【ID1011029】

【优化】 神将界面优化
dev_chengFeng
jiaoyangna 2022-01-11 11:09:44 +08:00
parent 2ef2c0d82e
commit 40e37473dc
10 changed files with 9110 additions and 6486 deletions

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View File

@ -2649,6 +2649,18 @@ EquipTreasureTypeStr = {
"r_hero_jue_zh",
"r_hero_bei_zh"
}
SkillProType=
{
[1] = "\n",
[2] = "\n",
[3] = "\n",
[4] = "\n",
[5] = "\n",
[6] = "\n",
[7] = "\n",
[8] = "\n",
}
GuildSkillType={
[1] = Language[12092],
[2] = Language[12093],

View File

@ -1106,6 +1106,23 @@ function GetHeroPosStr(_i)
end
end
--根据角色定位Id 获取角色定位图
function GetHeroQualityStr(_i)
if _i==1 then
return "r_hero_putong"
elseif _i==2 then
return "r_hero_lianghao"
elseif _i==3 then
return "r_hero_youxiu"
elseif _i==4 then
return "r_hero_xiyou"
elseif _i==5 then
return "r_hero_shishi"
elseif _i==6 then
return "r_hero_chuanshuo"
end
end
--根据角色职业Id 获取角色职业图标
function GetHeroProfessionById(_professionId)
if _professionId==1 then

View File

@ -10,16 +10,22 @@ function this:InitComponent()
this.content = Util.GetGameObject(self.transform, "Content"):GetComponent("RectTransform")
this.backBtn = Util.GetGameObject(self.transform, "Button")
this.skillTypeImage=Util.GetGameObject(self.transform,"Content/SkillTypeImage"):GetComponent("Image")
this.skillTypeText=Util.GetGameObject(this.skillTypeImage.transform,"Text")
this.icon = Util.GetGameObject(self.transform, "Content/IconBG/Icon"):GetComponent("Image")
this.skillName = Util.GetGameObject(self.transform, "Content/Title/Text"):GetComponent("Text")
this.cureffect = Util.GetGameObject(self.transform, "Content/CurrentLvDesc/Text"):GetComponent("Text")
this.desGrid = Util.GetGameObject(self.transform, "Content/desGrid")
this.desList = {}
for i = 1,2 do
this.desList[i] = {}
this.desList[i].go = Util.GetGameObject(this.desGrid, "des"..i)
this.desList[i].des = Util.GetGameObject(this.desList[i].go, "Text"):GetComponent("Text")
end
this.rect=Util.GetGameObject(self.transform,"Content"):GetComponent("RectTransform")
end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddClick(this.backBtn, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
@ -39,9 +45,9 @@ end
function this:OnShow()
end
--界面打开时调用(用于子类重写)
function this:OnOpen(...)
this.rect=Util.GetGameObject(GameObject.Find("SkillInfoPopup").transform,"Content"):GetComponent("RectTransform")
this.curLvRect=Util.GetGameObject(self.transform,"Content"):GetComponent("RectTransform")
local args = { ... }
@ -51,6 +57,7 @@ function this:OnOpen(...)
local maxLv=1--args[4]
local skilltype =args[5]
local soulLv=args[7]
local nextCfg = args[8]
if openType == 1 then
this.content.anchoredPosition = Vector2.New(0, 0)
elseif openType == 2 then
@ -68,22 +75,27 @@ function this:OnOpen(...)
this.skillName.text = GetLanguageStrById(curSkillData.skillConfig.Name)
--获取RoleInfoPanel的curUpStarData以获取妖灵师最高等级
this.skillTypeText.gameObject:SetActive(false)
this.skillTypeImage.enabled = true
if curSkillData.skillConfig.Type == SkillType.Pu then
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Pu])--普技
elseif curSkillData.skillConfig.Type == SkillType.Jue then
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Jue])--绝技
elseif curSkillData.skillConfig.Type == SkillType.Bei then
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
this.skillTypeImage.enabled = false
this.skillTypeText.gameObject:SetActive(true)
end
this.cureffect.transform:DOAnchorPosY(0,0,true)
this.cureffect.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
local nextCfg
if curSkillData.skillConfig.Type==SkillType.Pu then
nextCfg = ConfigManager.TryGetConfigData(ConfigName.SkillConfig, curSkillData.skillConfig.Id+1)
elseif curSkillData.skillConfig.Type==SkillType.Jue then
nextCfg = ConfigManager.TryGetConfigData(ConfigName.SkillConfig, curSkillData.skillConfig.Id+1)
elseif curSkillData.skillConfig.Type==SkillType.Bei then
nextCfg = ConfigManager.TryGetConfigData(ConfigName.PassiveSkillConfig, curSkillData.skillConfig.Id+1)
-- this.cureffect.transform:DOAnchorPosY(0,0,true)
-- this.cureffect.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
for i = 1,#this.desList do
this.desList[i].go.gameObject:SetActive(false)
end
this.desList[1].go.gameObject:SetActive(true)
this.desList[1].des.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
if nextCfg then
this.desList[2].go.gameObject:SetActive(true)
this.desList[2].des.text = "觉醒后效果:\n"..GetCurrSkillConfigDesc(nextCfg.skillConfig,soulLv)
end
end

View File

@ -6,6 +6,9 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin)
local skillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local passiveSkillLogicConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
local costItemList--升级突破静态材料
local isUpLvMaterials=true--升级 突破 材料是否充足
@ -23,7 +26,6 @@ local _isLongPress = false
this.timePressStarted = 0--监听长按事件
this.priThread = nil--协同程序播放升级属性提升值动画用
