神兵相关功能提交
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24ad78e8da
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guid: 17bc7dd96d10d8d4eaa5e71ad78421dc
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externalObjects: {}
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@ -490,6 +490,8 @@ UIName = {
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GodsWayTreasurePanel=498,
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GodWeaponMainPanel=499,--神兵主界面
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GodWeaponListPanel=500, --神兵列表
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GodWeaponInfoPanel=501, --神兵详情
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GodWeaponUpPanel=503, --神兵强化界面
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}
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SubUIConfig = {
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require("Base/BasePanel")
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GodWeaponInfoPanel = Inherit(BasePanel)
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local this = GodWeaponInfoPanel
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local godwData
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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.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.spLoader = SpriteLoader.New()
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this.icon= Util.GetGameObject(self.gameObject, "iconBg/icon"):GetComponent("Image")
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this.nameText=Util.GetGameObject(self.gameObject, "nameInfo/nameText"):GetComponent("Text")
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this.propGrid=Util.GetGameObject(self.gameObject, "infoLayout/propertyInfo/grid")
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this.upStarBtn=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/upStarBtn")
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this.upLvBtn=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/upLvBtn")
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this.skillGrid=Util.GetGameObject(self.gameObject,"infoLayout/skill/scroll/grid")
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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.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.upStarBtn, function()
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UIManager.OpenPanel(UIName.GodWeaponUpPanel,1,godwData)
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end)
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Util.AddClick(this.upLvBtn, function()
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UIManager.OpenPanel(UIName.GodWeaponUpPanel,2,godwData)
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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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--界面打开时调用(用于子类重写)
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function this:OnOpen(_data)
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godwData=_data
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this.icon.sprite = this.spLoader:LoadSprite(GetResourcePath(_data.config.Icon))
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this.nameText.text=_data.config.Name
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local allPropDic=GodWeaponManager.GetSinglePokemonAddProData(_data.Did,_data.star)
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local propInfoList={}
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propInfoList[1]={}
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propInfoList[1].name="等级"
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propInfoList[1].val=_data.lv
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local index=2
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for key, value in pairs(allPropDic) do
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propInfoList[index]={}
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local propConfig=ConfigManager.GetConfigData(ConfigName.PropertyConfig,key)
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propInfoList[index].name=propConfig.Info
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propInfoList[index].val=value
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index=index+1
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end
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for i = 1, this.propGrid.transform.childCount do
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local propText=this.propGrid.transform:GetChild(i-1).gameObject
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if i>#propInfoList then
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propText:SetActive(false)
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else
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propText:SetActive(true)
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propText:GetComponent("Text").text=propInfoList[i].name
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Util.GetGameObject(propText,"val"):GetComponent("Text").text=propInfoList[i].val
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end
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end
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local skillInfo=GodWeaponManager.GetSingleGodWeaponSkillDes(_data.Did)
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for i = 1,this.skillGrid.transform.childCount do
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local skillObj=this.skillGrid.transform:GetChild(i-1).gameObject
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if i>#skillInfo then
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skillObj:SetActive(false)
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else
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Util.GetGameObject(skillObj,"titleBg/title"):GetComponent("Text").text=skillInfo[i].title
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Util.GetGameObject(skillObj,"des"):GetComponent("Text").text=skillInfo[i].des
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skillObj:SetActive(true)
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local helpBtn=Util.GetGameObject(skillObj,"titleBg/helpBtn")
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Util.AddOnceClick(helpBtn, function()
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end)
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end
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end
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LayoutRebuilder.ForceRebuildLayoutImmediate(this.skillGrid.transform)
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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 this:OnShow()
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end
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function this:OnSortingOrderChange()
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this.sortingOrder = self.sortingOrder
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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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this.spLoader:Destroy()
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end
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return this
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fileFormatVersion: 2
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guid: 8361b0656bd5eb14a919716f732a5fae
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -278,7 +278,7 @@ function this.ShowSinglePokemonList(go,singleData,liveIndex)
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local heroClick=Util.GetGameObject(PokemonList[liveIndex],"DragView"..liveIndex)
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Util.AddOnceClick(heroClick, function()
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if isClick then
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UIManager.OpenPanel(UIName.PokemonInfoPanel,curData,PokemonManager.GetPokemonUpZhenDatas())
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UIManager.OpenPanel(UIName.GodWeaponInfoPanel,curData)
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end
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end)
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end
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@ -164,14 +164,14 @@ function this.GetPokemonFormationAddPro()
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end
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--获取单个神兵属性 (灵兽属性/编队人数 神兵属性会平分给上阵的所有神将)
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function this.GetSinglePokemonAddProData(_did,_star)--_star 传值的话就用此星级计算属性
