/// <summary>
 /// 重置当前选中技能的选择技能
 /// </summary>
 private void ResetCombineSkillLattice()
 {
     //重置技能
     if (nowSelectSkillItem && nowUISkilCombineLattice)
     {
         //判断当前锁定框的位置并修改技能
         int             level = nowUISkilCombineLattice.Level;
         EnumSkillType[] thisCombineSkillTypes = nowCombineSkillItem.value as EnumSkillType[];
         EnumSkillType[] tempCombineSkillTypes = thisCombineSkillTypes.Clone() as EnumSkillType[];
         tempCombineSkillTypes[level - 1] = (EnumSkillType)nowSelectSkillItem.value;
         if (SkillCombineStaticTools.GetCanCombineSkills(tempCombineSkillTypes) ||//该框内是否可以使用该技能
             tempCombineSkillTypes.Count(temp => temp == EnumSkillType.None) == 4   //说明都是空的
             )
         {
             thisCombineSkillTypes[level - 1] = (EnumSkillType)nowSelectSkillItem.value;
             //修改组合框的图标
             SetSkillCombineLatticeAndShowVadio(thisCombineSkillTypes);
             //修改组合技能集合中选中技能的名字
             if (nowCombineSkillItem)
             {
                 int key = SkillCombineStaticTools.GetCombineSkillKey(thisCombineSkillTypes);
                 nowCombineSkillItem.childText.text = CombineSkillText(key);
             }
         }
     }
     //切换状态到技能框
     uiSelectSkillList.gameObject.SetActive(false);
     enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
 }
 private void OnEnable()
 {
     UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
     //重新载入数据
     skillStructData_Base = DataCenter.Instance.GetMetaData <SkillStructData>(); //元数据
     playerState          = DataCenter.Instance.GetEntity <PlayerState>();       //玩家状态
     uiCombineSkillList.Init();
     foreach (EnumSkillType[] skillTypes in playerState.CombineSkills)
     {
         SkillBaseStruct[] thisUsedSkills = skillStructData_Base.SearchSkillDatas(temp => skillTypes.Contains(temp.skillType));
         int        key            = SkillCombineStaticTools.GetCombineSkillKey(thisUsedSkills.Select(temp => temp.skillType));
         UIListItem thisUIListItem = uiCombineSkillList.NewItem();
         thisUIListItem.value          = thisUsedSkills.Select(temp => temp.skillType).ToArray();
         thisUIListItem.childText.text = CombineSkillText(key);
     }
     if (playerState.CombineSkills.Count < 30)
     {
         for (int i = 0; i < 30 - playerState.CombineSkills.Count; i++)
         {
             UIListItem thisUIListItem = uiCombineSkillList.NewItem();
             thisUIListItem.value          = new EnumSkillType[4];
             thisUIListItem.childText.text = "[None]";
         }
     }
     uiCombineSkillList.UpdateUI();
     //重设状态
     enumUISkillCombine = EnumUISkillCombine.CombineSkillItem;
     uiCombineSkillList.CanClickListItem = true;
     nowCombineSkillItem = uiCombineSkillList.FirstShowItem();
     uiCombineSkillList.ShowItem(nowCombineSkillItem);
     if (nowCombineSkillItem)
     {
         nowCombineSkillItem.childImage.enabled = true;
         nowCombineSkillItem.childImage.gameObject.SetActive(true);
         SetSkillCombineLatticeAndShowVadio((EnumSkillType[])nowCombineSkillItem.value);
     }
 }
    private void OnGUI()
    {
        if (skillTypeToParticalNameDic == null)
        {
            return;
        }
        EditorGUILayout.BeginHorizontal();
        //左侧的选择配置项按钮面板
        EditorGUILayout.BeginVertical(GUILayout.Width(250));
        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("保存", GUILayout.Width(35)))
        {
            string valueText = SerializeNow(skillTypeToParticalNameDic);
            File.WriteAllText(dataDirecotryPath + "/CombinePartical.txt", valueText, Encoding.UTF8);
            EditorUtility.DisplayDialog("保存数据", "保存成功!", "确认");
        }
        GUILayout.Space(100);
        if (GUILayout.Button("增量加载资源", GUILayout.Width(100)))
        {
            ParticalManager.IncrementalLoad();
        }
        EditorGUILayout.EndHorizontal();
        if (GUILayout.Button("添加", GUILayout.Width(35)))
        {
            if (!skillTypeToParticalNameDic.ContainsKey(-1))
            {
                skillTypeToParticalNameDic.Add(-1, "None");
            }
            else
            {
                EditorUtility.DisplayDialog("提示", "请先编辑之前添加的数据!", "确认");
            }
        }
        leftScroll = EditorGUILayout.BeginScrollView(leftScroll);
        KeyValuePair <int, string>[] tempValues = skillTypeToParticalNameDic.ToArray();
        Type enumType = typeof(EnumSkillType);