local isTriggerLongClick = false--长按是否升过级
local pinjieImage={"r_hero_pinjiebiao_01","r_hero_pinjiebiao_02"} --该死的品阶图片 1是未激活 2是激活
local oldLv = 0
local curHeroData--当前英雄信息
local parent = {}
@ -32,6 +34,13 @@ local isHeroUpStar
local herodatas = {}
this.isPressed = false
local proSort = {
[1] = HeroProType.Attack,
[2] = HeroProType.Hp,
[3] = HeroProType.PhysicalDefence,
[4] = HeroProType.MagicDefence,
}
function RoleInfoLayout:New(gameObject)
local b = {}
b.gameObject = gameObject
@ -43,42 +52,63 @@ end
--初始化组件(用于子类重写)
function RoleInfoLayout:InitComponent()
this.spLoader = SpriteLoader.New()
--情报
this.atkPro=Util.GetGameObject(self.gameObject,"pro/atk")
this.hpPro=Util.GetGameObject(self.gameObject,"pro/hp")
this.phyDef=Util.GetGameObject(self.gameObject,"pro/phyDef")
this.magDef=Util.GetGameObject(self.gameObject,"pro/magDef")
this.lv = Util.GetGameObject(self.gameObject,"pro/lv/proValue"):GetComponent("Text")
this.skillGrid=Util.GetGameObject(self.gameObject,"skill")
this.selsectSkillImage=Util.GetGameObject(self.gameObject,"selsectSkillImage")
this.baseAttri = Util.GetGameObject(self.gameObject,"Ima/Text"):GetComponent("Text")
this.allProButton=Util.GetGameObject(self.gameObject,"allProButton")
this.pinjieList={}--品阶预设容器
this.pinjieRoot=Util.GetGameObject(self.gameObject,"Pinjie")
this.pinjiePre=Util.GetGameObject(self.gameObject,"Pre")
this.playplyanim = Util.GetGameObject(self.gameObject,"playplyanim")
--升级
this.itemPre=Util.GetGameObject(self.gameObject,"upLv/itemPre")
this.itemGrid=Util.GetGameObject(self.gameObject,"upLv/itemGrid")
this.upLvBtn=Util.GetGameObject(self.gameObject,"upLvBtn")
this.lvRoot = Util.GetGameObject(self.gameObject,"content/lv")
this.lv = Util.GetGameObject(self.gameObject,"content/lv/proValue"):GetComponent("Text")
this.proList = {}
for i = 1,4 do
this.proList[i] = {}
this.proList[i].go = Util.GetGameObject(self.gameObject,"content/pro/proPre"..i)
this.proList[i].proImage = Util.GetGameObject(this.proList[i].go,"Image"):GetComponent("Image")
this.proList[i].value = Util.GetGameObject(this.proList[i].go,"proValue"):GetComponent("Text")
end
this.allProButton = Util.GetGameObject(self.gameObject,"content/pro")
this.posBtn = Util.GetGameObject(self.gameObject,"content/posBtn")
this.posInfo = Util.GetGameObject(this.posBtn,"PosInfo"):GetComponent("Text")
this.proTip = Util.GetGameObject(self.gameObject,"content/pro/tishi")
this.skillGrid=Util.GetGameObject(self.gameObject,"content/skill")
this.selsectSkillImage=Util.GetGameObject(this.skillGrid,"selsectSkillImage")
this.skillList = {}
for i = 1,6 do
this.skillList[i] = {}
this.skillList[i].go = Util.GetGameObject(this.skillGrid,"sBg"..i)
this.skillList[i].icon = Util.GetGameObject(this.skillList[i].go,"icon"):GetComponent("Image")
this.skillList[i].pos = Util.GetGameObject(this.skillList[i].go,"pos"):GetComponent("Image")
this.skillList[i].pro = Util.GetGameObject(this.skillList[i].go,"pro"):GetComponent("Image")
this.skillList[i].proText = Util.GetGameObject(this.skillList[i].pro.gameObject,"Text"):GetComponent("Text")
this.skillList[i].skillName = Util.GetGameObject(this.skillList[i].go,"skillName"):GetComponent("Text")
this.skillList[i].frame = Util.GetGameObject(this.skillList[i].go,"frame"):GetComponent("Image")
end
this.line1 = Util.GetGameObject(this.skillGrid,"line1")
this.line2 = Util.GetGameObject(this.skillGrid,"line2")
this.upLvBtnRedPoint=Util.GetGameObject(self.gameObject,"upLvBtn/redPoint")
this.upLvTrigger = Util.GetEventTriggerListener(this.upLvBtn)
this.upLv = Util.GetGameObject(self.gameObject,"content/upLv")
--升级
this.itemPre=Util.GetGameObject(this.upLv,"costPre")
this.itemGrid=Util.GetGameObject(this.upLv,"itemGrid")
this.costList = {}
for i = 1,this.itemGrid.transform.childCount do
this.costList[i] = {}
this.costList[i].go = this.itemGrid.transform:GetChild(i - 1)
this.costList[i].icon = Util.GetGameObject( this.costList[i].go,"icon"):GetComponent("Image")
this.costList[i].costText = Util.GetGameObject( this.costList[i].go,"Text"):GetComponent("Text")
end
this.upLvBtnText=Util.GetGameObject(self.gameObject,"upLvBtn/Text"):GetComponent("Text")
this.upLvBtnImage=Util.GetGameObject(self.gameObject,"upLvBtn"):GetComponent("Image")
this.upLvBtnTiShiText=Util.GetGameObject(self.gameObject,"upLv/Image/Text"):GetComponent("Text")
this.upLvGoldBtn=Util.GetGameObject(self.gameObject,"upLv/gold")
this.upLvGoldText=Util.GetGameObject(self.gameObject,"upLv/gold/Text"):GetComponent("Text")
this.tipUpLv=Util.GetGameObject(self.gameObject,"upLv/tip")
this.noUpLvText=Util.GetGameObject(self.gameObject,"noUpLvText")
this.gongmingText=Util.GetGameObject(self.gameObject,"gongmingText")
Util.GetGameObject(this.gongmingText,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite("h_hongmengbei_gongmingzhong_zh")
this.upLv=Util.GetGameObject(self.gameObject,"upLv")
