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

456 lines
14 KiB
C#

using Fie.Camera;
using Fie.Manager;
using Fie.Object;
using Fie.Utility;
using GameDataEditor;
using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
namespace Fie.UI
{
public class FieSkillTree : MonoBehaviour
{
public enum SkillTreeMode
{
OVERALL,
DETAIL
}
public bool isEnd;
public SkillTreeMode skillTreeMode;
private bool _isNowTransition;
[SerializeField]
private FieSkillTreeRootObject[] skillTrees = new FieSkillTreeRootObject[5];
[SerializeField]
private FieSkillTreeSkillGroupButton[] skillGroupButtons = new FieSkillTreeSkillGroupButton[5];
[SerializeField]
private RectTransform canvasTransform;
[SerializeField]
private FieSkillTreeExpAndLevelUI expAndLevelUI;
[SerializeField]
private FieSkillTreeReminingSkillPointsUI reminingSkillPointUI;
[SerializeField]
private FieSkillTreeDetailGuideUI levelGuideUI;
[SerializeField]
private FieSkillTreeConfirmationUI confirmationUI;
[SerializeField]
private FieSkillTreeDetailWindow detailWindow;
[SerializeField]
private FieSkillTreeRequirePointUI requirePointUI;
[SerializeField]
private FieSkillTreeDetailCursorUI detailCursorUI;
[SerializeField]
private FieSkillTreeHeaderUI headerUI;
[SerializeField]
private FieSkillTreeSkillGroupButtonRoot skillGroupButtonRoot;
[SerializeField]
private FieSkillTreeBackButton backButton;
[SerializeField]
private FieSkillTreeCamera skillTreeCamera;
[SerializeField]
private FieSkillTreeActivationEffect activationEffect;
[SerializeField]
private Transform defaultCameraTransform;
[SerializeField]
private AudioClip goToDetailSound;
[SerializeField]
private AudioClip goToOverallSound;
[SerializeField]
private AudioSource audioSource;
[SerializeField]
private PKFxFX _atomosphicParticle;
private Transform currentCameraTransform;
private FieSkillTreeRootObject _latestSelectedTree;
private GameObject _latestSelectedEndPointGameObject;
private FieSkillTreeEndPoint _latestSelectedEndPoint;
private Vector2 _latestSelectedEndPointScreenPosition;
private FieGameCharacter _currentOwnerGameCharacter;
private GDEGameCharacterTypeData _currentGameCharacterTypeData;
private FieGameCharacterBuildData _buildData;
private GameObject _latestSelectedGroupButton;
private bool _isUnlockableLatestEndPoint;
private Tweener<TweenTypesInOutSine> _modeSelectionTransitionTweener = new Tweener<TweenTypesInOutSine>();
public FieSaveData saveData => FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData;
public int getExp(FieGameCharacter gameCharacter)
{
if (gameCharacter != null && FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData.CharacterExp.ContainsKey((int)gameCharacter.getGameCharacterID()))
{
return FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData.CharacterExp[(int)gameCharacter.getGameCharacterID()];
}
return 0;
}
private IEnumerator FirstTransitionCoroutine()
{
_isNowTransition = true;
yield return (object)new WaitForSeconds(0.75f);
/*Error: Unable to find new state assignment for yield return*/;
}
private IEnumerator ToDetailTransitionCoroutine(FieSkillTreeRootObject targetSkillTreeRootObject)
{
if (!(targetSkillTreeRootObject == null) && !_isNowTransition)
{
_isNowTransition = true;
_latestSelectedGroupButton = EventSystem.current.currentSelectedGameObject;
EventSystem.current.SetSelectedGameObject(null);