        foreach (KeyValuePair <int, string> tempValue in tempValues)
        {
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("×", GUILayout.Width(15)))
            {
                if (EditorUtility.DisplayDialog("警告!", "将会减去该数据!", "确认", "取消"))
                {
                    skillTypeToParticalNameDic.Remove(tempValue.Key);
                }
            }
            if (object.Equals(tempValue.Key, selectKey))
            {
                GUILayout.Space(30);
            }
            string[]        showNames     = new string[0];
            EnumSkillType[] thisSkillTyps = SkillCombineStaticTools.GetCombineSkills(tempValue.Key);
            if (thisSkillTyps != null)
            {
                showNames = thisSkillTyps.Select <EnumSkillType, string>(temp =>
                {
                    FieldInfo fieldInfo = enumType.GetField(temp.ToString());
                    if (fieldInfo == null)
                    {
                        return("");
                    }
                    FieldExplanAttribute fieldExplanAttribute = fieldInfo.GetCustomAttributes(typeof(FieldExplanAttribute), false).Select(innerTemp => innerTemp as FieldExplanAttribute).Where(innerTemp => innerTemp != null).FirstOrDefault();
                    if (fieldExplanAttribute == null)
                    {
                        return("");
                    }
                    return(fieldExplanAttribute.GetExplan());
                }).Where(temp => !string.IsNullOrEmpty(temp)).ToArray();
            }
            string showName = showNames.Length > 0 ? string.Join("+", showNames) : "None";
            if (GUILayout.Button(showName))
            {
                if (object.Equals(tempValue.Key, selectKey))
                {
                    selectKey = 0;
                }
                else
                {
                    selectKey          = tempValue.Key;
                    nowSelectSkillTyps = thisSkillTyps;
                }
            }
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndScrollView();
        EditorGUILayout.EndVertical();

        //第一个技能
        EditorGUILayout.BeginVertical();
        if (nowSelectSkillTyps == null || nowSelectSkillTyps.Length < 1)
        {
            nowSelectSkillTyps = new EnumSkillType[] { EnumSkillType.None }
        }
        ;
        var enumSkillTypes_First = allSkillTypes.Select(temp =>
        {
            FieldInfo fieldInfo = enumType.GetField(temp.ToString());
            if (fieldInfo == null)
            {
                return new { type = temp, str = "" }
            }
            ;
            FieldExplanAttribute fieldExplanAttriubte = fieldInfo.GetCustomAttributes(typeof(FieldExplanAttribute), false).OfType <FieldExplanAttribute>().Where(innerTemp => innerTemp != null).FirstOrDefault();
            if (fieldExplanAttriubte == null)
            {
                return new { type = temp, str = "" }
            }
            ;
            return(new { type = temp, str = fieldExplanAttriubte.GetExplan() });
        }).Where(temp => !string.IsNullOrEmpty(temp.str)).Where(temp => temp.type < EnumSkillType.MagicCombinedLevel1End).Reverse();
        int index_First    = enumSkillTypes_First.Select(temp => temp.type).ToList().IndexOf(nowSelectSkillTyps[0]);
        int nowIndex_First = EditorGUILayout.Popup(index_First, enumSkillTypes_First.Select(temp => temp.str).ToArray());

        if (nowIndex_First > -1 && nowIndex_First < enumSkillTypes_First.Count())
        {
            EnumSkillType selectEnumSkillType = enumSkillTypes_First.ToArray()[nowIndex_First].type;
            nowSelectSkillTyps[0] = selectEnumSkillType;
        }
        if (nowSelectSkillTyps[0] < EnumSkillType.MagicCombinedLevel1Start)
        {
            EnumSkillType[] tempArray = nowSelectSkillTyps;
            nowSelectSkillTyps = new EnumSkillType[1];
            Array.Copy(tempArray, nowSelectSkillTyps, 1);
        }
        //第二个技能
        if (nowSelectSkillTyps.Length > 0 && nowSelectSkillTyps[0] > EnumSkillType.MagicCombinedLevel1Start)
        {
            if (nowSelectSkillTyps.Length < 2)
            {
                EnumSkillType[] tempArray = nowSelectSkillTyps;
                nowSelectSkillTyps = new EnumSkillType[2];
                Array.Copy(tempArray, nowSelectSkillTyps, 1);
            }
            var enumSkillTypes_Second = allSkillTypes.Select(temp =>
            {
                FieldInfo fieldInfo = enumType.GetField(temp.ToString());