this.lvUpGo=Util.GetGameObject(self.gameObject,"lvUpGo")
this.lvUpGoImage=Util.GetGameObject(self.gameObject,"lvUpGo/Image")
this.upLvBtn=Util.GetGameObject(this.upLv,"upLvBtn")
this.upLvBtnRedPoint=Util.GetGameObject(this.upLvBtn,"redPoint")
this.upLvTrigger = Util.GetEventTriggerListener(this.upLvBtn)
this.upLvBtnText=Util.GetGameObject(this.upLvBtn,"Text"):GetComponent("Text")
this.upLvBtnImage=this.upLvBtn:GetComponent("Image")
this.tipUpLv=Util.GetGameObject(this.upLv,"tip"):GetComponent("Text")
this.noUpLvText=Util.GetGameObject(self.gameObject,"content/noUpLvText")
this.gongmingText=Util.GetGameObject(self.gameObject,"gongming")
this.hognmengzhenTip = Util.GetGameObject(this.gongmingText,"hognmengzhenTip")
this.hognmengbeiTip = Util.GetGameObject(this.gongmingText,"hognmengbeiTip")
this.lvUpGo=Util.GetGameObject(self.gameObject,"lvUpGo")
this.lvUpGoImage=Util.GetGameObject(self.gameObject,"lvUpGo/Image")
for i = 1, 5 do
for i = 1, 5 do
lvUpShowProList[i]=Util.GetGameObject(this.lvUpGo.transform,"proPreParent/proPre"..i)
end
lvUpShowProList[5]:SetActive(false)
@ -98,6 +128,10 @@ end
--绑定事件(用于子类重写)
function RoleInfoLayout:BindEvent()
--角色定位按钮
Util.AddClick(this.posBtn,function()
UIManager.OpenPanel(UIName.RolePosInfoPopup,curHeroData.heroConfig,curHeroData.star)
end)
--升级
Util.AddClick(this.upLvBtn, function()
if this.isGongMing then
@ -146,10 +180,19 @@ end
--添加事件监听(用于子类重写)
function RoleInfoLayout:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpLvAndBreakMaterialShow)
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, this.SkillInfoPopupClose)
end
--移除事件监听(用于子类重写)
function RoleInfoLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpLvAndBreakMaterialShow)
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, this.SkillInfoPopupClose)
end
function this.SkillInfoPopupClose(panelType, p)
if panelType == UIName.SkillInfoPopup and this.skillPanel == p then --监听到SkillInfoPopup关闭把层级设回去
this.selsectSkillImage:SetActive(false)
this.skillPanel = nil
end
end
function RoleInfoLayout:OnShow()
@ -166,32 +209,15 @@ function RoleInfoLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_he
this:UpdateHeroInfoData()
this:GetCurHeroUpLvOrUpStarSData()
this:UpdateHeroUpLvAndBreakData()--升级
--角色定位按钮
this.posBtn.gameObject:SetActive(curHeroData.heroConfig.ShowHeroLocation==1)
this.posInfo.text = curHeroData.heroConfig.HeroLocationDesc1
end
--更新英雄情报数据
function this:UpdateHeroInfoData()
curTuPoRankUpConfig = heroRankupConfig[curHeroData.breakId]
curStarRankUpConfig = heroRankupConfig[curHeroData.upStarId]
local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock
--动态品阶
local pId=0 --当前突破的阶数
if curHeroData.breakId~=0 then
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
end
local hruConfig= ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Star",curHeroData.heroConfig.Star,"Show",1) --动态获取不同英雄最大突破等阶
for i = 1, #hruConfig do --动态生成
local item=this.pinjieList[i]
if not item then
item= newObjToParent(this.pinjiePre,this.pinjieRoot)
item.name="Pre"..i
this.pinjieList[i]=item
end
this.pinjieList[i]:GetComponent("Image").sprite=this.spLoader:LoadSprite(i<=pId and pinjieImage[2] or pinjieImage[1])
end
for n = 0, this.pinjieRoot.transform.childCount-1 do --超过品阶关闭显示
this.pinjieRoot.transform:GetChild(n).gameObject:SetActive(n+1<=#hruConfig)
end
--计算面板属性
local WarPower
if isUpZhen then
@ -201,12 +227,10 @@ function this:UpdateHeroInfoData()
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
end
--因为后端无法区分是否为PVP所以前端处理把PVP伤害加成和减免从伤害加成和减免中去除
-- allAddProVal = HeroManager.CalculatePvpBonusForShow(allAddProVal)
this:ProShow(this.atkPro,allAddProVal,HeroProType.Attack)
this:ProShow(this.hpPro,allAddProVal,HeroProType.Hp)
this:ProShow(this.phyDef,allAddProVal,HeroProType.PhysicalDefence)
this:ProShow(this.magDef,allAddProVal,HeroProType.MagicDefence)
for i = 1,#this.proList do
this:ProShow(this.proList[i],allAddProVal,proSort[i])
end
local curLvEnd = 30
if curHeroData.breakId > 0 then
curLvEnd = heroRankupConfig[curHeroData.breakId].OpenLevel
@ -222,24 +246,184 @@ function this:UpdateHeroInfoData()
elseif HarmonyManager:IsEnvoy(curHeroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
this.lv.text= "<color=#FFCC00>"..curHeroData.lv.."</color>"
else
-- body
this.lv.text= curHeroData.lv.."/"..curLvEnd
end
ForceRebuildLayout(this.lvRoot.transform)
--技能点击特殊处理
this.selsectSkillImage:SetActive(false)
this.baseAttri.alignment = GetCurLanguage() ~= 2 and "MiddleCenter" or "MiddleRight"
this.UpdateHeroUpStarProUpSkillShow(this.skillGrid,curHeroData.skillIdList,curHeroData.passiveSkillList)
this.UpdateHeroUpStarProUpSkillShow()
end
function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
local curProSConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,HeroProType)
Util.GetGameObject(go,"proName"):GetComponent("Text").text = GetLanguageStrById(curProSConFig.Info)..""