for (int i = 0; i < skillGroupButtons.Length; i++)
{
if (skillGroupButtons.IsValidIndex(i))
{
skillGroupButtons[i].buttonEntity.interactable = false;
}
}
skillGroupButtonRoot.Hide();
audioSource.PlayOneShot(goToOverallSound);
headerUI.Hide();
levelGuideUI.Show();
Vector3 position = skillTreeCamera.transform.position;
Quaternion rotation = skillTreeCamera.transform.rotation;
Vector3 position2 = targetSkillTreeRootObject.cameraPositionTransform.position;
Quaternion rotation2 = targetSkillTreeRootObject.cameraPositionTransform.rotation;
skillTreeCamera.SetViewMode(isOrtho: false);
yield return (object)new WaitForSeconds(0.3f);
/*Error: Unable to find new state assignment for yield return*/;
}
}
private IEnumerator ToOverallTransitionCoroutine()
{
if (!_isNowTransition)
{
_isNowTransition = true;
_latestSelectedEndPointGameObject = null;
EventSystem.current.SetSelectedGameObject(null);
if (_latestSelectedTree != null)
{
_latestSelectedTree.SetAllEndPointInteractiveState(isInteractable: false);
}
_isUnlockableLatestEndPoint = false;
skillGroupButtonRoot.Show();
audioSource.PlayOneShot(goToDetailSound);
headerUI.Show();
levelGuideUI.Hide();
confirmationUI.Hide();
detailWindow.HideText();
requirePointUI.Hide();
detailCursorUI.Hide();
Vector3 position = skillTreeCamera.transform.position;
Quaternion rotation = skillTreeCamera.transform.rotation;
Vector3 position2 = defaultCameraTransform.position;
Quaternion rotation2 = defaultCameraTransform.rotation;
skillTreeCamera.SetViewMode(isOrtho: true);
yield return (object)new WaitForSeconds(0.3f);
/*Error: Unable to find new state assignment for yield return*/;
}
}
public void Initialize(FieGameCharacter ownerCharacter, FieGameCharacterBuildData buildData)
{
isEnd = false;
InitializeSkillTree(ownerCharacter, buildData);
_currentOwnerGameCharacter = ownerCharacter;
_currentGameCharacterTypeData = ownerCharacter.getGameCharacterTypeData();
_buildData = buildData;
_atomosphicParticle.StopEffect();
_atomosphicParticle.StartEffect();
}
private void OnDisable()
{
_atomosphicParticle.StopEffect();
}
private void InitializeSkillTree(FieGameCharacter ownerCharacter, FieGameCharacterBuildData buildData)
{
if (!(ownerCharacter == null))
{
Init3DComponent(ownerCharacter);
Init2DComponent(ownerCharacter, buildData);
skillTreeMode = SkillTreeMode.OVERALL;
currentCameraTransform = defaultCameraTransform;
skillTreeCamera.transform.position = currentCameraTransform.position;
skillTreeCamera.transform.rotation = currentCameraTransform.rotation;
StartCoroutine(FirstTransitionCoroutine());
}
}
private void Init3DComponent(FieGameCharacter ownerCharacter)
{
if (skillTrees != null && skillTrees.Length > 0)
{
int i;
for (i = 0; i < skillTrees.Length; i++)
{
if (ownerCharacter.skillTreeSlot.IsValidIndex(i))
{
GDESkillGroupData gDESkillGroupData = FieMasterData<GDESkillGroupData>.FindMasterData(delegate(GDESkillGroupData data)
{
if (data.ID == ownerCharacter.skillTreeSlot[i])
{
return true;
}
return false;
});
if (gDESkillGroupData != null)
{
skillTrees[i].gameObject.SetActive(value: true);
skillTrees[i].InitializeSkillTreeObjects(this, gDESkillGroupData);
}
else
{
skillTrees[i].gameObject.SetActive(value: false);
}
skillTrees[i].SetAllEndPointInteractiveState(isInteractable: false);
}
}
if (skillTreeCamera != null)
{