                if (fieldInfo == null)
                {
                    return new { type = temp, str = "" }
                }
                ;
                FieldExplanAttribute fieldExplanAttriubte = fieldInfo.GetCustomAttributes(typeof(FieldExplanAttribute), false).OfType <FieldExplanAttribute>().Where(innerTemp => innerTemp != null).FirstOrDefault();
                if (fieldExplanAttriubte == null)
                {
                    return new { type = temp, str = "" }
                }
                ;
                return(new { type = temp, str = fieldExplanAttriubte.GetExplan() });
            }).Where(temp => !string.IsNullOrEmpty(temp.str)).Where(temp => temp.type <EnumSkillType.MagicCombinedLevel2End && temp.type> EnumSkillType.MagicCombinedLevel2Start);
            int index_Second    = enumSkillTypes_Second.Select(temp => temp.type).ToList().IndexOf(nowSelectSkillTyps[1]);
            int nowIndex_Second = EditorGUILayout.Popup(index_Second, enumSkillTypes_Second.Select(temp => temp.str).ToArray());
            if (nowIndex_Second > -1 && nowIndex_Second < enumSkillTypes_Second.Count())
            {
                EnumSkillType selectEnumSkillType = enumSkillTypes_Second.ToArray()[nowIndex_Second].type;
                nowSelectSkillTyps[1] = selectEnumSkillType;
            }
        }
        //第三个技能
        if (nowSelectSkillTyps.Length > 1 && nowSelectSkillTyps[1] > EnumSkillType.MagicCombinedLevel2Start)
        {
            if (nowSelectSkillTyps.Length < 3)
            {
                EnumSkillType[] tempArray = nowSelectSkillTyps;
                nowSelectSkillTyps = new EnumSkillType[3];
                Array.Copy(tempArray, nowSelectSkillTyps, 2);
            }
            var enumSkillTypes_Third = allSkillTypes.Select(temp =>
            {
                FieldInfo fieldInfo = enumType.GetField(temp.ToString());
                if (fieldInfo == null)
                {
                    return new { type = temp, str = "" }
                }
                ;
                FieldExplanAttribute fieldExplanAttriubte = fieldInfo.GetCustomAttributes(typeof(FieldExplanAttribute), false).OfType <FieldExplanAttribute>().Where(innerTemp => innerTemp != null).FirstOrDefault();
                if (fieldExplanAttriubte == null)
                {
                    return new { type = temp, str = "" }
                }
                ;
                return(new { type = temp, str = fieldExplanAttriubte.GetExplan() });
            }).Where(temp => !string.IsNullOrEmpty(temp.str)).Where(temp => temp.type <EnumSkillType.MagicCombinedLevel3End && temp.type> EnumSkillType.MagicCombinedLevel3Start);
            int index_Third    = enumSkillTypes_Third.Select(temp => temp.type).ToList().IndexOf(nowSelectSkillTyps[2]);
            int nowIndex_Third = EditorGUILayout.Popup(index_Third, enumSkillTypes_Third.Select(temp => temp.str).ToArray());
            if (nowIndex_Third > -1 && nowIndex_Third < enumSkillTypes_Third.Count())
            {
                EnumSkillType selectEnumSkillType = enumSkillTypes_Third.ToArray()[nowIndex_Third].type;
                nowSelectSkillTyps[2] = selectEnumSkillType;
            }
        }
        //第四个技能
        if (nowSelectSkillTyps.Length > 2 && nowSelectSkillTyps[2] > EnumSkillType.MagicCombinedLevel3Start)
        {
            if (nowSelectSkillTyps.Length < 4)
            {
                EnumSkillType[] tempArray = nowSelectSkillTyps;
                nowSelectSkillTyps = new EnumSkillType[4];
                Array.Copy(tempArray, nowSelectSkillTyps, 3);
            }
            var enumSkillTypes_Fourth = allSkillTypes.Select(temp =>
            {
                FieldInfo fieldInfo = enumType.GetField(temp.ToString());
                if (fieldInfo == null)
                {
                    return new { type = temp, str = "" }
                }
                ;
                FieldExplanAttribute fieldExplanAttriubte = fieldInfo.GetCustomAttributes(typeof(FieldExplanAttribute), false).OfType <FieldExplanAttribute>().Where(innerTemp => innerTemp != null).FirstOrDefault();
                if (fieldExplanAttriubte == null)
                {
                    return new { type = temp, str = "" }
                }
                ;
                return(new { type = temp, str = fieldExplanAttriubte.GetExplan() });
            }).Where(temp => !string.IsNullOrEmpty(temp.str)).Where(temp => temp.type <EnumSkillType.MagicCombinedLevel4End && temp.type> EnumSkillType.MagicCombinedLevel4Start);
            int index_Fourth    = enumSkillTypes_Fourth.Select(temp => temp.type).ToList().IndexOf(nowSelectSkillTyps[3]);
            int nowIndex_Fourth = EditorGUILayout.Popup(index_Fourth, enumSkillTypes_Fourth.Select(temp => temp.str).ToArray());
            if (nowIndex_Fourth > -1 && nowIndex_Fourth < enumSkillTypes_Fourth.Count())
            {
                EnumSkillType selectEnumSkillType = enumSkillTypes_Fourth.ToArray()[nowIndex_Fourth].type;
                nowSelectSkillTyps[3] = selectEnumSkillType;
            }
        }
        //技能粒子对象
        if (skillTypeToParticalNameDic.ContainsKey(selectKey))
        {
            GameObject particalObj = (GameObject)EditorGUILayout.ObjectField(ParticalManager.GetPartical(skillTypeToParticalNameDic[selectKey]), typeof(GameObject), true);
            skillTypeToParticalNameDic[selectKey] = ParticalManager.GetName(particalObj);
        }
        if (GUILayout.Button("保存", GUILayout.Width(35)))
        {
            int key = SkillCombineStaticTools.GetCombineSkillKey(nowSelectSkillTyps);
            if (key == 0 || (key != selectKey && skillTypeToParticalNameDic.ContainsKey(key)))
            {
                EditorUtility.DisplayDialog("提示", "无法保存该数据!", "确认");
            }
            else
            {
                string particalName = "";
                if (skillTypeToParticalNameDic.ContainsKey(selectKey))
                {
                    particalName = skillTypeToParticalNameDic[selectKey];
                    skillTypeToParticalNameDic.Remove(selectKey);
                }
                skillTypeToParticalNameDic.Add(key, particalName);
                selectKey = key;
            }
        }