Util.GetGameObject(go,"proValue"):GetComponent("Text").text = allAddProVal[HeroProType]
Util.GetGameObject(go,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(PropertyTypeIconDef[HeroProType])
if nextallAddProVal then
Util.GetGameObject(go,"nextproValue"):GetComponent("Text").text = nextallAddProVal[HeroProType]
--go.proName.text = GetLanguageStrById(curProSConFig.Info)..""
go.proImage.sprite = this.spLoader:LoadSprite(PropertyTypeIconDef[HeroProType])
go.value.text = allAddProVal[HeroProType]
end
function this.GetSkillsData()
local skillList = {}
local skillIdList = {}
if curHeroData.heroConfig.OpenSkillRules then
for i = 1, #curHeroData.heroConfig.OpenSkillRules do
if not skillIdList[curHeroData.heroConfig.OpenSkillRules[i][2]] then
local heroSkill = {}
heroSkill.skillId = curHeroData.heroConfig.OpenSkillRules[i][2]
heroSkill.skillConfig = skillConfig[heroSkill.skillId]
if curHeroData.star >= curHeroData.heroConfig.OpenSkillRules[i][1] then
heroSkill.state = 1
else
heroSkill.state = 0
end
heroSkill.quality = 0
heroSkill.skillType = 0
skillIdList[curHeroData.heroConfig.OpenSkillRules[i][2]] = curHeroData.heroConfig.OpenSkillRules[i][2]
table.insert(skillList, heroSkill)
end
end
end
if curHeroData.star < 11 then
if curHeroData.heroConfig.OpenPassiveSkillRules then
for i = 1, #curHeroData.heroConfig.OpenPassiveSkillRules do
if curHeroData.heroConfig.OpenPassiveSkillRules[i][1] == 2 and passiveSkillLogicConfig[curHeroData.heroConfig.OpenPassiveSkillRules[i][3]].Judge == 1 then
if not skillIdList[curHeroData.heroConfig.OpenPassiveSkillRules[i][3]] then
local heroSkill = {}
heroSkill.skillId = curHeroData.heroConfig.OpenPassiveSkillRules[i][3]
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
if curHeroData.star >= curHeroData.heroConfig.OpenPassiveSkillRules[i][2] - 1 then
heroSkill.state = 1
else
heroSkill.state = 0
end
heroSkill.quality = 0
heroSkill.skillType = 1
skillIdList[curHeroData.heroConfig.OpenPassiveSkillRules[i][3]] = curHeroData.heroConfig.OpenPassiveSkillRules[i][3]
table.insert(skillList, heroSkill)
end
end
end
end
else
local heroSkillList = this.GetAwakenSkill()
if heroSkillList then
for i = 1, #heroSkillList do
table.insert(skillList, heroSkillList[i])
end
end
if curHeroData.heroConfig.MaxRank > 11 then
for i = 1, #curHeroData.heroConfig.Awaken do
if curHeroData.heroConfig.Awaken[i][1] == 2 and curHeroData.heroConfig.Awaken[i][2] == 27 then
local heroSkill = {}
heroSkill.skillId = curHeroData.heroConfig.Awaken[i][3]
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
if curHeroData.star == 14 then
heroSkill.state = 1
else
heroSkill.state = 0 --是否置灰
end
heroSkill.quality = 1 --决定技能的品质框
heroSkill.skillType = 0 --是否显示对比技能
table.insert(skillList, heroSkill)
break
end
end
end
end
return skillList
end
function this.GetAwakenSkill()
local starIdlist = {}
local skillIdList = {}
local skillList = {}
if curHeroData.heroConfig.Awaken then
for i = 1, #curHeroData.heroConfig.Awaken do
if curHeroData.heroConfig.Awaken[i][1] == 2 and passiveSkillLogicConfig[curHeroData.heroConfig.Awaken[i][3]].Judge == 1 and curHeroData.heroConfig.Awaken[i][2] < 12 then
if not skillIdList[curHeroData.heroConfig.Awaken[i][3]] and not starIdlist[curHeroData.heroConfig.Awaken[i][2]] then
local heroSkill = {}
heroSkill.skillId = curHeroData.heroConfig.Awaken[i][3]
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
if curHeroData.star >= curHeroData.heroConfig.Awaken[i][2] - 1 then
heroSkill.state = 1
else
heroSkill.state = 0
end
heroSkill.quality = 1
heroSkill.skillType = 0
starIdlist[curHeroData.heroConfig.Awaken[i][2]] = curHeroData.heroConfig.Awaken[i][2]
skillIdList[curHeroData.heroConfig.Awaken[i][3]] = curHeroData.heroConfig.Awaken[i][3]
table.insert(skillList, heroSkill)
end
end
end
end
return skillList
end
function this.SetSelectSkillImage(parent)
this.selsectSkillImage:SetActive(true)
this.selsectSkillImage.transform:SetParent(parent.transform)
this.selsectSkillImage.transform.localPosition = Vector3.zero
this.selsectSkillImage.transform.localScale = Vector3.one
end
--单个技能显示
function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
this.skillData = this.GetSkillsData()
for i = 1,math.max(#this.skillList,#this.skillData) do
this.skillList[i].icon.gameObject:GetComponent("Button").onClick:RemoveAllListeners()
if not this.skillData[i] then
this.skillList[i].go.gameObject:SetActive(false)
else
this.skillList[i].go.gameObject:SetActive(true)
if this.skillData[i].quality == 0 then
this.skillList[i].frame.gameObject:SetActive(false)
else
this.skillList[i].frame.gameObject:SetActive(true)
end
this.skillList[i].pos.sprite=this.spLoader:LoadSprite(SkillIconType[this.skillData[i].skillConfig.Type])--被动技
if this.skillData[i].skillConfig.Skilltips and this.skillData[i].skillConfig.Skilltips > 0 then
if this.skillData[i].skillConfig.Skilltips == 6 then
this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_lvdi")--被动技
else
this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_hongdi")--被动技
end
this.skillList[i].pro.gameObject:SetActive(true)
