[图鉴]==========图鉴详情修改提交
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@ -7,8 +7,9 @@ local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local heroLevelConfig = ConfigManager.GetConfig(ConfigName.HeroLevelConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local allAddProVal = {}
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local allBtns={}
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local breakId,upStarId
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local orginLayer=0
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--初始化组件(用于子类重写)
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function HandBookRoleInfoLayout:New(gameObject)
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@ -37,12 +38,22 @@ function HandBookRoleInfoLayout:InitComponent()
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self.skillGrid=Util.GetGameObject(self.gameObject,"skill")
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self.line1=Util.GetGameObject(self.skillGrid,"line1")
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self.line2=Util.GetGameObject(self.skillGrid,"line2")
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self.line3=Util.GetGameObject(self.gameObject,"skillBtns/line3")
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self.line4=Util.GetGameObject(self.gameObject,"skillBtns/line4")
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self.selsectSkillImage=Util.GetGameObject(self.gameObject,"selsectSkillImage")
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self.posBtn= Util.GetGameObject(self.gameObject,"dingwei/posBtn")
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self.posTxt=Util.GetGameObject(self.gameObject,"dingwei/posText"):GetComponent("Text")
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self.lvTxt=Util.GetGameObject(self.gameObject,"lvObj/lvTxt"):GetComponent("Text")
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self.proImg=Util.GetGameObject(self.gameObject,"posImage"):GetComponent("Image")
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self.proTxt=Util.GetGameObject(self.gameObject,"posText2"):GetComponent("Text")
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self.btnsLayer=Util.GetGameObject(self.gameObject,"skillBtns"):GetComponent("Canvas")
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allBtns={}
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for i = 1, 6 do
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local btn=Util.GetGameObject(self.gameObject,"skillBtns/sBg"..i)
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btn.gameObject:SetActive(false)
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table.insert(allBtns,btn)
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end
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end
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@ -58,11 +69,12 @@ end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function HandBookRoleInfoLayout:OnShow(sortingOrder,parent,_heroConFigData,_curStar)
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self.gameObject:SetActive(true)
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end
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function HandBookRoleInfoLayout:SetData(sortingOrder,parent,_heroConFigData,_curStar,_lv)
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self.sortingOrder = sortingOrder
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orginLayer=self.sortingOrder+2
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self.btnsLayer.sortingOrder=orginLayer
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heroConFigData = _heroConFigData
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if _curStar and _curStar > 5 then
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self:OnShowHeroData(2,_curStar,_lv)
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@ -72,6 +84,9 @@ function HandBookRoleInfoLayout:SetData(sortingOrder,parent,_heroConFigData,_cur
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end
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local CurrOpenPanel=nil
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local currPanelName=0
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--展示英雄信息 第一个参数 1初始 2 6星和10星 第三个参数 显示星级
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function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv)
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local lv=0
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@ -115,12 +130,16 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv)
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for i = 1, self.skillGrid.transform.childCount do
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self.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
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end
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for i = 1, 6 do
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allBtns[i].gameObject:SetActive(false)
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end
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local len=#skillList
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local btnCount=len
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if heroConFigData.OpenPassiveSkillRules then
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btnCount=btnCount+1
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local passObj=Util.GetGameObject(self.skillGrid,"sBg"..len+1)--self.skillGrid.transform:GetChild(len).gameObject
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passObj:SetActive(true)
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allBtns[len+1].gameObject:SetActive(true)
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Util.GetGameObject(passObj,"s"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetTianFuIcon(star))
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local aaa=5
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if star>9 then
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@ -130,37 +149,46 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv)
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aaa=star-4
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end
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end
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local bg=Util.GetGameObject(passObj,"Image"):GetComponent("Image")
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if star>=11 then
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bg.sprite=this.spLoader:LoadSprite("r_hero_jinengfeisheng")
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else
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bg.sprite=this.spLoader:LoadSprite("r_hero_jinengmoren")
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end
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Util.GetGameObject(passObj,"SkillTypeImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SkillIconType[aaa])
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Util.GetGameObject(passObj,"SkillTypeImage"):GetComponent("Image"):SetNativeSize()
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local OpenPassiveSkillRules = star >= HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
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local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
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Util.GetGameObject(passObj,"Text"):GetComponent("Text").text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
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Util.AddOnceClick(Util.GetGameObject(passObj,"s"),function()
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UIManager.ClosePanel(UIName.SkillInfoPopup)
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Util.AddOnceClick(allBtns[len+1],function()
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UIManager.ClosePanel(currPanelName)
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if star==11 then
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UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,heroConFigData)
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CurrOpenPanel=UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,heroConFigData)
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currPanelName=UIName.RoleAwakeTalentPopup
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else
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UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
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CurrOpenPanel=UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
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currPanelName=UIName.RoleTalentPopup
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end
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self.selsectSkillImage:SetActive(true)
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self.selsectSkillImage.transform.position=Util.GetGameObject(self.skillGrid,"sBg"..len+1 .."/s").transform.position
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self.selsectSkillImage.transform:SetParent(Util.GetGameObject(self.skillGrid,"sBg"..len+1 .."/s").transform)
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self:SetBtnsLayer()
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end)
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end
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if heroConFigData.IsSoulOpen == 1 and star > 10 then
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btnCount=btnCount+1
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local passObj=Util.GetGameObject(self.skillGrid,"sBg"..len+2)--self.skillGrid.transform:GetChild(len+1).gameObject
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passObj:SetActive(true)
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allBtns[len+2].gameObject:SetActive(true)
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Util.GetGameObject(passObj,"s"):GetComponent("Image").sprite=this.spLoader:LoadSprite("r_tongyong_shenhun_icon")
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Util.GetGameObject(passObj,"s/Text"):SetActive(false)
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Util.GetGameObject(passObj,"SkillTypeImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SkillIconType[9])
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Util.GetGameObject(passObj,"SkillTypeImage"):GetComponent("Image"):SetNativeSize()