        EditorGUILayout.EndVertical();
        EditorGUILayout.EndHorizontal();
    }
}
Beispiel #4
0
    /// <summary>
    /// 更新显示
    /// </summary>
    private void ChangeSpriteLattice()
    {
        SkillBaseStruct[]          skillBaseStructs = iSkillState.CombineSkills;
        Action <Transform, Sprite> SetImageSprite   = (trans, sprite) =>//设置技能的图片显示
        {
            if (trans)
            {
                Image image = trans.GetComponent <Image>();
                if (image)
                {
                    image.sprite  = sprite;
                    image.enabled = sprite != null;
                }
            }
        };
        Action <Transform, float> SetImageInnerState = (trans, coolingTime) =>//设置技能的冷却显示
        {
            if (trans)
            {
                Image image = trans.GetComponent <Image>();
                if (image)
                {
                    image.fillAmount = Mathf.Clamp(coolingTime, 0, 1);
                }
            }
        };

        if (skillBaseStructs != null)
        {
            int   skillID          = SkillCombineStaticTools.GetCombineSkillKey(skillBaseStructs);
            float skillCoolingTime = iSkillState.GetSkillRuntimeCoolingTime(skillID);                                                                                                     //本技能的冷却时间
            float maxTime          = skillCoolingTime > iSkillState.PublicCoolingTime ? (skillCoolingTime / iSkillState.GetSkillMaxCoolingTime(skillID)) : iSkillState.PublicCoolingTime; //选取最大的时间作为显示时间
            if (skillBaseStructs.Length > 0 && skillBaseStructs[0] != null)
            {
                Sprite sprite = SkillCombineStaticTools.GetCombineSkillSprite(skillStructData, (int)skillBaseStructs[0].skillType);
                SetImageSprite(firstImage, sprite);
                SetImageInnerState(firstInnerImage, maxTime);
            }
            else//清理第一个框
            {
                SetImageSprite(firstImage, null);
                SetImageInnerState(firstInnerImage, 0);
            }

