2020-08-25 15:46:38 +08:00
										 
									 
								 
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								require("Base/BasePanel")
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								require("Modules/RoleInfo/RoleInfoPanel")
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								SkillInfoPopup = Inherit(BasePanel)
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								local this = SkillInfoPopup
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								--初始化组件(用于子类重写)
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								function this:InitComponent()
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								    this.content = Util.GetGameObject(self.transform, "Content"):GetComponent("RectTransform")
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								    this.backBtn = Util.GetGameObject(self.transform, "Button")
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								    this.skillTypeImage=Util.GetGameObject(self.transform,"Content/SkillTypeImage"):GetComponent("Image")
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								    this.icon = Util.GetGameObject(self.transform, "Content/IconBG/Icon"):GetComponent("Image")
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								    -- this.skillLv = Util.GetGameObject(self.transform, "Content/IconBG/Level/Text"):GetComponent("Text")
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								    this.skillName = Util.GetGameObject(self.transform, "Content/Title/Text"):GetComponent("Text")
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								    -- this.desc = Util.GetGameObject(self.transform, "Content/Desc/Text"):GetComponent("Text")
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								    this.cureffect = Util.GetGameObject(self.transform, "Content/CurrentLvDesc/Text"):GetComponent("Text")
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								    -- this.skillNextObg = Util.GetGameObject(self.transform, "Content/NextLv")
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								    -- this.skillNextObg:SetActive(false)
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								    -- this.nextEffect = Util.GetGameObject(self.transform, "Content/NextLv/NextLvDesc/Text"):GetComponent("Text")
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								    this.rect=Util.GetGameObject(self.transform,"Content"):GetComponent("RectTransform")
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								end
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								--绑定事件(用于子类重写)
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								function this:BindEvent()
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								    Util.AddClick(this.backBtn, function()
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								        PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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								        self:ClosePanel()
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								    end)
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								end
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								--添加事件监听(用于子类重写)
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								function this:AddListener()
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								end
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								--移除事件监听(用于子类重写)
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								function this:RemoveListener()
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								end
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								function this:OnShow()
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								end
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								--界面打开时调用(用于子类重写)
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								function this:OnOpen(...)
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								    this.rect=Util.GetGameObject(GameObject.Find("SkillInfoPopup").transform,"Content"):GetComponent("RectTransform")
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								    this.curLvRect=Util.GetGameObject(self.transform,"Content"):GetComponent("RectTransform")
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								    local args = { ... }
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								    local curSkillData = args[1]
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								    local openType = args[2]
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								    local dividend = args[3] and args[3] or 10
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								    local maxLv=1--args[4]
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								    local skilltype =args[5]
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								    if openType == 1 then
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								        this.content.anchoredPosition = Vector2.New(0, 0)
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								    elseif openType == 2 then
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								        this.content.anchoredPosition = Vector2.New(144, -281.98)
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								    elseif openType == 3 then
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								        this.content.anchoredPosition = Vector2.New(0, 135)
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								    elseif openType == 4 then
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								        local panel=Util.GetGameObject(GameObject.Find("RoleInfoPopup").transform,"Scroll View/Viewport/Content"):GetComponent("RectTransform")
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								        this.content:DOAnchorPos(Vector3(144,panel.anchoredPosition.y-342),0)
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								    end
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								    this.icon.sprite = Util.LoadSprite(GetResourcePath(curSkillData.skillConfig.Icon))
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								    --this.skillLv.text = curSkillData.skillConfig.Id % dividend --神奇的取等级
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								    this.skillName.text = curSkillData.skillConfig.Name
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								    --获取RoleInfoPanel的curUpStarData,以获取妖灵师最高等级
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								    if curSkillData.skillConfig.Type == SkillType.Pu then
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								        this.skillTypeImage.sprite=Util.LoadSprite(SkillIconType[SkillType.Pu])--普技
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								    elseif curSkillData.skillConfig.Type == SkillType.Jue then
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								        this.skillTypeImage.sprite=Util.LoadSprite(SkillIconType[SkillType.Jue])--绝技
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								    elseif curSkillData.skillConfig.Type == SkillType.Bei then
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								        this.skillTypeImage.sprite=Util.LoadSprite(SkillIconType[SkillType.Bei])--被动技
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								    end
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								    local skillLogiData=ConfigManager.GetConfigData(ConfigName.SkillLogicConfig,curSkillData.skillConfig.Id)
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								    local ShortDesc = curSkillData.skillConfig.ShortDesc or ""
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								    -- local rateCasting=0
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								    -- if skillLogiData.CD>0 then
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								    --     rateCasting=skillLogiData.CD/1000
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								    --     this.desc.text="施法率:"..rateCasting.."%".."\n".."最高等级<color=#DA9649><b>"..maxLv.."</b></color>".."\n"..ShortDesc
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								    -- else
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								    --     this.desc.text="最高等级<color=#DA9649><b>"..maxLv.."</b></color>".."\n"..ShortDesc
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								    -- end
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								    this.cureffect.transform:DOAnchorPosY(0,0,true)
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								    --curSkillData.skillConfig.Id % dividend
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								    this.cureffect.text = GetSkillConfigDesc(curSkillData.skillConfig)--Language[10470].."<color=#DA9649><b>".. 1 .."</b></color>\n"..
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								    local nextCfg
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								    if curSkillData.skillConfig.Type==SkillType.Pu then
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								        nextCfg = ConfigManager.TryGetConfigData(ConfigName.SkillConfig, curSkillData.skillConfig.Id+1)
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								    elseif curSkillData.skillConfig.Type==SkillType.Jue then
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								        nextCfg = ConfigManager.TryGetConfigData(ConfigName.SkillConfig, curSkillData.skillConfig.Id+1)
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								    elseif  curSkillData.skillConfig.Type==SkillType.Bei then
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								        nextCfg = ConfigManager.TryGetConfigData(ConfigName.PassiveSkillConfig, curSkillData.skillConfig.Id+1)
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								    end
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								    -- if nextCfg and nextCfg.Desc then
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								        --this.skillNextObg:SetActive(true)
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								        -- local nextLv=curSkillData.skillConfig.Id % dividend+1
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								        -- if nextLv>5 then
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								        --     nextLv=5
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								        -- end
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								        -- this.nextEffect.transform:DOAnchorPosY(0,0,true)
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								        -- this.nextEffect.text ="等级".."<color=#DA9649><b>"..nextLv.."</b></color>\n"..GetSkillConfigDesc(nextCfg)
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								    -- else
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								        -- this.skillNextObg:SetActive(false)
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								    -- end
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								end
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								--界面关闭时调用(用于子类重写)
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								function this:OnClose()
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								end
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								--界面销毁时调用(用于子类重写)
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								function this:OnDestroy()
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								end
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								function this.CheckPointer()
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								    local update
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								    update = function()
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								        if Input.GetMouseButtonDown(0) then
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								            local v2 = Input.mousePosition
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											2020-06-23 18:36:24 +08:00
										 