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function this.GetSinglePokemonAddProData(_did,_star,_lv)--_star 传值的话就用此星级计算属性
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-- LogPink("_did 1 ".._did)
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if not allGodWeapons[_did] then return end
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-- LogPink("_did 2 ".._did)
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local addAllProVal = {}
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local curPokeonData = allGodWeapons[_did]
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local curPokemonConFig = ConfigManager.GetConfigData(ConfigName.ShenBing,curPokeonData.id)
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local curPokemonLvConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel,"Quality",curPokemonConFig.Quality,"Level",curPokeonData.lv)
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local curPokemonLvConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel,"Quality",curPokemonConFig.Quality,"Level",_lv and _lv or curPokeonData.lv)
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local curPokemonStarConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Quality",curPokemonConFig.Quality,"Star",_star and _star or curPokeonData.star)
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--基础
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addAllProVal[HeroProType.Hp] = curPokemonConFig.Hp
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@ -198,6 +198,21 @@ function this.GetSinglePokemonAddProData(_did,_star)--_star 传值的话就用
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return addEndAllProVal
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end
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--获取技能信息(名字,描述)
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function this.GetSingleGodWeaponSkillDes(_did)
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if not allGodWeapons[_did] then return end
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local _data = allGodWeapons[_did]
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local shenBingSkills=ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.ShenBingSkill,"SpiritAnimalMatch",_data.id,"StarMatch",_data.star)
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local skillInfos={}
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for i = 1, #shenBingSkills do
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skillInfos[i]={}
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skillInfos[i].title=shenBingSkills[i].Name
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skillInfos[i].des=shenBingSkills[i].Desc
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skillInfos[i].skillPanDuan=shenBingSkills[i].SkillPanDuan
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end
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return skillInfos
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end
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return this
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require("Base/BasePanel")
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GodWeaponUpPanel = Inherit(BasePanel)
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local this = GodWeaponUpPanel
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local tabType=1 --1升星 2升级
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local godWeaponData
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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.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.spLoader = SpriteLoader.New()
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this.icon= Util.GetGameObject(self.gameObject, "iconBg/icon"):GetComponent("Image")
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this.nameText=Util.GetGameObject(self.gameObject, "nameInfo/nameText"):GetComponent("Text")
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this.curPropGrid=Util.GetGameObject(self.gameObject, "infoLayout/propertyInfo/curProp")
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this.nextPropGrid=Util.GetGameObject(self.gameObject, "infoLayout/propertyInfo/nextProp")
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this.upStarTab=Util.GetGameObject(self.gameObject,"tabBg/tabBox/upStarTab")
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this.upLvTab=Util.GetGameObject(self.gameObject,"tabBg/tabBox/upLvTab")
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this.selectBtn=Util.GetGameObject(self.gameObject,"tabBg/tabBox/selectBtn")
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this.selectText=Util.GetGameObject(self.gameObject,"tabBg/tabBox/selectBtn/Text"):GetComponent("Text")
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this.curLv=Util.GetGameObject(self.gameObject,"infoLayout/costMatBg/curLv/Text"):GetComponent("Text")
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this.costGrid=Util.GetGameObject(self.gameObject,"infoLayout/costMatBg/costGrid")
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this.skillLayout=Util.GetGameObject(self.gameObject,"infoLayout/skillLayout")
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this.upStarBtn=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/upStarBtn")
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this.upLvBtn=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/upLvBtn")
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this.limitText=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/limitText"):GetComponent("Text")
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this.jiantou=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/jiantou")
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this.costItemViews={}
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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.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.upStarTab, function()
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tabType=1
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this.SetSelectBtn()
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this.UpdateWinInfo()
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end)
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Util.AddClick(this.upLvTab, function()
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tabType=2
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this.SetSelectBtn()
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this.UpdateWinInfo()
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end)
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Util.AddClick(this.upStarBtn, function()
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end)
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Util.AddClick(this.upLvBtn, function()
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end)
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end
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function this.SetSelectBtn()
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local _btnTab
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if tabType==1 then
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_btnTab=this.upStarTab
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this.selectText.text="升星"
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else
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_btnTab=this.upLvTab
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this.selectText.text="升级"
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end
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this.selectBtn.transform:SetParent(_btnTab.transform)
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this.selectBtn.transform.localPosition = Vector3.zero
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this.selectBtn.transform.localScale = Vector3.one
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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(_type,_data)
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tabType=_type
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godWeaponData=_data
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this.SetSelectBtn()
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this.icon.sprite = this.spLoader:LoadSprite(GetResourcePath(godWeaponData.config.Icon))
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this.nameText.text=godWeaponData.config.Name
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this.UpdateWinInfo()
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end
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function this.UpdateWinInfo()