skillTreeCamera.SetViewMode(isOrtho: true);
}
}
}
private void Init2DComponent(FieGameCharacter ownerCharacter, FieGameCharacterBuildData buildData)
{
if (skillGroupButtons != null || skillGroupButtons.Length > 0)
{
for (int i = 0; i < skillGroupButtons.Length; i++)
{
if (skillGroupButtons.IsValidIndex(i))
{
skillGroupButtons[i].InitBySkillGroupObject(skillTrees[i]);
skillGroupButtons[i].clickedEvent -= GroupButtonClickedCallback;
skillGroupButtons[i].clickedEvent += GroupButtonClickedCallback;
skillGroupButtons[i].buttonEntity.interactable = false;
}
}
}
if (skillGroupButtonRoot != null)
{
skillGroupButtonRoot.Show();
}
if (expAndLevelUI != null)
{
expAndLevelUI.InithWithLevelInfo(buildData.levelInfo);
}
if (reminingSkillPointUI != null)
{
reminingSkillPointUI.InithWithSkillPoint(buildData.skillPoint);
}
if (headerUI != null)
{
headerUI.InitWithGameCharacterData(ownerCharacter.getCharacterTypeData());
headerUI.Show();
}
if (backButton != null)
{
backButton.clickedEvent -= BackButtonClickedCallback;
backButton.clickedEvent += BackButtonClickedCallback;
}
if (confirmationUI != null)
{
confirmationUI.Initialize();
}
}
private void Update()
{
SkillTreeMode skillTreeMode = this.skillTreeMode;
if (skillTreeMode == SkillTreeMode.DETAIL)
{
UpdateDetailMode();
}
}
private void UpdateDetailMode()
{
GameObject currentSelectedGameObject = EventSystem.current.currentSelectedGameObject;
if (currentSelectedGameObject != _latestSelectedEndPointGameObject && currentSelectedGameObject != null)
{
FieSkillTreeEndPoint component = currentSelectedGameObject.GetComponent<FieSkillTreeEndPoint>();
_isUnlockableLatestEndPoint = false;
if (component != null)
{
_latestSelectedEndPoint = component;
RectTransform rectTransform = canvasTransform;
Vector2 vector = skillTreeCamera.camera.WorldToViewportPoint(component.transform.position);
float x = vector.x;
Vector2 sizeDelta = canvasTransform.sizeDelta;
float num = x * sizeDelta.x;
Vector2 sizeDelta2 = canvasTransform.sizeDelta;
float x2 = num - sizeDelta2.x * 0.5f;
float y = vector.y;
Vector2 sizeDelta3 = canvasTransform.sizeDelta;
float num2 = y * sizeDelta3.y;
Vector2 sizeDelta4 = canvasTransform.sizeDelta;
_latestSelectedEndPointScreenPosition = new Vector2(x2, num2 - sizeDelta4.y * 0.5f);
detailWindow.ShowText(_latestSelectedEndPointScreenPosition, component, _currentGameCharacterTypeData);
FieSkillTreeRequirePointUI.RequireWindowState state = FieSkillTreeRequirePointUI.RequireWindowState.UNLOKED;
if (component.state == FieSkillTreeEndPoint.EndPointState.LOCKED)
{
int unlockedLevel = _latestSelectedTree.GetUnlockedLevel();
if (component.assigendSkillData.SkillLevel > unlockedLevel + 1)
{
state = FieSkillTreeRequirePointUI.RequireWindowState.REQUIRE_UNLOCK_LOW_LEVEL;
}
else if (_buildData.skillPoint >= component.assigendSkillData.Cost)
{
state = FieSkillTreeRequirePointUI.RequireWindowState.CAN_OPEN;
_isUnlockableLatestEndPoint = true;
}
else if (_buildData.skillPoint < component.assigendSkillData.Cost)
{
state = FieSkillTreeRequirePointUI.RequireWindowState.NOT_ENOUGH_COSTS;
}
if (component.parent != null)
{
bool flag = false;
flag |= (component.parent.option1.state == FieSkillTreeEndPoint.EndPointState.UNLOCKED);
if (flag | (component.parent.option2.state == FieSkillTreeEndPoint.EndPointState.UNLOCKED))
{
