miduo_client/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleTalentPopup.lua

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Lua
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require("Base/BasePanel")
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RoleTalentPopup = Inherit(BasePanel)
local heroConfig,breakId,upStarId
local breakSkillDataList = {}
local upStarSkillDataList = {}
local passiveSkillLogicConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local heroRankupConfig=ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
--初始化组件(用于子类重写)
function RoleTalentPopup:InitComponent()
self.breakSkillGoList = {}
self.upStarSkillGoList = {}
self.BackMask = Util.GetGameObject(self.transform, "BackMask")
self.breakOpenSkill =Util.GetGameObject(self.transform, "bg/breakOpenSkill")
self.upStarOpenSkill =Util.GetGameObject(self.transform, "bg/upStarOpenSkill")
self.breakSkillTextPre =Util.GetGameObject(self.transform, "bg/breakSkillTextPre")
self.breakOpenSkillGrid =Util.GetGameObject(self.transform, "bg/breakOpenSkill/Mask")
self.upStarSkillTextPre =Util.GetGameObject(self.transform, "bg/upStarSkillTextPre")
self.upStarOpenSkill =Util.GetGameObject(self.transform, "bg/upStarOpenSkill/Mask")
end
--绑定事件(用于子类重写)
function RoleTalentPopup:BindEvent()
Util.AddClick(self.BackMask, function()
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function RoleTalentPopup:AddListener()
end
--移除事件监听(用于子类重写)
function RoleTalentPopup:RemoveListener()
end
--界面打开时调用(用于子类重写)
--传三个参数 是因为图鉴也要用
function RoleTalentPopup:OnOpen(_heroConfig,_breakId,_upStarId)
heroConfig = _heroConfig
breakId = _breakId
upStarId = _upStarId
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function RoleTalentPopup:OnShow()
self:GetTalentDataShow()
end
function RoleTalentPopup:GetTalentDataShow()
breakSkillDataList = {}
upStarSkillDataList = {}
if heroConfig.OpenPassiveSkillRules then
for i = 1, #heroConfig.OpenPassiveSkillRules do
--LogError("i "..i)
if heroConfig.OpenPassiveSkillRules[i][1] == 1 then--突破
local singSkillData = {}
singSkillData.passiveSkillConfig = passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]]
singSkillData.OpenPassiveSkillRules = heroConfig.OpenPassiveSkillRules[i]
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local titleStr = NumToSimplenessFont[heroRankupConfig[heroConfig.OpenPassiveSkillRules[i][2]].Phase[2]] .. Language[11864]
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local curBreakId = heroConfig.OpenPassiveSkillRules[i][2]
if breakId >= curBreakId then
if breakSkillDataList[curBreakId] then
breakSkillDataList[curBreakId] = {index = curBreakId,str = breakSkillDataList[curBreakId].str .. "  <color=#66FF00>"..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
else
breakSkillDataList[curBreakId] = {index = curBreakId,str ="<color=#66FF00>"..titleStr..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
end
else
if breakSkillDataList[curBreakId] then
breakSkillDataList[curBreakId] = {index = curBreakId,str =breakSkillDataList[curBreakId].str .. " <color=#B9AC97>"..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
else
breakSkillDataList[curBreakId] = {index = curBreakId,str ="<color=#B9AC97>"..titleStr..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
end
end
else--升星
local singSkillData = {}
singSkillData.passiveSkillConfig = passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]]
singSkillData.OpenPassiveSkillRules = heroConfig.OpenPassiveSkillRules[i]
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singSkillData.titleStr = NumToSimplenessFont[heroRankupConfig[heroConfig.OpenPassiveSkillRules[i][2]].Phase[2]] .. Language[11865]
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if upStarId >= heroConfig.OpenPassiveSkillRules[i][2] then
singSkillData.isOpen = true
else
singSkillData.isOpen = false
end
table.insert(upStarSkillDataList,singSkillData)
end
end
end
local breakSkillDataList2 = {}
for i, v in pairs(breakSkillDataList) do
table.insert(breakSkillDataList2,v)
end
table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
for i = 1, math.max(#breakSkillDataList2, #self.breakSkillGoList) do
local go = self.breakSkillGoList[i]
if not go then
go = newObject(self.breakSkillTextPre)
go.transform:SetParent(self.breakOpenSkillGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
self.breakSkillGoList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #breakSkillDataList2 do
local go = self.breakSkillGoList[i]
go.gameObject:SetActive(true)
go:GetComponent("Text").text = breakSkillDataList2[i].str
end
for i = 1, math.max(#upStarSkillDataList, #self.upStarSkillGoList) do
local go = self.upStarSkillGoList[i]
if not go then
go = newObject(self.upStarSkillTextPre)
go.transform:SetParent(self.upStarOpenSkill.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
self.upStarSkillGoList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #upStarSkillDataList do
local go = self.upStarSkillGoList[i]
go.gameObject:SetActive(true)
local kongStr = ""
if passiveSkillLogicConfig[upStarSkillDataList[i].passiveSkillConfig.Id].Judge == 1 then
kongStr = "   "
else
kongStr = ""
end
if upStarSkillDataList[i].isOpen then
go:GetComponent("Text").text = kongStr.."<color=#66FF00>"..upStarSkillDataList[i].titleStr..upStarSkillDataList[i].passiveSkillConfig.Desc.."</color>"
else
go:GetComponent("Text").text = kongStr.."<color=#B9AC97>"..upStarSkillDataList[i].titleStr..upStarSkillDataList[i].passiveSkillConfig.Desc.."</color>"
end
Util.GetGameObject(go.transform, "Image"):SetActive(passiveSkillLogicConfig[upStarSkillDataList[i].passiveSkillConfig.Id].Judge == 1)
end
end
--界面关闭时调用(用于子类重写)
function RoleTalentPopup:OnClose()
end
--界面销毁时调用(用于子类重写)
function RoleTalentPopup:OnDestroy()
end
return RoleTalentPopup