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this.curLv.text="等级:"..godWeaponData.lv
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local curPropDic
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local nextPropDic
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local costItems={}
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local isLimit=false
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LogBlue(godWeaponData.star.."||||"..godWeaponData.lv.."####"..godWeaponData.config.Quality)
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if tabType==1 then
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isLimit=godWeaponData.star>=5
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this.skillLayout.gameObject:SetActive(true)
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this.upStarBtn.gameObject:SetActive(true)
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this.upLvBtn.gameObject:SetActive(false)
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this.curLv.transform.parent.gameObject:SetActive(false)
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curPropDic=GodWeaponManager.GetSinglePokemonAddProData(godWeaponData.Did,godWeaponData.star,godWeaponData.lv)
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if not isLimit then
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nextPropDic=GodWeaponManager.GetSinglePokemonAddProData(godWeaponData.Did,godWeaponData.star+1,godWeaponData.lv)
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local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Star",godWeaponData.star,"Quality",godWeaponData.config.Quality)
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costItems[1]={}
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costItems[1][1]=godWeaponData.id
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costItems[1][2]=starConfig.ConsumeItemNum
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end
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this.limitText.text="星级已满"
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else
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isLimit=godWeaponData.lv>=200
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this.skillLayout.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(false)
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this.upLvBtn.gameObject:SetActive(true)
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this.curLv.transform.parent.gameObject:SetActive(true)
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curPropDic=GodWeaponManager.GetSinglePokemonAddProData(godWeaponData.Did,godWeaponData.star,godWeaponData.lv)
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if not isLimit then
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nextPropDic=GodWeaponManager.GetSinglePokemonAddProData(godWeaponData.Did,godWeaponData.star,godWeaponData.lv+1)
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costItems=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel,"Level",godWeaponData.lv,"Quality",godWeaponData.config.Quality).Consume
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end
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this.limitText.text="等级已满"
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end
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this.SetPropInfo(curPropDic,this.curPropGrid)
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---判断等级星级是否达到上限
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if isLimit then
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this.jiantou.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(false)
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this.upLvBtn.gameObject:SetActive(false)
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this.limitText.gameObject:SetActive(true)
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this.nextPropGrid.gameObject:SetActive(false)
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this.costGrid.gameObject:SetActive(false)
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else
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this.costGrid.gameObject:SetActive(true)
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this.SetPropInfo(nextPropDic,this.nextPropGrid)
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this.SetCostItemInfo(costItems)
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end
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end
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---设置属性信息
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function this.SetPropInfo(_propDic,_propGrid)
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local propInfoList={}
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local index=1
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for key, value in pairs(_propDic) do
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propInfoList[index]={}
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local propConfig=ConfigManager.GetConfigData(ConfigName.PropertyConfig,key)
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propInfoList[index].name=propConfig.Info
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propInfoList[index].val=value
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index=index+1
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end
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for i = 1, _propGrid.transform.childCount do
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local propText=_propGrid.transform:GetChild(i-1).gameObject
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if i>#propInfoList then
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propText:SetActive(false)
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else
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propText:SetActive(true)
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propText:GetComponent("Text").text=propInfoList[i].name
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Util.GetGameObject(propText,"val"):GetComponent("Text").text=propInfoList[i].val
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end
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end
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end
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--设置升星技能信息显示
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function this.SetSkillInfo()
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end
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--设置消耗材料显示
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function this.SetCostItemInfo(_costItems)
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if not this.costItemViews then
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this.costItemViews = {}
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end
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for k,v in ipairs(this.costItemViews) do
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v.gameObject:SetActive(false)
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end
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for i = 1, #_costItems do
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if i<#this.costItemViews then
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this.costItemViews[i].OnOpen(false,{_costItems[i][1],_costItems[i][2]},0.9,true,false,false,this.sortingOrder)
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else
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local view= SubUIManager.Open(SubUIConfig.ItemView, this.costGrid.transform)
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view:OnOpen(false,{_costItems[i][1],_costItems[i][2]},0.9,true,false,false,this.sortingOrder)
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this.costItemViews[i]=view
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end
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end
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end
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function this:OnSortingOrderChange()
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this.sortingOrder = self.sortingOrder
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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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this.spLoader:Destroy()
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end
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return this
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a7303465253869742bcbdd71a38dc5ec
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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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