mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
456 lines
14 KiB
C#
456 lines
14 KiB
C#
using Fie.Camera;
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using Fie.Manager;
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using Fie.Object;
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using Fie.Utility;
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using GameDataEditor;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace Fie.UI
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{
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public class FieSkillTree : MonoBehaviour
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{
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public enum SkillTreeMode
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{
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OVERALL,
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DETAIL
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}
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public bool isEnd;
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public SkillTreeMode skillTreeMode;
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private bool _isNowTransition;
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[SerializeField]
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private FieSkillTreeRootObject[] skillTrees = new FieSkillTreeRootObject[5];
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[SerializeField]
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private FieSkillTreeSkillGroupButton[] skillGroupButtons = new FieSkillTreeSkillGroupButton[5];
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[SerializeField]
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private RectTransform canvasTransform;
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[SerializeField]
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private FieSkillTreeExpAndLevelUI expAndLevelUI;
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[SerializeField]
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private FieSkillTreeReminingSkillPointsUI reminingSkillPointUI;
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[SerializeField]
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private FieSkillTreeDetailGuideUI levelGuideUI;
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[SerializeField]
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private FieSkillTreeConfirmationUI confirmationUI;
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[SerializeField]
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private FieSkillTreeDetailWindow detailWindow;
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[SerializeField]
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private FieSkillTreeRequirePointUI requirePointUI;
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[SerializeField]
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private FieSkillTreeDetailCursorUI detailCursorUI;
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[SerializeField]
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private FieSkillTreeHeaderUI headerUI;
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[SerializeField]
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private FieSkillTreeSkillGroupButtonRoot skillGroupButtonRoot;
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[SerializeField]
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private FieSkillTreeBackButton backButton;
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[SerializeField]
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private FieSkillTreeCamera skillTreeCamera;
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[SerializeField]
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private FieSkillTreeActivationEffect activationEffect;
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[SerializeField]
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private Transform defaultCameraTransform;
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[SerializeField]
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private AudioClip goToDetailSound;
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[SerializeField]
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private AudioClip goToOverallSound;
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[SerializeField]
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private AudioSource audioSource;
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[SerializeField]
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private PKFxFX _atomosphicParticle;
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private Transform currentCameraTransform;
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private FieSkillTreeRootObject _latestSelectedTree;
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private GameObject _latestSelectedEndPointGameObject;
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private FieSkillTreeEndPoint _latestSelectedEndPoint;
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private Vector2 _latestSelectedEndPointScreenPosition;
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private FieGameCharacter _currentOwnerGameCharacter;
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private GDEGameCharacterTypeData _currentGameCharacterTypeData;
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private FieGameCharacterBuildData _buildData;
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private GameObject _latestSelectedGroupButton;
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private bool _isUnlockableLatestEndPoint;
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private Tweener<TweenTypesInOutSine> _modeSelectionTransitionTweener = new Tweener<TweenTypesInOutSine>();
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public FieSaveData saveData => FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData;
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public int getExp(FieGameCharacter gameCharacter)
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{
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if (gameCharacter != null && FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData.CharacterExp.ContainsKey((int)gameCharacter.getGameCharacterID()))
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{
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return FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData.CharacterExp[(int)gameCharacter.getGameCharacterID()];
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}
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return 0;
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}
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private IEnumerator FirstTransitionCoroutine()
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{
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_isNowTransition = true;
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yield return (object)new WaitForSeconds(0.75f);
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/*Error: Unable to find new state assignment for yield return*/;
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}
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private IEnumerator ToDetailTransitionCoroutine(FieSkillTreeRootObject targetSkillTreeRootObject)
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{
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if (!(targetSkillTreeRootObject == null) && !_isNowTransition)
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{
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_isNowTransition = true;
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_latestSelectedGroupButton = EventSystem.current.currentSelectedGameObject;
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EventSystem.current.SetSelectedGameObject(null);
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for (int i = 0; i < skillGroupButtons.Length; i++)
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{
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if (skillGroupButtons.IsValidIndex(i))
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{
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skillGroupButtons[i].buttonEntity.interactable = false;
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}
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}
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skillGroupButtonRoot.Hide();