            if (skillBaseStructs.Length > 1 && skillBaseStructs[1] != null)
            {
                Sprite sprite = SkillCombineStaticTools.GetCombineSkillSprite(skillStructData, (int)skillBaseStructs[1].skillType);
                SetImageSprite(secondImage, sprite);
                SetImageInnerState(secondInnerImage, maxTime);
            }
            else//清理第二个框
            {
                SetImageSprite(secondImage, null);
                SetImageInnerState(secondInnerImage, 0);
            }

            if (skillBaseStructs.Length > 2 && skillBaseStructs[2] != null)
            {
                Sprite sprite = SkillCombineStaticTools.GetCombineSkillSprite(skillStructData, (int)skillBaseStructs[2].skillType);
                SetImageSprite(thirdImage, sprite);
                SetImageInnerState(thirdInnerImage, maxTime);
            }
            else//清理第三个框
            {
                SetImageSprite(thirdImage, null);
                SetImageInnerState(thirdInnerImage, 0);
            }

            if (skillBaseStructs.Length > 3 && skillBaseStructs[3] != null)
            {
                Sprite sprite = SkillCombineStaticTools.GetCombineSkillSprite(skillStructData, (int)skillBaseStructs[3].skillType);
                SetImageSprite(fourthImage, sprite);
                SetImageInnerState(fourthInnerImage, maxTime);
            }
            else//清理第四个框
            {
                SetImageSprite(fourthImage, null);
                SetImageInnerState(fourthInnerImage, 0);
            }
        }
        else
        {
            SetImageSprite(firstImage, null);
            SetImageSprite(secondImage, null);
            SetImageSprite(thirdImage, null);
            SetImageSprite(fourthImage, null);
            SetImageInnerState(firstInnerImage, 0);
            SetImageInnerState(secondInnerImage, 0);
            SetImageInnerState(thirdInnerImage, 0);
            SetImageInnerState(fourthInnerImage, 0);
        }
    }
Beispiel #5
0
    /// <summary>
    /// 显示集合
    /// </summary>
    private void ShowUIList()
    {
        uiKeySettingList.Init();
        //注意第一项弄成空的
        UIListItem firstItem = uiKeySettingList.NewItem();

        firstItem.childText.text = "None";
        //firstItem.transform.GetChild(1).GetComponent<Text>().text = "None";
        firstItem.value = null;
        uiKeySettingList.UpdateUI();
        //其他项从技能和道具中检索
        List <KeyContactStruct> keyContactStructList = new List <KeyContactStruct>();