this.skillList[i].proText.text=SkillProType[this.skillData[i].skillConfig.Skilltips]
else
this.skillList[i].pro.gameObject:SetActive(false)
end
this.skillList[i].skillName.text= GetLanguageStrById(this.skillData[i].skillConfig.Name)--(curSkillData.skillId % 10)
this.skillList[i].icon.sprite=this.spLoader:LoadSprite(GetResourcePath(this.skillData[i].skillConfig.Icon))--被动技
if this.skillData[i].state == 0 then
Util.SetGray(this.skillList[i].go,true)
else
Util.SetGray(this.skillList[i].go,false)
end
Util.AddOnceClick(this.skillList[i].icon.gameObject, function()
this.SetSelectSkillImage(this.skillList[i].icon.gameObject)
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,this.skillData[i].skillConfig.Type)
if this.skillData[i].skillType == 0 then
this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))
else
local awakenSkillList = this.GetAwakenSkill()
this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId),awakenSkillList[i-2])
end
end)
end
end
if #this.skillData > 2 then
this.line1.gameObject:SetActive(true)
else
this.line1.gameObject:SetActive(false)
end
if #this.skillData > 5 then
this.line2.gameObject:SetActive(true)
else
this.line2.gameObject:SetActive(false)
end
end
--更新英雄升级 和 突破 的材料显示
function this:UpdateHeroUpLvAndBreakMaterialShow()
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
@ -250,48 +434,29 @@ function this:UpdateHeroUpLvAndBreakMaterialShow()
if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
this.noUpLvText:SetActive(true)
this.upLv:SetActive(false)
-- this.upLvBtn:SetActive(false)
--移除没有隐私是为了按钮抬起检测 不能隐藏 注意哦
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(2098, -42.00134 )
else
Util.ClearChild(this.itemGrid.transform)
this.noUpLvText:SetActive(false)
this.upLv:SetActive(true)
-- this.upLvBtn:SetActive(true)
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(322.3, -90)
isUpLvMaterials=true
for i = 1, #costItemList do
if costItemList[i][1]~=14 then
local go=newObject(this.itemPre)
go.transform:SetParent(this.itemGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition=Vector3.zero;
go:SetActive(true)
--Log("costItemList[i][1] "..costItemList[i][1])
if BagManager.GetItemCountById(costItemList[i][1])<costItemList[i][2] then
isUpLvMaterials=false
go.transform:Find("Image").gameObject:SetActive(true)--显示加号
Util.GetGameObject(go.transform,"Text"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",PrintWanNum2(BagManager.GetItemCountById(costItemList[i][1])),PrintWanNum2(costItemList[i][2]))
else
go.transform:Find("Image").gameObject:SetActive(false)--隐藏加号
Util.GetGameObject(go.transform,"Text"):GetComponent("Text").text=string.format("<color=#FFFFFFFF>%s/%s</color>",PrintWanNum2(BagManager.GetItemCountById(costItemList[i][1])),PrintWanNum2(costItemList[i][2]))
end
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[costItemList[i][1]].ResourceID))
go.transform:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[costItemList[i][1]].Quantity))
Util.AddOnceClick(Util.GetGameObject(go.transform,"icon"),function ()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1])
end)
for i = 1, math.max(#this.costList,#costItemList) do
this.costList[i].go.gameObject:GetComponent("Button").onClick:RemoveAllListeners()
if not costItemList[i] then
this.costList[i].go.gameObject:SetActive(false)
else
if BagManager.GetItemCountById(costItemList[i][1])<costItemList[i][2] then
isUpLvMaterials=false
this.upLvGoldText.text=string.format("<color=#FF0000FF>%s</color>",costItemList[i][2])
if not this.costList[i] then
else
this.upLvGoldText.text=string.format("<color=#FFFFFFFF>%s</color>",costItemList[i][2])
this.costList[i].go.gameObject:SetActive(true)
this.costList[i].icon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(costItemList[i][1]))
if BagManager.GetItemCountById(costItemList[i][1])<costItemList[i][2] then
isUpLvMaterials=false
this.costList[i].costText.text=string.format("<color=#FF0000FF>%s</color>",costItemList[i][2])
else
this.costList[i].costText.text=string.format("<color=#c5dedb>%s</color>",costItemList[i][2])
end
Util.AddOnceClick(this.costList[i].go.gameObject,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1])
end)
end
Util.AddOnceClick(this.upLvGoldBtn,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1])
end)
end
end
end
@ -299,10 +464,10 @@ function this:UpdateHeroUpLvAndBreakMaterialShow()
this.isGongMing = HarmonyManager.IsGongMing(curHeroData)
if this.isGongMing then
this.gongmingText:SetActive(true)
this.hognmengbeiTip.gameObject:SetActive()
this.hognmengzhenTip.gameObject:SetActive()
this.upLv:SetActive(false)
-- this.upLvBtn:SetActive(false)
this.noUpLvText:SetActive(false)
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(2098, -42.00134 )
return
else
this.gongmingText:SetActive(false)
@ -313,73 +478,6 @@ function this:UpdateHeroUpLvAndBreakMaterialShow()
parent:CheckRedPointType(RoleInfoPanelIndex.qingbao,upLvRedpoint)
end
--单个技能显示
function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
skillGridGO:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
local triggerCallBack
