【神将觉醒】 觉醒成功界面
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CanvasRenderer:
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CanvasRenderer:
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require("Base/BasePanel")
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RoleAwakeSuccessPanel = Inherit(BasePanel)
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local this=RoleAwakeSuccessPanel
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this.skillConfig=ConfigManager.GetConfig(ConfigName.SkillConfig)
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local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local orginLayer = 20
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local callBack = nil
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local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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--初始化组件(用于子类重写)
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function RoleAwakeSuccessPanel:InitComponent()
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orginLayer = 20
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this.BtnBack = Util.GetGameObject(self.transform, "backBtn")
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this.mask = Util.GetGameObject(self.transform, "mask")
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this.live2dRoot=Util.GetGameObject(self.transform,"live2dRoot")
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this.heroName = Util.GetGameObject(self.transform, "heroInfo/nameAndPossLayout/heroName"):GetComponent("Text")
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this.profession = Util.GetGameObject(self.transform, "Pos/PosImage"):GetComponent("Image")
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this.proImage = Util.GetGameObject(self.transform, "heroInfo/nameAndPossLayout/proImage/proImage"):GetComponent("Image")
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this.starGrid = Util.GetGameObject(self.transform, "heroInfo/sartAndLvLayout")
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this.posBgImage=Util.GetGameObject(self.transform,"Pos"):GetComponent("Image")
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this.posText=Util.GetGameObject(self.transform,"Pos/PosText"):GetComponent("Text")
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this.lvEndInfo=Util.GetGameObject(self.transform, "proInfo/lvEndText"):GetComponent("Text")
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this.UI_Effect_choukaSSR = Util.GetGameObject(self.transform, "UI_Effect_chouka_SSR")
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this.prefab = Util.GetGameObject(self.gameObject, "proInfo/pre")
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this.ScrollParentView1 = Util.GetGameObject(self.gameObject, "proInfo/ScrollFitter")
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this.ScrollView1 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView1.transform,
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this.prefab, Vector2.New(1017.6, 345.8), 1, 1)
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end
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--绑定事件(用于子类重写)
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function RoleAwakeSuccessPanel:BindEvent()
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Util.AddClick(this.BtnBack, 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 RoleAwakeSuccessPanel: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 RoleAwakeSuccessPanel:RemoveListener()
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end
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function RoleAwakeSuccessPanel:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.UI_Effect_choukaSSR, self.sortingOrder - orginLayer)
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this.mask:GetComponent("Canvas").overrideSorting = true
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this.mask:GetComponent("Canvas").sortingOrder = self.sortingOrder - 30
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orginLayer = self.sortingOrder
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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 RoleAwakeSuccessPanel:OnOpen(_curHeroData,_nextHeroUpStarId,_curHeroRankUpConfigOpenLevel,_callBack)
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local curHeroData=_curHeroData
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local nextHeroUpStarId=_nextHeroUpStarId
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local curHeroRankUpConfigOpenLevel=_curHeroRankUpConfigOpenLevel
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callBack = _callBack
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this.UI_Effect_choukaSSR:SetActive(true)
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this.LiveName = GetResourcePath(curHeroData.heroConfig.Live)
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this.LiveGO = poolManager:LoadLive(this.LiveName, this.live2dRoot.transform,
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Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0))
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SetHeroStars(this.starGrid, curHeroData.star+1,1,Vector2.New(60,60),-11,Vector2.New(0.5,0.5))
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this.profession.sprite = Util.LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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this.proImage.sprite =Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
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this.heroName.text =curHeroData.heroConfig.ReadingName
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this.posBgImage.sprite=Util.LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
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this.posText.text=curHeroData.heroConfig.HeroLocation
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this.lvEndInfo.text=string.format(Language[11867],curHeroRankUpConfigOpenLevel)
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local TalentData = this.GetNewTalentDataShow()
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this.ScrollView1:SetData(TalentData, function(index, go)
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this.SingOldTalentDataShow(go, TalentData[index])
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end)
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end
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function this.GetNewTalentDataShow()
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local breakSkillDataList = {}
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local upStarSkillDataList = {}
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if heroConfig.Awaken then
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for i = 1, #heroConfig.Awaken do
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local Desc = passiveSkillConfig[heroConfig.Awaken[i][3]].Desc
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if heroConfig.Awaken[i][1] == 1 then--突破
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local titleStr = NumToSimplenessFont[heroRankupConfig[heroConfig.Awaken[i][2]].Phase[2]] .. Language[11864]
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local curBreakId = heroConfig.Awaken[i][2]
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if breakSkillDataList[curBreakId] then
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breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str = breakSkillDataList[curBreakId].str .. " <color=#66FF00>"..Desc.."</color>"}
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else
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breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
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end
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else--升星
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local curUpStarId = heroConfig.Awaken[i][2]