									 
								 
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								            Log(Language[11598]..v2.x.."  "..v2.y)
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											2020-05-09 13:31:21 +08:00
										 
									 
								 
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								            this.value0,this.value1= RectTransformUtility.ScreenPointToLocalPointInRectangle(this.rect,v2,UIManager.camera,nil)
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											2020-06-23 18:36:24 +08:00
										 
									 
								 
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								            Log(Language[11599]..this.value1.x.."  "..this.value1.y)
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								            Log(Language[11600]..this.rect.localPosition.x.."   "..this.rect.localPosition.y)
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								            Log(Language[11601]..this.curLvRect.sizeDelta.x.."  "..this.curLvRect.sizeDelta.y)
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											2020-05-09 13:31:21 +08:00
										 
									 
								 
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								            if this.value1.x>this.curLvRect.sizeDelta.x and
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								                    this.value1.x<0-- and
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								                    --this.value1.y<this.curLvRect.localPosition.y and
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								                    --this.value1.y>this.curLvRect.localPosition.y
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								            then
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								                return
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								            end
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								            --if CheckLOrR(this.value)==0 then
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								            --    return
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								            --end
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								            this.rect=nil
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								            this:ClosePanel()
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								            UpdateBeat:Remove(update, this)
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								        end
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								    end
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								    UpdateBeat:Add(update, this)
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								end
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											2020-08-03 21:23:16 +08:00
										 
									 
								 
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								return SkillInfoPopup
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