for i = 1, skillGridGO.transform.childCount do
local go= skillGridGO.transform:GetChild(i-1).gameObject
local skillType = Util.GetGameObject(go.transform,"skillType")
if #skillTabs>=i then--(#passiveSkills+#skillTabs)>=i then
local curSkillData = skillTabs[i]
if curSkillData and curSkillData.skillConfig and curSkillData.skillConfig.Name then
go:SetActive(true)
local skillTypeImage = Util.GetGameObject(go.transform,"skillImage/Image"):GetComponent("Image")
--if skillType then
if curSkillData.skillConfig.Type == SkillType.Pu then
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Pu]
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Pu])--普技
elseif curSkillData.skillConfig.Type == SkillType.Jue then
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Jue]
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Jue])--绝技
elseif curSkillData.skillConfig.Type == SkillType.Bei then
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Bei]
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
end
--end
local upGo = Util.GetGameObject(go.transform,"up")
if upGo then
if curSkillData.isShowUpImage ~= nil and curSkillData.isShowUpImage == false then
upGo:SetActive(false)
else
upGo:SetActive(true)
end
end
Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curSkillData.skillConfig.Icon))--"i_act_ygmd2_2")
if GetCurLanguage() ~= 0 and LengthString(GetLanguageStrById(curSkillData.skillConfig.Name)) > 10 then
Util.GetGameObject(go.transform,"skillImage/skillName"):GetComponent("Text").text = SubString(GetLanguageStrById(curSkillData.skillConfig.Name),10).."..."
else
Util.GetGameObject(go.transform,"skillImage/skillName"):GetComponent("Text").text= GetLanguageStrById(curSkillData.skillConfig.Name)--(curSkillData.skillId % 10)
end
else
go:SetActive(false)
end
Util.AddOnceClick(Util.GetGameObject(go.transform,"icon"), function()
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
end
this.selsectSkillImage:SetActive(true)
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"icon").transform.position
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,curSkillData.skillConfig.Type)
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,curSkillData,1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))
skillGridGO:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
triggerCallBack = function (panelType, p)
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭把层级设回去
skillGridGO:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
this.selsectSkillImage:SetActive(false)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
end)
else
go:SetActive(false)
end
end
end
--获取当前英雄的下一突破 和 升星 静态数据
function RoleInfoLayout:GetCurHeroUpLvOrUpStarSData()
@ -412,33 +510,34 @@ end
function this:UpdateHeroUpLvAndBreakData()
-- 升级获取突破 和 升星相应heroRankUpConfig静态数据
-- LogError("curHeroData "..curHeroData.breakId)
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
this.tipUpLv:GetComponent("Text").text=Language[11804]
this.tipUpLv:SetActive(true)
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
this.tipUpLv.text=Language[11804]
this.tipUpLv.gameObject:SetActive(true)
this.itemGrid.gameObject:SetActive(false)
this.upLvBtnText.text=Language[11805]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_001")--r_chouka_button_004
this.upLvBtnTiShiText.text=Language[11806]
_isClicked = false
_isReqLvUp = false
else
if curHeroData.lv < 30 then--策划规定三十级之前一直显示持续长按可快速升级
this.tipUpLv:SetActive(true)
this.tipUpLv:GetComponent("Text").text = Language[11807]
else
this.tipUpLv:SetActive(false)
end
this.itemGrid.gameObject:SetActive(true)
-- if curHeroData.lv < 30 then--策划规定三十级之前一直显示持续长按可快速升级
-- this.tipUpLv.gameObject:SetActive(false)
-- this.tipUpLv.text = Language[11807]
-- else
-- this.tipUpLv.gameObject:SetActive(false)
-- end
this.tipUpLv.gameObject:SetActive(false)
this.upLvBtnText.text=Language[11063]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_002")
this.upLvBtnTiShiText.text=Language[11434]
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
if curStarRankUpConfig then--进阶过处理
if curHeroData.lv == curStarRankUpConfig.OpenLevel then
this.tipUpLv:GetComponent("Text").text=Language[11804]
this.tipUpLv:SetActive(true)
this.tipUpLv.text=Language[11804]
this.tipUpLv.gameObject:SetActive(false)
end
else--从未进阶过处理
this.tipUpLv:GetComponent("Text").text=Language[11804]
this.tipUpLv:SetActive(true)
this.tipUpLv.text=Language[11804]
this.tipUpLv.gameObject:SetActive(false)
end
end
end
@ -694,6 +793,8 @@ function RoleInfoLayout:OnClose()
this.priThread = nil
end
this.pinjieList={}
this.proList = {}
this.skillList = {}
this.costList = {}
end
return RoleInfoLayout

View File

@ -52,74 +52,69 @@ local soulPrintIsOpen = false--魂印是否开启
--初始化组件(用于子类重写)
function RoleInfoPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.bg = Util.GetGameObject(self.gameObject, "bg")
screenAdapte(this.bg)
orginLayer = 0
this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
this.bgImageList = {}
for i = 1, 4 do
this.bgImageList[i] = Util.GetGameObject(self.transform, "bg/di ("..i..")")