state = FieSkillTreeRequirePointUI.RequireWindowState.UNLOKED;
_isUnlockableLatestEndPoint = false;
}
}
}
requirePointUI.ChangeState(state, this, component.assigendSkillData);
detailCursorUI.Show();
}
else
{
detailWindow.HideText();
requirePointUI.Hide();
detailCursorUI.Hide();
}
_latestSelectedEndPointGameObject = currentSelectedGameObject;
}
if (_latestSelectedEndPointGameObject != null)
{
detailCursorUI.rectTransform.localPosition = Vector3.Lerp(detailCursorUI.rectTransform.localPosition, _latestSelectedEndPointScreenPosition, Mathf.Min(Time.deltaTime * 10f, 1f));
}
}
private void BackButtonClickedCallback(FieSkillTreeBackButton clickedButton)
{
if (!_isNowTransition)
{
switch (skillTreeMode)
{
case SkillTreeMode.DETAIL:
StartCoroutine(ToOverallTransitionCoroutine());
break;
case SkillTreeMode.OVERALL:
isEnd = true;
break;
}
}
}
private void ActivateSkill(FieSkillTreeEndPoint endPoint, FieSkillTreeRootObject selectedTree)
{
if (!(endPoint == null) && !(selectedTree == null) && _buildData.skillPoint >= endPoint.assigendSkillData.Cost)
{
saveData.unlockedSkills.Add(endPoint.assigendSkillData.ID);
FieManagerBehaviour<FieSaveManager>.I.UnlockSkills(endPoint.assigendSkillData);
if (!saveData.unlockedSkills.Contains(endPoint.assigendSkillData.ID))
{
Debug.LogError("Faild to unlock the skill! : " + endPoint.assigendSkillData.Key);
}
FieManagerBehaviour<FieSaveManager>.I.IncreaseOrReduceSkillPoints(_currentGameCharacterTypeData, -endPoint.assigendSkillData.Cost);
_buildData.skillPoint = saveData.CharacterSkillPoint[_currentGameCharacterTypeData.ID];
activationEffect.Activate(endPoint);
_latestSelectedTree.Reflesh3DUIComponents(this);
reminingSkillPointUI.InithWithSkillPoint(_buildData.skillPoint);
}
}
private void GroupButtonClickedCallback(FieSkillTreeSkillGroupButton clickedButton)
{
if (!_isNowTransition)
{
StartCoroutine(ToDetailTransitionCoroutine(clickedButton.relatedSkillGroupObject));
}
}
private void SkillClickedCallback(FieSkillTreeSkillGroupButton clickedButton)
{
if (!_isNowTransition)
{
StartCoroutine(ToDetailTransitionCoroutine(clickedButton.relatedSkillGroupObject));
}
}
public void OnClickedEndPoint()
{
if (skillTreeMode == SkillTreeMode.DETAIL && !_isNowTransition && _isUnlockableLatestEndPoint)
{
FieSkillTreeEndPoint component = _latestSelectedEndPointGameObject.GetComponent<FieSkillTreeEndPoint>();
if (component != null)
{
string constantText = FieLocalizeUtility.GetConstantText(GDEItemKeys.ConstantTextList_SKILL_TREE_REQUIRE_COST_LABLEL);
confirmationUI.costText.TmpTextObject.text = constantText.Replace("___Value1___", component.assigendSkillData.Cost.ToString());
}
_latestSelectedTree.SetAllEndPointInteractiveState(isInteractable: false);
confirmationUI.Show();
}
}
public void OnClickedConfirmationOK()
{
confirmationUI.Hide();
if (skillTreeMode == SkillTreeMode.DETAIL)
{
ActivateSkill(_latestSelectedEndPoint, _latestSelectedTree);
_latestSelectedTree.SetAllEndPointInteractiveState(isInteractable: true);
EventSystem.current.SetSelectedGameObject(_latestSelectedEndPoint.gameObject);
}
}
public void OnClickedConfirmationCancel()
{
confirmationUI.Hide();
if (skillTreeMode == SkillTreeMode.DETAIL)
{
_latestSelectedTree.SetAllEndPointInteractiveState(isInteractable: true);
EventSystem.current.SetSelectedGameObject(_latestSelectedEndPoint.gameObject);
}
}
}
}