117 lines
4.5 KiB
Lua
117 lines
4.5 KiB
Lua
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----- 远征试炼节点弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local fun
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--item容器
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local itemList = {}
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this.Demons = nil
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local monsterData = {}
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local rewardData = {}
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local type = 1 --1 前往 2 放弃
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function this:InitComponent(gameObject)
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.power = Util.GetGameObject(gameObject, "power"):GetComponent("Text")
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this.sureBtn=Util.GetGameObject(gameObject,"sureBtn")
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this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text")
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this.Demons = Util.GetGameObject(gameObject, "demons/item"..1)
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this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
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end
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function this:BindEvent()
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Util.AddClick(this.sureBtn, function()
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this:BtnClickEvent()
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end)
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Util.AddClick(this.backBtn, function()
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parent:ClosePanel()
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end)
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end
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function this:BtnClickEvent()
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if type == 1 then
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parent:ClosePanel()
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elseif type == 2 then
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parent:ClosePanel()
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.EXPEDITION, monsterData)
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end
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local args = {...}
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monsterData = args[1]
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type = args[2]
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fun = args[3]
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--LogError("monsterData "..monsterData.type.." "..monsterData.sortId)
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this:FormationAdapter()
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end
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-- 编队数据匹配
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function this:FormationAdapter()
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if type == 1 then
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this.sureBtnText.text = "确 定"
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elseif type == 2 then
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this.sureBtnText.text = "前 往"
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end
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this.titleText.text="瑶池魔妖"
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if monsterData == nil then LogError("远征数据为nil") return end
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--LogError("monsterData.bossTeaminfo.teamInfo "..monsterData.bossTeaminfo.teamInfo)
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this.power.text = monsterData.bossTeaminfo.totalForce
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local monsterCongig = {}
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if monsterData.bossTeaminfo.teamInfo and monsterData.bossTeaminfo.teamInfo > 0 then
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local monsterGroup = ConfigManager.TryGetConfigData(ConfigName.MonsterGroup,monsterData.bossTeaminfo.teamInfo)
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if monsterGroup and monsterGroup.Contents and #monsterGroup.Contents > 0 then
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if monsterGroup.Contents[1] and monsterGroup.Contents[1][1] then
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monsterCongig = ConfigManager.TryGetConfigData(ConfigName.MonsterConfig,monsterGroup.Contents[1][1])
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end
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end
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if not monsterCongig then return end
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local demon = this.Demons
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local demonId = monsterCongig.MonsterId
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local starGrid=Util.GetGameObject(demon, "starGrid")
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local proImage=Util.GetGameObject(demon, "heroShow/proIcon"):GetComponent("Image")
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local posImage=Util.GetGameObject(demon, "heroShow/posIcon"):GetComponent("Image")
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local heroStage = Util.GetGameObject(demon, "heroShow/heroStage"):GetComponent("Image")
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local roleLevel=Util.GetGameObject(demon, "lvbg/levelText"):GetComponent("Text")
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local frameBtn=Util.GetGameObject(demon, "frame")
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local hpSlider = Util.GetGameObject(demon, "Slider")
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--hpSlider:SetActive(false)
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if demonId then
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demon:SetActive(true)
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local demonData = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
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Util.GetGameObject(demon, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(demonData.Icon))
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Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(ConfigManager.GetConfigData(ConfigName.HeroConfig,demonId).Star))
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SetHeroStars(starGrid, monsterCongig.Quality)
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proImage.sprite = Util.LoadSprite(GetProStrImageByProNum(demonData.PropertyName))
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posImage.sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(demonData.Profession))
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heroStage.sprite = Util.LoadSprite(HeroStageSprite[demonData.HeroStage])
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roleLevel.text=monsterCongig.Level
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hpSlider:GetComponent("Slider").value = 1
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--if monsterData.bossTeaminfo.hero[i].remainHp <= 0 then
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-- Util.SetGray(demon,true)
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--else
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-- Util.SetGray(demon,false)
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--end
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end
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end
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end
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function this:OnClose()
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if fun then
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fun()
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fun = nil
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end
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end
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function this:OnDestroy()
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end
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return this
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