        //单独的技能
        foreach (var item in playerState.SkillPoint)
        {
            if (item.Value <= 0)
            {
                continue;
            }
            SkillBaseStruct skillBaseStruct = skillStructData.SearchSkillDatas(temp => temp.skillType == item.Key).FirstOrDefault();
            if (skillBaseStruct != null)
            {
                KeyContactStruct tempKeyContactStruct = new KeyContactStruct();
                tempKeyContactStruct.id             = (int)item.Key;
                tempKeyContactStruct.key            = 0;
                tempKeyContactStruct.keyContactType = EnumKeyContactType.Skill;
                tempKeyContactStruct.name           = skillBaseStruct.skillName;
                keyContactStructList.Add(tempKeyContactStruct);
            }
        }
        //组合的技能
        foreach (var item in playerState.CombineSkills)
        {
            if (item != null && item.Count(temp => temp == EnumSkillType.None) < 4)
            {
                KeyContactStruct tempKeyContactStruct = new KeyContactStruct();
                tempKeyContactStruct.id             = SkillCombineStaticTools.GetCombineSkillKey(item);
                tempKeyContactStruct.key            = 0;
                tempKeyContactStruct.keyContactType = EnumKeyContactType.Skill;
                tempKeyContactStruct.name           = SkillCombineStaticTools.GetCombineSkillsName(item);
                keyContactStructList.Add(tempKeyContactStruct);
            }
        }
        //可使用的炼金道具
        foreach (var item in playerState.PlayerAllGoods.Where(temp =>
                                                              ((int)temp.GoodsInfo.EnumGoodsType > (int)EnumGoodsType.Item && (int)temp.GoodsInfo.EnumGoodsType < (int)EnumGoodsType.Item + 1000000) ||
                                                              ((int)temp.GoodsInfo.EnumGoodsType > (int)EnumGoodsType.Elixir && (int)temp.GoodsInfo.EnumGoodsType < (int)EnumGoodsType.Elixir + 1000000)
                                                              ))
        {
            KeyContactStruct tempKeyContactStruct = new KeyContactStruct();
            tempKeyContactStruct.id             = item.ID;
            tempKeyContactStruct.key            = 0;
            tempKeyContactStruct.keyContactType = EnumKeyContactType.Prap;
            tempKeyContactStruct.name           = item.GoodsInfo.GoodsName;
            keyContactStructList.Add(tempKeyContactStruct);
        }
        //显示在下拉列表中
        foreach (var item in keyContactStructList)
        {
            UIListItem uiListItem = uiKeySettingList.NewItem();
            uiListItem.childText.text     = item.name;
            uiListItem.value              = item;
            uiListItem.childImage.enabled = false;
        }
        //最后的设置
        uiKeySettingList.UpdateUI();
        nowKeySettingListItem = uiKeySettingList.FirstShowItem();
        uiKeySettingList.ShowItem(nowKeySettingListItem);
        if (nowKeySettingListItem)
        {
            nowKeySettingListItem.childImage.enabled = true;
        }
        selectTargetPanel.gameObject.SetActive(true);
        //状态改为选择技能
        enumKeySettingType = EnumKeySettingType.Select;
    }
Beispiel #6
0
    /// <summary>
    /// 当隐藏时处理
    /// </summary>
    private void OnDisable()
    {
        UIManager.Instance.KeyUpHandle -= Instance_KeyUpHandle;
        if (nowKeySettingLattice)
        {
            nowKeySettingLattice.LostForcus();
        }
        //保存状态
        UIFocus[] uiKeySettingLatticeArray = keySettingFocusPath.UIFocuesArray;
        foreach (UIFocus item in uiKeySettingLatticeArray)
        {
            if (!item)
            {
                continue;
            }
            UIFocusKeySettingLattice uiKeySettingLattice = item as UIFocusKeySettingLattice;
            int inputKey = uiKeySettingLattice.GetKeySettingInput();//输入的按键值
            if (uiKeySettingLattice)
            {
                //KeyContactStruct[] keyContactStructs = keyContactData.GetKeyContactStruct(inputKey);
                KeyContactStruct newTarget = new KeyContactStruct();
                newTarget.id             = uiKeySettingLattice.id;
                newTarget.keyContactType = uiKeySettingLattice.keyLatticeType;
                //if (keyContactStructs.Length > 0)
                //{
                //    newTarget = keyContactStructs[0];
                //}
                //else
                //{
                //设置对象的名字
                switch (newTarget.keyContactType)
                {
                case EnumKeyContactType.None:
                    newTarget.name = "None";
                    break;

                case EnumKeyContactType.Skill:
                    EnumSkillType[] skillTypes = SkillCombineStaticTools.GetCombineSkills(newTarget.id);
                    newTarget.name = SkillCombineStaticTools.GetCombineSkillsName(skillTypes);
                    //如果是火球术
                    if (newTarget.id == SkillCombineStaticTools.GetCombineSkillKey(new EnumSkillType[] { EnumSkillType.FS01, EnumSkillType.YSX01 }))
                    {
                        //给任务系统填入状态
                        INowTaskState iNowTaskState = GameState.Instance.GetEntity <INowTaskState>();
                        iNowTaskState.CheckNowTask(EnumCheckTaskType.Special, (int)TaskMap.Enums.EnumTaskSpecialCheck.SetFireSkillToLattice);
                    }
                    break;

                case EnumKeyContactType.Prap:
                    PlayGoods playGoods = playerState.PlayerAllGoods.FirstOrDefault(temp => temp.ID == newTarget.id);
                    newTarget.name = playGoods.GoodsInfo.GoodsName;
                    break;

                case EnumKeyContactType.Action:
                    newTarget.name = "暂无功能";
                    break;
                }
                //}
                keyContactData.SetKeyContactStruct(inputKey, newTarget);
            }
        }
    }