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local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11865]
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local _passiveSkillId = passiveSkillConfig[heroConfig.Awaken[i][3]].Id
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if upStarSkillDataList[curUpStarId] then
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upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. " <color=#66FF00>"..Desc.."</color>"}
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else
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upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
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end
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end
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end
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end
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local breakSkillDataList2 = {}
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for i, v in pairs(breakSkillDataList) do
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table.insert(breakSkillDataList2,v)
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end
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table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
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local upStarSkillDataList2 = {}
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for i, v in pairs(upStarSkillDataList) do
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table.insert(upStarSkillDataList2,v)
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end
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table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
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for i = 1, #upStarSkillDataList2 do
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table.insert(breakSkillDataList2,upStarSkillDataList2[i])
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end
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return breakSkillDataList2
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end
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function this.SingOldTalentDataShow(go,data)
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local breakGo = Util.GetGameObject(go, "breakSkillTextPre")
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local upStarGo = Util.GetGameObject(go, "upStarSkillTextPre")
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if data.type == 1 then--突破
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breakGo:SetActive(true)
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upStarGo:SetActive(false)
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breakGo:GetComponent("Text").text = data.str
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else
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breakGo:SetActive(false)
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upStarGo:SetActive(true)
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local kongStr = ""
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if passiveSkillLogicConfig[data.passiveSkillId].Judge == 1 then
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kongStr = " "
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else
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kongStr = ""
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end
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Util.GetGameObject(upStarGo.transform, "Image"):SetActive(passiveSkillLogicConfig[data.passiveSkillId].Judge == 1)
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upStarGo:GetComponent("Text").text = kongStr .. data.str
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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 RoleAwakeSuccessPanel:OnClose()
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if this.LiveName then
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poolManager:UnLoadLive(this.LiveName, this.LiveGO)
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this.LiveName = nil
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end
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if callBack then
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callBack()
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callBack = nil
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end
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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 RoleAwakeSuccessPanel:OnDestroy()
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end
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return RoleAwakeSuccessPanel
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fileFormatVersion: 2
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guid: 8abe75a56e916ca4cad7e3c305129725
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -88,11 +88,10 @@ function this.GetOldTalentDataShow()
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table.insert(upStarSkillDataList2,v)
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table.insert(upStarSkillDataList2,v)
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end
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end
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table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
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table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
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for i = 1, #upStarSkillDataList2 do
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for i = 1, #upStarSkillDataList2 do
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table.insert(breakSkillDataList2,upStarSkillDataList2[i])
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table.insert(breakSkillDataList2,upStarSkillDataList2[i])
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end
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end
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return upStarSkillDataList2
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return breakSkillDataList2
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end
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end
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function this.GetNewTalentDataShow()
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function this.GetNewTalentDataShow()
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local breakSkillDataList = {}
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local breakSkillDataList = {}
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@ -135,7 +134,7 @@ function this.GetNewTalentDataShow()
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for i = 1, #upStarSkillDataList2 do
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for i = 1, #upStarSkillDataList2 do
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table.insert(breakSkillDataList2,upStarSkillDataList2[i])
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table.insert(breakSkillDataList2,upStarSkillDataList2[i])
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end
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end
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return upStarSkillDataList2
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return breakSkillDataList2
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end
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end
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function this.SingOldTalentDataShow(go,data)
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function this.SingOldTalentDataShow(go,data)
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local breakGo = Util.GetGameObject(go, "breakSkillTextPre")
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local breakGo = Util.GetGameObject(go, "breakSkillTextPre")
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