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audioSource.PlayOneShot(goToOverallSound);
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headerUI.Hide();
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levelGuideUI.Show();
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Vector3 position = skillTreeCamera.transform.position;
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Quaternion rotation = skillTreeCamera.transform.rotation;
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Vector3 position2 = targetSkillTreeRootObject.cameraPositionTransform.position;
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Quaternion rotation2 = targetSkillTreeRootObject.cameraPositionTransform.rotation;
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skillTreeCamera.SetViewMode(isOrtho: false);
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yield return (object)new WaitForSeconds(0.3f);
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/*Error: Unable to find new state assignment for yield return*/;
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}
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}
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private IEnumerator ToOverallTransitionCoroutine()
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{
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if (!_isNowTransition)
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{
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_isNowTransition = true;
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_latestSelectedEndPointGameObject = null;
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EventSystem.current.SetSelectedGameObject(null);
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if (_latestSelectedTree != null)
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{
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_latestSelectedTree.SetAllEndPointInteractiveState(isInteractable: false);
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}
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_isUnlockableLatestEndPoint = false;
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skillGroupButtonRoot.Show();
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audioSource.PlayOneShot(goToDetailSound);
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headerUI.Show();
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levelGuideUI.Hide();
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confirmationUI.Hide();
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detailWindow.HideText();
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requirePointUI.Hide();
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detailCursorUI.Hide();
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Vector3 position = skillTreeCamera.transform.position;
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Quaternion rotation = skillTreeCamera.transform.rotation;
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Vector3 position2 = defaultCameraTransform.position;
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Quaternion rotation2 = defaultCameraTransform.rotation;
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skillTreeCamera.SetViewMode(isOrtho: true);
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yield return (object)new WaitForSeconds(0.3f);
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/*Error: Unable to find new state assignment for yield return*/;
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}
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}
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public void Initialize(FieGameCharacter ownerCharacter, FieGameCharacterBuildData buildData)
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{
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isEnd = false;
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InitializeSkillTree(ownerCharacter, buildData);
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_currentOwnerGameCharacter = ownerCharacter;
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_currentGameCharacterTypeData = ownerCharacter.getGameCharacterTypeData();
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_buildData = buildData;
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_atomosphicParticle.StopEffect();
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_atomosphicParticle.StartEffect();
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}
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private void OnDisable()
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{
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_atomosphicParticle.StopEffect();
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}
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private void InitializeSkillTree(FieGameCharacter ownerCharacter, FieGameCharacterBuildData buildData)
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{
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if (!(ownerCharacter == null))
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{
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Init3DComponent(ownerCharacter);
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Init2DComponent(ownerCharacter, buildData);
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skillTreeMode = SkillTreeMode.OVERALL;
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currentCameraTransform = defaultCameraTransform;
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skillTreeCamera.transform.position = currentCameraTransform.position;
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skillTreeCamera.transform.rotation = currentCameraTransform.rotation;
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StartCoroutine(FirstTransitionCoroutine());
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}
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}
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private void Init3DComponent(FieGameCharacter ownerCharacter)
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{
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if (skillTrees != null && skillTrees.Length > 0)
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{
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int i;
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for (i = 0; i < skillTrees.Length; i++)
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{
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if (ownerCharacter.skillTreeSlot.IsValidIndex(i))
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{
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GDESkillGroupData gDESkillGroupData = FieMasterData<GDESkillGroupData>.FindMasterData(delegate(GDESkillGroupData data)
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{
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if (data.ID == ownerCharacter.skillTreeSlot[i])
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{
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return true;
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}
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return false;
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});
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if (gDESkillGroupData != null)
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{
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skillTrees[i].gameObject.SetActive(value: true);
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skillTrees[i].InitializeSkillTreeObjects(this, gDESkillGroupData);
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}
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else
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{
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skillTrees[i].gameObject.SetActive(value: false);
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}
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skillTrees[i].SetAllEndPointInteractiveState(isInteractable: false);
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}
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}
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if (skillTreeCamera != null)
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{
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skillTreeCamera.SetViewMode(isOrtho: true);
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}
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}
