FiE-Game/Assets/Scripts/Fie/UI/FieSkillTreeRootObject.cs

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C#
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2018-11-20 20:10:49 +01:00
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;
}
}
}