end
this.curObj= Util.GetGameObject(self.transform, "curObj")
this.leftObj= Util.GetGameObject(self.transform, "leftObj")
this.rightObj= Util.GetGameObject(self.transform, "rightObj")
this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
this.optionUp=Util.GetGameObject(self.gameObject,"optionUp")--上部按钮组
this.helpBtn = Util.GetGameObject(this.optionUp, "helpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.posBtn=Util.GetGameObject(this.optionUp,"posBtn")--角色定位按钮
this.posBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_dingweianniu_zh")
this.RecallBtn=Util.GetGameObject(this.optionUp,"RecallBtn")--角色归元按钮
this.RecallBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_fabao_guiyuan_zh")
this.reStarBtn=Util.GetGameObject(this.optionUp,"reStarBtn")--角色归元按钮
this.reStarBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_huitui")
this.shareBtn=Util.GetGameObject(this.optionUp,"shareBtn")--分享按钮
this.bg = Util.GetGameObject(self.gameObject, "bg")
screenAdapte(this.bg)
this.starGrid = Util.GetGameObject(self.transform, "rolePanel/info/sartAndLvLayout")
this.profession = Util.GetGameObject(self.transform, "rolePanel/info/nameAndPossLayout/proImage/proImage"):GetComponent("Image")
this.heroName = Util.GetGameObject(self.transform, "rolePanel/info/nameAndPossLayout/heroName"):GetComponent("Text")
this.level = Util.GetGameObject(self.transform, "rolePanel/info/sartAndLvLayout/lvText"):GetComponent("Text")
this.rolePanelOp = Util.GetGameObject(self.transform, "rolePanel/layout")
--装备
this.equipBtn=Util.GetGameObject(self.transform,"option/equipBtn")
this.equipBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_zhuanbeianniu_zh")
this.soulPrintBtn=Util.GetGameObject(self.transform,"option/soulPrintBtn")
this.soulPrintBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_hunyinanniu_zh")
this.soulPrintBtnRedPoint=Util.GetGameObject(self.transform,"option/soulPrintBtn/redPoint")
this.equipBtnRedPoint=Util.GetGameObject(self.transform,"option/equipBtn/redPoint")
--法宝
this.talismanBtn=Util.GetGameObject(self.transform,"option/talismanBtn") --该按钮控制入口显隐
this.talismanClick=Util.GetGameObject(self.transform,"option/talismanBtn/panel") --控制按钮的点击事件 置灰
this.talismanClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_fabaoanniu_zh")
this.talismanBtnRedPoint=Util.GetGameObject(self.transform,"option/talismanBtn/panel/redPoint")
this.talismanInfo=Util.GetGameObject(self.transform,"option/talismanBtn/info") --查看法宝特性按钮
this.roleInfoRoot = Util.GetGameObject(self.transform, "rolePanel")
this.rolePanelOp = Util.GetGameObject(this.roleInfoRoot,"layout")
this.nameInfo = Util.GetGameObject(this.roleInfoRoot, "info")
this.nameAndPossLayout = Util.GetGameObject(this.nameInfo, "nameAndPossLayout")
this.profession = Util.GetGameObject(this.nameAndPossLayout, "proImage"):GetComponent("Image")
this.heroName = Util.GetGameObject(this.nameAndPossLayout, "heroName"):GetComponent("Text")
this.starGrid = Util.GetGameObject(this.nameInfo, "sartAndLvLayout")
--上锁
this.lockBtn=Util.GetGameObject(this.optionUp,"lockBtn")
this.lockBtn=Util.GetGameObject(this.roleInfoRoot,"lockBtn")
this.lockImage=Util.GetGameObject(this.lockBtn.transform,"lock")
this.lockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_suoding_zh")
this.unlockImage=Util.GetGameObject(this.lockBtn.transform,"unlock")
this.unlockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_jiesuo_zh")
this.pos = Util.GetGameObject(this.roleInfoRoot,"Pos")
this.posBgImage = this.pos:GetComponent("Image")
this.posImage = Util.GetGameObject(this.roleInfoRoot,"PosImage"):GetComponent("Image")
this.posText = Util.GetGameObject(this.roleInfoRoot,"PosText"):GetComponent("Text")
this.posQuality = Util.GetGameObject(this.roleInfoRoot,"quality"):GetComponent("Image")
this.RecallBtn=Util.GetGameObject(this.roleInfoRoot,"RecallBtn")--角色归元按钮
this.RecallBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_fabao_guiyuan_zh")
this.reStarBtn=Util.GetGameObject(this.roleInfoRoot,"reStarBtn")--角色归元按钮
this.reStarBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_huitui")
this.powerBtn = Util.GetGameObject(this.roleInfoRoot, "powerBtn")
this.force = Util.GetGameObject(this.powerBtn, "value"):GetComponent("Text")
this.powerBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-zhanli_zh")
this.upLvEffect = Util.GetGameObject(this.powerBtn,"effect")
this.equipBtn=Util.GetGameObject(self.transform,"rightGrid/equipBtn")
this.equipBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_zhuanbeianniu_zh")
this.equipBtnRedPoint=Util.GetGameObject(this.equipBtn,"redPoint")
this.soulPrintBtn=Util.GetGameObject(self.transform,"rightGrid/soulPrintBtn")
this.soulPrintBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_hunyinanniu_zh")
