mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 07:18:00 +01:00
117 lines
3.7 KiB
C#
117 lines
3.7 KiB
C#
|
using GameDataEditor;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Fie.UI
|
||
|
{
|
||
|
public class FieSkillTreeRootObject : MonoBehaviour
|
||
|
{
|
||
|
public Transform cameraPositionTransform;
|
||
|
|
||
|
[SerializeField]
|
||
|
private FieSkillTreeSelectablePoint[] _skillTreeBranches = new FieSkillTreeSelectablePoint[4];
|
||
|
|
||
|
private GDESkillGroupData _relatedSkillGroupData;
|
||
|
|
||
|
public FieSkillTreeSelectablePoint[] skillTreeBranches => _skillTreeBranches;
|
||
|
|
||
|
public GDESkillGroupData relatedSkillGroupData => _relatedSkillGroupData;
|
||
|
|
||
|
public void SetAllEndPointInteractiveState(bool isInteractable)
|
||
|
{
|
||
|
if (_skillTreeBranches != null && _skillTreeBranches.Length > 0)
|
||
|
{
|
||
|
for (int i = 0; i < _skillTreeBranches.Length; i++)
|
||
|
{
|
||
|
_skillTreeBranches[i].option1.interactable = isInteractable;
|
||
|
_skillTreeBranches[i].option2.interactable = isInteractable;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void InitializeSkillTreeObjects(FieSkillTree parent, GDESkillGroupData skillGroup)
|
||
|
{
|
||
|
if (_skillTreeBranches != null && _skillTreeBranches.Length > 0 && !(parent == null) && skillGroup != null)
|
||
|
{
|
||
|
_relatedSkillGroupData = skillGroup;
|
||
|
List<GDESkillTreeData> list = FieMasterData<GDESkillTreeData>.FindMasterDataList(delegate(GDESkillTreeData data)
|
||
|
{
|
||
|
if (data.SkillGroup.ID == skillGroup.ID)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
});
|
||
|
if (list != null && list.Count > 0)
|
||
|
{
|
||
|
for (int i = 0; i < list.Count; i++)
|
||
|
{
|
||
|
int num = list[i].SkillLevel - 1;
|
||
|
int num2 = list[i].OptionID - 1;
|
||
|
if ((num2 == 0 || num2 == 1) && _skillTreeBranches.IsValidIndex(num))
|
||
|
{
|
||
|
((num2 != 0) ? _skillTreeBranches[num].option2 : _skillTreeBranches[num].option1).AssignSkillData(list[i]);
|
||
|
}
|
||
|
}
|
||
|
Reflesh3DUIComponents(parent);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void Reflesh3DUIComponents(FieSkillTree parent)
|
||
|
{
|
||
|
if (_skillTreeBranches != null && _skillTreeBranches.Length > 0 && !(parent == null) && parent.saveData != null)
|
||
|
{
|
||
|
for (int i = 0; i < _skillTreeBranches.Length; i++)
|
||
|
{
|
||
|
if (_skillTreeBranches[i].option1.assigendSkillData != null)
|
||
|
{
|
||
|
int unlockedSkillIndex = 0;
|
||
|
if (parent.saveData.unlockedSkills != null && parent.saveData.unlockedSkills.Count > 0)
|
||
|
{
|
||
|
if (parent.saveData.unlockedSkills.Contains(_skillTreeBranches[i].option1.assigendSkillData.ID))
|
||
|
{
|
||
|
_skillTreeBranches[i].option1.state = FieSkillTreeEndPoint.EndPointState.UNLOCKED;
|
||
|
_skillTreeBranches[i].option2.state = FieSkillTreeEndPoint.EndPointState.LOCKED;
|
||
|
unlockedSkillIndex = 1;
|
||
|
}
|
||
|
else if (parent.saveData.unlockedSkills.Contains(_skillTreeBranches[i].option2.assigendSkillData.ID))
|
||
|
{
|
||
|
_skillTreeBranches[i].option2.state = FieSkillTreeEndPoint.EndPointState.UNLOCKED;
|
||
|
_skillTreeBranches[i].option1.state = FieSkillTreeEndPoint.EndPointState.LOCKED;
|
||
|
unlockedSkillIndex = 2;
|
||
|
}
|
||
|
}
|
||
|
_skillTreeBranches[i].unlockedSkillIndex = unlockedSkillIndex;
|
||
|
}
|
||
|
}
|
||
|
for (int j = 0; j < _skillTreeBranches.Length; j++)
|
||
|
{
|
||
|
_skillTreeBranches[j].UpdateLineEffect();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal int GetUnlockedLevel()
|
||
|
{
|
||
|
int num = 0;
|
||
|
if (_skillTreeBranches == null || _skillTreeBranches.Length <= 0)
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
for (int i = 0; i < _skillTreeBranches.Length; i++)
|
||
|
{
|
||
|
if (_skillTreeBranches[i].option1.state == FieSkillTreeEndPoint.EndPointState.UNLOCKED)
|
||
|
{
|
||
|
num = Mathf.Max(_skillTreeBranches[i].option1.assigendSkillData.SkillLevel, num);
|
||
|
}
|
||
|
if (_skillTreeBranches[i].option2.state == FieSkillTreeEndPoint.EndPointState.UNLOCKED)
|
||
|
{
|
||
|
num = Mathf.Max(_skillTreeBranches[i].option2.assigendSkillData.SkillLevel, num);
|
||
|
}
|
||
|
}
|
||
|
return num;
|
||
|
}
|
||
|
}
|
||
|
}
|