59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using GCGame.Table;
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public class ChildSkillLevelLimitDesc : MonoBehaviour {
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public Text _CurSkillDesc;
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public GameObject _NextSkillLeveliLimitObj;
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public Text _CurSkillLimitLevel;
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public Text _NextSkillLimitLevel;
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//当前标记位技能Index
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public int _SkillIndex;
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private int _CurSelectChildIndex = 0;
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public void InitSkillLimitDesc(int _ChildIndex)
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{
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_CurSelectChildIndex = _ChildIndex;
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gameObject.SetActive(true);
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var childLevel = ChildData.GetChildByIndex(_CurSelectChildIndex).basic.curLevel;
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var childrenLevelUpTab = TableManager.GetChildrenLevelUpByID(childLevel, 0);
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if(childrenLevelUpTab == null)
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{
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gameObject.SetActive(false);
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Debug.LogError("ChildrenLevelUp is null : " + childLevel);
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return;
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}
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var childStateTypeTab = TableManager.GetChildrenStateTypeByID(childrenLevelUpTab.CurStateType);
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if(childStateTypeTab == null)
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{
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gameObject.SetActive(false);
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Debug.LogError("childStateTypeTab is null : " + childrenLevelUpTab.CurStateType);
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return;
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}
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//当前阶段技能最高等级
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_CurSkillLimitLevel.text = childStateTypeTab.GetSkillLevelMaxbyIndex(_SkillIndex) + "";
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var nextChildStateTypeTab = ChildRenicarNationPanel.Instance.GetNextGradeStateTypeTab(childrenLevelUpTab.CurStateType);
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//下个阶段最高等级
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if (nextChildStateTypeTab == null)
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{
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_NextSkillLeveliLimitObj.SetActive(false);
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}
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else
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{
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_NextSkillLimitLevel.text = nextChildStateTypeTab.GetSkillLevelMaxbyIndex(_SkillIndex) + "";
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}
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var childrenSkillParamTab = ChildData.GetSkillPatamTabByType(_SkillIndex + 1);
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if (childrenSkillParamTab != null)
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_CurSkillDesc.text = StrDictionary.GetClientDictionaryString("#{86809}", childrenSkillParamTab.SkillName);
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}
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}
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