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Util.AddOnceClick(Util.GetGameObject(passObj,"s"),function()
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UIManager.ClosePanel(UIName.SkillInfoPopup)
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UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData,star)
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Util.AddOnceClick(allBtns[len+2],function()
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UIManager.ClosePanel(currPanelName)
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CurrOpenPanel=UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData,star)
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self.selsectSkillImage:SetActive(true)
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self.selsectSkillImage.transform.position=Util.GetGameObject(self.skillGrid,"sBg"..len+2 .."/s").transform.position
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self.selsectSkillImage.transform:SetParent(Util.GetGameObject(self.skillGrid,"sBg"..len+2 .."/s").transform)
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currPanelName=UIName.RoleGodSoulLayout
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self:SetBtnsLayer()
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end)
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end
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@ -169,16 +197,12 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv)
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if skillList[i] and skillList[i].skillConfig then
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local go = Util.GetGameObject(self.skillGrid,"sBg"..i) --self.skillGrid.transform:GetChild(i-1).gameObject
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go:SetActive(true)
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allBtns[i].gameObject:SetActive(true)
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local line=Util.GetGameObject(go.transform,"line")
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line:SetActive(false)
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local bg=Util.GetGameObject(go.transform,"Image"):GetComponent("Image")
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Util.GetGameObject(go.transform,"s"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon))
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-- if GetCurLanguage() ~= 0 and LengthString(GetLanguageStrById(skillList[i].skillConfig.Name)) > 10 then
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-- Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text").text = SubString(GetLanguageStrById(skillList[i].skillConfig.Name),10).."..."
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-- else
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-- Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text").text=GetLanguageStrById(skillList[i].skillConfig.Name)--Language[10453].. 1(skillList[i].skillConfig.Id % 10)
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-- end
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Util.GetGameObject(go.transform,"s/Text"):SetActive(false)
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local index=i
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if index==3 then
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@ -201,10 +225,7 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv)
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else
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di.gameObject:SetActive(false)
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end
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Util.AddOnceClick(Util.GetGameObject(go.transform,"s"), function()
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self.selsectSkillImage:SetActive(true)
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self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position
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Util.AddOnceClick(allBtns[i], function()
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local skillData = {}
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skillData.skillConfig = skillList[i].skillConfig
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local maxLv= HeroManager.GetHeroSkillMaxLevel(heroConFigData.Id,skillData.skillConfig.Type)
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@ -213,41 +234,67 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv)
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if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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end
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-- if currPanelName~= UIName.SkillInfoPopup then
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UIManager.ClosePanel(currPanelName)
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-- end
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self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position
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self.selsectSkillImage.transform:SetParent(Util.GetGameObject(go.transform,"s").transform)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
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self.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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triggerCallBack = function (panelType, p)
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if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去
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self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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self.selsectSkillImage:SetActive(false)
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end
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end
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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self.selsectSkillImage:SetActive(true)
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CurrOpenPanel=panel
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currPanelName=UIName.SkillInfoPopup
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self:SetBtnsLayer()
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--self.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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else
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UIManager.ClosePanel(UIName.SkillInfoPopup)
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UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,1)
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UIManager.ClosePanel(currPanelName)
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currPanelName=UIName.TalismanInfoPopup
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CurrOpenPanel=UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,1)
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self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position
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self.selsectSkillImage.transform:SetParent(Util.GetGameObject(go.transform,"s").transform)
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self.selsectSkillImage:SetActive(true)
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self:SetBtnsLayer()
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end
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end)
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triggerCallBack = function (panelType, p)
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if panelType == UIName.SkillInfoPopup or panelType==currPanelName then --监听到SkillInfoPopup关闭,把层级设回去
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--self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
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self.btnsLayer.sortingOrder=orginLayer+2
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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--self.selsectSkillImage:SetActive(false)
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end
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end
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self:SetBtnsLayer()
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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end
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end
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if btnCount>2 then
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self.line1:SetActive(true)
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self.line3:SetActive(true)
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else
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self.line1:SetActive(false)
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self.line3:SetActive(false)
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end
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if btnCount>4 then
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self.line2:SetActive(true)
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self.line4:SetActive(true)
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else
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self.line2:SetActive(false)
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self.line4:SetActive(false)
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end
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Util.AddClick(self.posBtn, function()
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UIManager.OpenPanel(UIName.RolePosInfoPopup,heroConFigData,star)
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end)
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end
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function HandBookRoleInfoLayout:SetBtnsLayer()
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if CurrOpenPanel then
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self.btnsLayer.sortingOrder=CurrOpenPanel.sortingOrder + 1
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end
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end
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--计算英雄属性 1 初始 2 指定星级 _starNum星级变化
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function HandBookRoleInfoLayout:CalculateHeroAllProValList(_starType,_starNum,curLvNum)
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