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}
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private void Init2DComponent(FieGameCharacter ownerCharacter, FieGameCharacterBuildData buildData)
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{
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if (skillGroupButtons != null || skillGroupButtons.Length > 0)
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{
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for (int i = 0; i < skillGroupButtons.Length; i++)
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{
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if (skillGroupButtons.IsValidIndex(i))
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{
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skillGroupButtons[i].InitBySkillGroupObject(skillTrees[i]);
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skillGroupButtons[i].clickedEvent -= GroupButtonClickedCallback;
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skillGroupButtons[i].clickedEvent += GroupButtonClickedCallback;
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skillGroupButtons[i].buttonEntity.interactable = false;
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}
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}
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}
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if (skillGroupButtonRoot != null)
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{
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skillGroupButtonRoot.Show();
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}
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if (expAndLevelUI != null)
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{
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expAndLevelUI.InithWithLevelInfo(buildData.levelInfo);
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}
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if (reminingSkillPointUI != null)
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{
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reminingSkillPointUI.InithWithSkillPoint(buildData.skillPoint);
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}
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if (headerUI != null)
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{
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headerUI.InitWithGameCharacterData(ownerCharacter.getCharacterTypeData());
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headerUI.Show();
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}
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if (backButton != null)
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{
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backButton.clickedEvent -= BackButtonClickedCallback;
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backButton.clickedEvent += BackButtonClickedCallback;
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}
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if (confirmationUI != null)
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{
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confirmationUI.Initialize();
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}
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}
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private void Update()
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{
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SkillTreeMode skillTreeMode = this.skillTreeMode;
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if (skillTreeMode == SkillTreeMode.DETAIL)
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{
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UpdateDetailMode();
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}
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}
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private void UpdateDetailMode()
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{
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GameObject currentSelectedGameObject = EventSystem.current.currentSelectedGameObject;
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if (currentSelectedGameObject != _latestSelectedEndPointGameObject && currentSelectedGameObject != null)
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{
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FieSkillTreeEndPoint component = currentSelectedGameObject.GetComponent<FieSkillTreeEndPoint>();
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_isUnlockableLatestEndPoint = false;
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if (component != null)
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{
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_latestSelectedEndPoint = component;
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RectTransform rectTransform = canvasTransform;
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Vector2 vector = skillTreeCamera.camera.WorldToViewportPoint(component.transform.position);
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float x = vector.x;
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Vector2 sizeDelta = canvasTransform.sizeDelta;
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float num = x * sizeDelta.x;
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Vector2 sizeDelta2 = canvasTransform.sizeDelta;
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float x2 = num - sizeDelta2.x * 0.5f;
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float y = vector.y;
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Vector2 sizeDelta3 = canvasTransform.sizeDelta;
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float num2 = y * sizeDelta3.y;
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Vector2 sizeDelta4 = canvasTransform.sizeDelta;
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_latestSelectedEndPointScreenPosition = new Vector2(x2, num2 - sizeDelta4.y * 0.5f);
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detailWindow.ShowText(_latestSelectedEndPointScreenPosition, component, _currentGameCharacterTypeData);
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FieSkillTreeRequirePointUI.RequireWindowState state = FieSkillTreeRequirePointUI.RequireWindowState.UNLOKED;
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if (component.state == FieSkillTreeEndPoint.EndPointState.LOCKED)
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{
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int unlockedLevel = _latestSelectedTree.GetUnlockedLevel();
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if (component.assigendSkillData.SkillLevel > unlockedLevel + 1)
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{
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state = FieSkillTreeRequirePointUI.RequireWindowState.REQUIRE_UNLOCK_LOW_LEVEL;
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}
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else if (_buildData.skillPoint >= component.assigendSkillData.Cost)
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{
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state = FieSkillTreeRequirePointUI.RequireWindowState.CAN_OPEN;
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_isUnlockableLatestEndPoint = true;
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}
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else if (_buildData.skillPoint < component.assigendSkillData.Cost)
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{
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state = FieSkillTreeRequirePointUI.RequireWindowState.NOT_ENOUGH_COSTS;
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}
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if (component.parent != null)
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{
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bool flag = false;
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flag |= (component.parent.option1.state == FieSkillTreeEndPoint.EndPointState.UNLOCKED);
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if (flag | (component.parent.option2.state == FieSkillTreeEndPoint.EndPointState.UNLOCKED))
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{
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state = FieSkillTreeRequirePointUI.RequireWindowState.UNLOKED;
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_isUnlockableLatestEndPoint = false;
