mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
116 lines
3.7 KiB
C#
116 lines
3.7 KiB
C#
using GameDataEditor;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.UI
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{
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public class FieSkillTreeRootObject : MonoBehaviour
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{
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public Transform cameraPositionTransform;
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[SerializeField]
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private FieSkillTreeSelectablePoint[] _skillTreeBranches = new FieSkillTreeSelectablePoint[4];
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private GDESkillGroupData _relatedSkillGroupData;
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public FieSkillTreeSelectablePoint[] skillTreeBranches => _skillTreeBranches;
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public GDESkillGroupData relatedSkillGroupData => _relatedSkillGroupData;
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public void SetAllEndPointInteractiveState(bool isInteractable)
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{
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if (_skillTreeBranches != null && _skillTreeBranches.Length > 0)
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{
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for (int i = 0; i < _skillTreeBranches.Length; i++)
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{
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_skillTreeBranches[i].option1.interactable = isInteractable;
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_skillTreeBranches[i].option2.interactable = isInteractable;
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}
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}
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}
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public void InitializeSkillTreeObjects(FieSkillTree parent, GDESkillGroupData skillGroup)
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{
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if (_skillTreeBranches != null && _skillTreeBranches.Length > 0 && !(parent == null) && skillGroup != null)
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{
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_relatedSkillGroupData = skillGroup;
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List<GDESkillTreeData> list = FieMasterData<GDESkillTreeData>.FindMasterDataList(delegate(GDESkillTreeData data)
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{
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if (data.SkillGroup.ID == skillGroup.ID)
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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 (list != null && list.Count > 0)
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{
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for (int i = 0; i < list.Count; i++)
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{
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int num = list[i].SkillLevel - 1;
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int num2 = list[i].OptionID - 1;
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if ((num2 == 0 || num2 == 1) && _skillTreeBranches.IsValidIndex(num))
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{
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((num2 != 0) ? _skillTreeBranches[num].option2 : _skillTreeBranches[num].option1).AssignSkillData(list[i]);
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}
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}
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Reflesh3DUIComponents(parent);
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}
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}
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}
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public void Reflesh3DUIComponents(FieSkillTree parent)
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{
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if (_skillTreeBranches != null && _skillTreeBranches.Length > 0 && !(parent == null) && parent.saveData != null)
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{
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for (int i = 0; i < _skillTreeBranches.Length; i++)
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{
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if (_skillTreeBranches[i].option1.assigendSkillData != null)
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{
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int unlockedSkillIndex = 0;
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if (parent.saveData.unlockedSkills != null && parent.saveData.unlockedSkills.Count > 0)
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{
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if (parent.saveData.unlockedSkills.Contains(_skillTreeBranches[i].option1.assigendSkillData.ID))
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{
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_skillTreeBranches[i].option1.state = FieSkillTreeEndPoint.EndPointState.UNLOCKED;
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_skillTreeBranches[i].option2.state = FieSkillTreeEndPoint.EndPointState.LOCKED;
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unlockedSkillIndex = 1;
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}
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else if (parent.saveData.unlockedSkills.Contains(_skillTreeBranches[i].option2.assigendSkillData.ID))
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{
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_skillTreeBranches[i].option2.state = FieSkillTreeEndPoint.EndPointState.UNLOCKED;
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_skillTreeBranches[i].option1.state = FieSkillTreeEndPoint.EndPointState.LOCKED;
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unlockedSkillIndex = 2;
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}
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}
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_skillTreeBranches[i].unlockedSkillIndex = unlockedSkillIndex;
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}
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}
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for (int j = 0; j < _skillTreeBranches.Length; j++)
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{
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_skillTreeBranches[j].UpdateLineEffect();
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}
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}
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}
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internal int GetUnlockedLevel()
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{
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int num = 0;
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if (_skillTreeBranches == null || _skillTreeBranches.Length <= 0)
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{
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return 0;
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}
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for (int i = 0; i < _skillTreeBranches.Length; i++)
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{
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if (_skillTreeBranches[i].option1.state == FieSkillTreeEndPoint.EndPointState.UNLOCKED)
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{
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num = Mathf.Max(_skillTreeBranches[i].option1.assigendSkillData.SkillLevel, num);
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}
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if (_skillTreeBranches[i].option2.state == FieSkillTreeEndPoint.EndPointState.UNLOCKED)
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{
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num = Mathf.Max(_skillTreeBranches[i].option2.assigendSkillData.SkillLevel, num);
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}
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}
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return num;
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}
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}
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}
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