this.soulPrintBtnRedPoint=Util.GetGameObject(this.soulPrintBtn,"redPoint")
this.talismanBtn=Util.GetGameObject(self.transform,"rightGrid/talismanBtn") --该按钮控制入口显隐
this.talismanClick=Util.GetGameObject(this.talismanBtn,"panel") --控制按钮的点击事件 置灰
this.talismanClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_fabaoanniu_zh")
this.talismanBtnRedPoint=Util.GetGameObject(this.talismanClick,"redPoint")
this.talismanInfo=Util.GetGameObject(this.talismanBtn,"info") --查看法宝特性按钮
this.imprintBtn=Util.GetGameObject(self.transform,"leftGrid/imprintBtn")
this.imprintBtnIcon=Util.GetGameObject(this.imprintBtn,"icon"):GetComponent("Image")
this.imprintImg=Util.GetGameObject(this.imprintBtn,"Image"):GetComponent("Image")
this.godSoulBtn=Util.GetGameObject(self.transform,"leftGrid/godSoulBtn")
this.godSoulBtnIcon=Util.GetGameObject(this.godSoulBtn,"icon"):GetComponent("Image")
this.godSoulBtnRed=Util.GetGameObject(this.godSoulBtn,"redPoint"):GetComponent("Image")
this.talentBtn=Util.GetGameObject(self.transform,"leftGrid/talentBtn")
this.talentBtnIcon=Util.GetGameObject(this.talentBtn,"icon"):GetComponent("Image")
this.talentProgress=Util.GetGameObject(this.talentBtn,"progress"):GetComponent("Text")
this.talentTipStr=Util.GetGameObject(this.talentBtn,"tipStr"):GetComponent("Text")
this.talentTipStrGo=Util.GetGameObject(this.talentBtn,"tipStr")
--神印
this.imprintBtn=Util.GetGameObject(self.transform,"leftGrid/imprintBtn")
this.imprintBtnIcon=Util.GetGameObject(this.imprintBtn,"icon"):GetComponent("Image")
this.imprintImg=Util.GetGameObject(this.imprintBtn,"Image"):GetComponent("Image")
this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
Util.GetGameObject(self.transform, "powerBtn"):GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-zhanli_zh")
this.upLvEffect = Util.GetGameObject(self.transform,"powerBtn/effect")
this.posBgImage=Util.GetGameObject(self.transform,"powerBtn/Pos"):GetComponent("Image")
this.posImage=Util.GetGameObject(self.transform,"powerBtn/Pos/PosImage"):GetComponent("Image")
this.posText=Util.GetGameObject(self.transform,"powerBtn/Pos/PosText"):GetComponent("Text")
this.curObj= Util.GetGameObject(self.transform, "curObj")
this.leftObj= Util.GetGameObject(self.transform, "leftObj")
this.rightObj= Util.GetGameObject(self.transform, "rightObj")
this.talentTipStrGo=Util.GetGameObject(this.talentBtn,"tipStr")
this.PageList = {}
@ -130,23 +125,15 @@ function RoleInfoPanel:InitComponent()
this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
this.btnList = Util.GetGameObject(self.transform,"rolePanel/btnList")
this.btnPre = Util.GetGameObject(self.transform,"rolePanel/btnInfo")
this.selectBtn = Util.GetGameObject(self.transform, "rolePanel/selectBtn")
this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
this.btnList = Util.GetGameObject(self.transform,"tab/btnList")
this.btnPre = Util.GetGameObject(self.transform,"tab/btnInfo")
this.selectBtn = Util.GetGameObject(self.transform, "tab/selectBtn")
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
this.btnMask = Util.GetGameObject(self.transform, "btnMask")
this.btnMask.gameObject:SetActive(false)
--神魂
this.godSoulBtn=Util.GetGameObject(self.transform,"leftGrid/godSoulBtn")
this.godSoulBtnIcon=Util.GetGameObject(this.godSoulBtn,"icon"):GetComponent("Image")
this.godSoulBtnRed=Util.GetGameObject(this.godSoulBtn,"redPoint"):GetComponent("Image")
end
--绑定事件(用于子类重写)
@ -155,12 +142,6 @@ function RoleInfoPanel:BindEvent()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
--角色定位按钮
Util.AddClick(this.posBtn,function()
UIManager.OpenPanel(UIName.RolePosInfoPopup,curHeroData.heroConfig,curHeroData.star)
end)
--角色归元按钮
Util.AddClick(this.RecallBtn,function()
if curHeroData.lv <= 1 then
@ -348,9 +329,6 @@ function RoleInfoPanel:OnShow()
end
SetHEeroLiveToward(this.rightLiveObj,rightToward,rightHeroData.position)
if this.curLiveObj then
this.dragView.gameObject:SetActive(true)
this.dragView:SetDragGO(this.curLiveObj)
@ -710,8 +688,7 @@ function this:UpdateHeroInfoData()
this.talismanBtnRedPoint:SetActive(false)
this.soulPrintBtnRedPoint:SetActive(false)
end
--角色定位按钮
this.posBtn.gameObject:SetActive(curHeroData.heroConfig.ShowHeroLocation==1)
--法宝按钮逻辑
this.talismanBtn.gameObject:SetActive(TalismanManager.CheckTalismanIsInConfig(curHeroData))
if TalismanManager.CheckTalismanIsInConfig(curHeroData) then
@ -747,6 +724,7 @@ function this:UpdateHeroInfoData()
--定位描述相关
this.posBgImage.sprite=this.spLoader:LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
this.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural))
this.posText.text=GetLanguageStrById(curHeroData.heroConfig.HeroLocation)
SetTextVerTial(this.posText.gameObject,Vector3.New(64,21,0),"MiddleLeft")
this.unlockImage:SetActive(curHeroData.lockState == 0)