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}
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}
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}
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requirePointUI.ChangeState(state, this, component.assigendSkillData);
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detailCursorUI.Show();
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}
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else
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{
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detailWindow.HideText();
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requirePointUI.Hide();
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detailCursorUI.Hide();
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}
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_latestSelectedEndPointGameObject = currentSelectedGameObject;
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}
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if (_latestSelectedEndPointGameObject != null)
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{
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detailCursorUI.rectTransform.localPosition = Vector3.Lerp(detailCursorUI.rectTransform.localPosition, _latestSelectedEndPointScreenPosition, Mathf.Min(Time.deltaTime * 10f, 1f));
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}
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}
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private void BackButtonClickedCallback(FieSkillTreeBackButton clickedButton)
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{
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if (!_isNowTransition)
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{
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switch (skillTreeMode)
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{
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case SkillTreeMode.DETAIL:
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StartCoroutine(ToOverallTransitionCoroutine());
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break;
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case SkillTreeMode.OVERALL:
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isEnd = true;
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break;
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}
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}
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}
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private void ActivateSkill(FieSkillTreeEndPoint endPoint, FieSkillTreeRootObject selectedTree)
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{
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if (!(endPoint == null) && !(selectedTree == null) && _buildData.skillPoint >= endPoint.assigendSkillData.Cost)
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{
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saveData.unlockedSkills.Add(endPoint.assigendSkillData.ID);
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FieManagerBehaviour<FieSaveManager>.I.UnlockSkills(endPoint.assigendSkillData);
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if (!saveData.unlockedSkills.Contains(endPoint.assigendSkillData.ID))
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{
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Debug.LogError("Faild to unlock the skill! : " + endPoint.assigendSkillData.Key);
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}
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FieManagerBehaviour<FieSaveManager>.I.IncreaseOrReduceSkillPoints(_currentGameCharacterTypeData, -endPoint.assigendSkillData.Cost);
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_buildData.skillPoint = saveData.CharacterSkillPoint[_currentGameCharacterTypeData.ID];
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activationEffect.Activate(endPoint);
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_latestSelectedTree.Reflesh3DUIComponents(this);
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reminingSkillPointUI.InithWithSkillPoint(_buildData.skillPoint);
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}
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}
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private void GroupButtonClickedCallback(FieSkillTreeSkillGroupButton clickedButton)
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{
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if (!_isNowTransition)
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{
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StartCoroutine(ToDetailTransitionCoroutine(clickedButton.relatedSkillGroupObject));
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}
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}
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private void SkillClickedCallback(FieSkillTreeSkillGroupButton clickedButton)
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{
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if (!_isNowTransition)
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{
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StartCoroutine(ToDetailTransitionCoroutine(clickedButton.relatedSkillGroupObject));
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}
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}
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public void OnClickedEndPoint()
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{
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if (skillTreeMode == SkillTreeMode.DETAIL && !_isNowTransition && _isUnlockableLatestEndPoint)
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{
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FieSkillTreeEndPoint component = _latestSelectedEndPointGameObject.GetComponent<FieSkillTreeEndPoint>();
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if (component != null)
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{
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string constantText = FieLocalizeUtility.GetConstantText(GDEItemKeys.ConstantTextList_SKILL_TREE_REQUIRE_COST_LABLEL);
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confirmationUI.costText.TmpTextObject.text = constantText.Replace("___Value1___", component.assigendSkillData.Cost.ToString());
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}
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_latestSelectedTree.SetAllEndPointInteractiveState(isInteractable: false);
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confirmationUI.Show();
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}
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}
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public void OnClickedConfirmationOK()
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{
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confirmationUI.Hide();
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if (skillTreeMode == SkillTreeMode.DETAIL)
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{
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ActivateSkill(_latestSelectedEndPoint, _latestSelectedTree);
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_latestSelectedTree.SetAllEndPointInteractiveState(isInteractable: true);
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EventSystem.current.SetSelectedGameObject(_latestSelectedEndPoint.gameObject);
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}
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}
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public void OnClickedConfirmationCancel()
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{
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confirmationUI.Hide();
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if (skillTreeMode == SkillTreeMode.DETAIL)
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{
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_latestSelectedTree.SetAllEndPointInteractiveState(isInteractable: true);
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EventSystem.current.SetSelectedGameObject(_latestSelectedEndPoint.gameObject);
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}
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}
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}
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}
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