.GetTerrainAdapt(BonusType.TerrainForest);
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#endregion
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#region 技能
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DataSkill nowSkillCfg =
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TableManager.Instance.Tables.SkillConfig.Get(VehicleDataHelper.GetVehicleSkillId(curShownVehicleData.Cfg.ID));
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if (nowSkillCfg == null)
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{
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nowSkillCfg = TableManager.Instance.Tables.SkillConfig.DataList[0];
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DebugUtil.LogError("载具技能配置未能找到!载具ID为{0},技能ID为{1}\n>>请检查相关配置表:VehicleSkllUpgrade/SkillConfig_Vehicle", curShownVehicleData.Cfg.ID, VehicleDataHelper.GetVehicleSkillId(curShownVehicleData.Cfg.ID));
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}
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Text_CDTme.text = nowSkillCfg.CDTime.ToString();
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Text_ActiveSkillName.text = CommonUtils.GetLocalizeText(E_LocalizePrefix.skill, nowSkillCfg.ID);
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var skillIcon = AssetManager.Instance.GetPreLoadResult<Sprite>(Framework.Constants.UI_Cultivata_skillIconFolder + nowSkillCfg.IconPath);
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Image_SkillLogo.sprite = skillIcon;
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Text_Class_Value.text = CommonUtils.GetRomanCode((int)curShownVehicleData.SumBonus(BonusType.SkillLv) + 1);//未强化时等级为1
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Text_SkillInfo.text = CommonUtils.GetLocalizeText(E_LocalizePrefix.skill_desc, nowSkillCfg.ID);
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#endregion
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LoadVehicleModel(curShownVehicleData);
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AudioManager.Instance.PlayAudio(Constants.Sound.TEAM_VEHICLE, AudioCriManager.EPlayType.Music, null, true);
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}
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async void LoadVehicleModel(VehicleCultivateData curShownVehicleData)
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{
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var id = (uint)curShownVehicleData.Cfg.ID;
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var config = VehicleDataHelper.CombineConfigData(curShownVehicleData);
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var vehicleDataDic = VehicleCultivateDataManager.Instance.DataDic;
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if (vehicleDataDic.TryGetValue(id, out var vehicleData))
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{
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if (vehicleData != null)
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{
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var prefabPath = PathEx.GetVehicleGameModelPath(vehicleData.Cfg.ID);
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GameObject go = null;
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if (_assetsLoadDic.ContainsKey(prefabPath))//已经加载过
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{
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go = _assetsLoadDic[prefabPath];
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}
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else
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{
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var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(prefabPath);
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go = Instantiate(prefab);
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}
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if (go)
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{
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if (_vehicleGo != null)
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{
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_vehicleGo.SetActive(false);
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}
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_vehicleGo = go;
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_vehicleGo.SetActive(true);
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_assetsLoadDic.TryAdd(prefabPath, go);
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go.SetLayerEx(LayerDefine.UIView);
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// 加载炮台部分
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// 找到炮台挂点
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var allTrans = go.GetComponentsInChildren<Transform>();
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var pointName = "Battery_point01";
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var fireTrans = allTrans.First(t => t.name == pointName);
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//加载炮台模型
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var rawConfig = TableManager.Instance.Tables.BatteryConfig.GetOrDefault(config.weaponId);
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var batteryPath = rawConfig.ModelPath;
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var sampleObj = await AssetManager.Instance.LoadAssetAsync<GameObject>(batteryPath);
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if (sampleObj != null)
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{
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sampleObj.SetLayerEx(LayerDefine.UIView);
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//安装炮台
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var rootObj = UnityEngine.Object.Instantiate(sampleObj, fireTrans);
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rootObj.transform.ResetLocals();
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}
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else
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DebugUtil.LogError("加载炮台失败: {0}", batteryPath);
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SetVehicleRoot();
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}
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else
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{
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DebugUtil.LogError("载具模型加载失败!载具ID为{0}", id);
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}
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}
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else
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{
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DebugUtil.LogError(id + "载具数据为空!");
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}
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}
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else
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{
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DebugUtil.LogError("载具数据未找到!载具ID为{0}", id);
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}
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}
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void SetVehicleRoot()
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{
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if (vRoot != null)
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{
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_vehicleGo.transform.SetParent(vRoot.transform);
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_vehicleGo.transform.localPosition = Vector3.zero;
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_vehicleGo.transform.localRotation = Quaternion.identity;
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_vehicleGo.transform.localScale = Vector3.one;
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DebugUtil.Log("载具已挂载到vRoot");
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}
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else
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{
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DebugUtil.Log("vRoot尚未加载");
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}
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}
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void GetStorageData()
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{
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if (mCurVehicles == null)
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mCurVehicles = new List<VehicleCultivateData>();
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mCurVehicles.Clear();
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mCurVehicles.AddRange(VehicleCultivateDataManager.Instance.DataList);
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}
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private void OnVehicleChange(uint id)
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{
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if (ValueValidator.IsIdValid(id))
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{
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if (id == 0)
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{
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DebugUtil.LogError("选中载具ID为0,无效!");
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}
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else
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{
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foreach (var vehicle in mCurVehicles)
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{
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if (vehicle.Cfg.ID == id)
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{
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curShownVehicleData = vehicle;
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break;
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}
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}
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}
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}
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else
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{
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curShownVehicleData = mCurVehicles[0];
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}
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VehicleInfoRefresh();
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}
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private void ControllInput(bool isRegister)
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{
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//非UI区域才可拖拽
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if (isRegister)
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{
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InputManager.Instance.OnFingerMove += OnFingleSwipe;
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}
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else
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{
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InputManager.Instance.OnFingerMove -= OnFingleSwipe;
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}
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}
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#region scrollview
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private void _RefreshSkinItem(int index, RectTransform item)
|
||
{
|
||
var cfg = mCurVehicles[index];
|
||
if(cfg == null)
|
||
{
|
||
DebugUtil.LogError($"Index:{index} VehicleCultivateData cfg is null");
|
||
return;
|
||
}
|
||
|
||
var image = CommonUtils.GetComponent<Image>(item.gameObject, "UI_CultivateVehicle/Vehicle/Image_HeadPic");
|
||
TMP_Text nameText = CommonUtils.GetComponent<TMP_Text>(item.gameObject, "UI_CultivateVehicle/Text_Name");
|
||
TMP_Text levelText = CommonUtils.GetComponent<TMP_Text>(item.gameObject, "UI_CultivateVehicle/Image_Lv/Text_Current");
|
||
TMP_Text maxLevelText = CommonUtils.GetComponent<TMP_Text>(item.gameObject, "UI_CultivateVehicle/Image_Lv/Text_Max");
|
||
Button btn = CommonUtils.GetComponent<Button>(item.gameObject, "UI_CultivateVehicle");
|
||
|
||
if (image != null)
|
||
{
|
||
var path = VehicleDataHelper.GetVehiclePicPath(cfg.Cfg.ID);
|
||
image.sprite = AssetManager.Instance.GetPreLoadResult<Sprite>(path);
|
||
}
|
||
|
||
if (nameText != null)
|
||
{
|
||
string vehicleName = cfg.Name;
|
||
nameText.text = vehicleName;
|
||
}
|
||
|
||
if (levelText != null && maxLevelText != null)
|
||
{
|
||
levelText.text = cfg.SumPowerLevel().ToString();
|
||
maxLevelText.text = cfg.SumPowerMaxLevel().ToString();
|
||
}
|
||
|
||
if (btn != null)
|
||
{
|
||
ClearBind(btn);
|
||
BindButton(btn, OnSelectVehicleClick, index);
|
||
}
|
||
}
|
||
#endregion
|
||
|
||
#region Button_Listener
|
||
|
||
async void OnVehicleListClick()
|
||
{
|
||
await UIManager.Instance.CreateAndOpenWindow(UINameConst.UI_VehicleChoose);
|
||
}
|
||
|
||
void OnSelectVehicleClick(int index)
|
||
{
|
||
VehicleCultivateData info = mCurVehicles[index];
|
||
VehicleCultivateParam cultivateStruct = new VehicleCultivateParam();
|
||
cultivateStruct.showList = mCurVehicles;//mShowList;
|
||
cultivateStruct.info = info;
|
||
|
||
if (curShownVehicleData != info)
|
||
{
|
||
curShownVehicleData = info;
|
||
VehicleInfoRefresh();
|
||
}
|
||
}
|
||
|
||
void OnBackClick()
|
||
{
|
||
CommonUtils.ChangeUIScene(Constants.MAIN_SCENE_PATH);
|
||
CloseWindow();
|
||
UIManager.Instance.ShowAllUI();
|
||
}
|
||
|
||
void OnHomeClick()
|
||
{
|
||
//
|
||
CommonUtils.ChangeUIScene(Constants.MAIN_SCENE_PATH);
|
||
//CloseWindow();
|
||
//UIManager.Instance.ShowAllUI();
|
||
UIManager.Instance.CloseAllNormalExcept(UINameConst.UI_MainPanel);
|
||
}
|
||
|
||
async void OnCultivateClick()
|
||
{
|
||
await UI_VehicleLevelUpController.Open(curShownVehicleData);
|
||
ControllInput(false);//关闭旋转,因为此时该界面不隐藏
|
||
}
|
||
|
||
private void OnFingleSwipe(Vector2 delta)
|
||
{
|
||
if (delta == Vector2.zero) return;
|
||
if (_rotateTrans != null)
|
||
{
|
||
_rotateTrans.Rotate(Vector3.up, .3f * delta.x);
|
||
}
|
||
else
|
||
{
|
||
DebugUtil.LogError("Rotate_Axis is null");
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
}
|