【界面优化】技能
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d5cf1c5395
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@ -449,7 +449,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_IgnoreLayout: 0
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m_MinWidth: -1
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m_MinHeight: 135
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m_MinHeight: 80
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m_PreferredWidth: -1
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m_PreferredHeight: -1
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m_FlexibleWidth: -1
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@ -682,9 +682,9 @@ RectTransform:
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m_Father: {fileID: 1506569333037798674}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 80, y: -100}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -210, y: -20}
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m_SizeDelta: {x: 90.28, y: 90.28}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7773945753414332579
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@ -11,15 +11,9 @@ function this:InitComponent()
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this.backBtn = Util.GetGameObject(self.transform, "Button")
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this.skillTypeImage=Util.GetGameObject(self.transform,"Content/SkillTypeImage"):GetComponent("Image")
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this.icon = Util.GetGameObject(self.transform, "Content/IconBG/Icon"):GetComponent("Image")
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-- this.skillLv = Util.GetGameObject(self.transform, "Content/IconBG/Level/Text"):GetComponent("Text")
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this.skillName = Util.GetGameObject(self.transform, "Content/Title/Text"):GetComponent("Text")
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-- this.desc = Util.GetGameObject(self.transform, "Content/Desc/Text"):GetComponent("Text")
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this.cureffect = Util.GetGameObject(self.transform, "Content/CurrentLvDesc/Text"):GetComponent("Text")
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-- this.skillNextObg = Util.GetGameObject(self.transform, "Content/NextLv")
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-- this.skillNextObg:SetActive(false)
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-- this.nextEffect = Util.GetGameObject(self.transform, "Content/NextLv/NextLvDesc/Text"):GetComponent("Text")
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this.rect=Util.GetGameObject(self.transform,"Content"):GetComponent("RectTransform")
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end
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@ -70,7 +64,6 @@ function this:OnOpen(...)
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this.content.anchoredPosition = args[6]
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end
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this.icon.sprite = this.spLoader:LoadSprite(GetResourcePath(curSkillData.skillConfig.Icon))
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--this.skillLv.text = curSkillData.skillConfig.Id % dividend --神奇的取等级
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this.skillName.text = GetLanguageStrById(curSkillData.skillConfig.Name)
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--获取RoleInfoPanel的curUpStarData,以获取妖灵师最高等级
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@ -81,18 +74,8 @@ function this:OnOpen(...)
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elseif curSkillData.skillConfig.Type == SkillType.Bei then
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this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
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end
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-- local skillLogiData=ConfigManager.GetConfigData(ConfigName.SkillLogicConfig,curSkillData.skillConfig.Id)
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-- local ShortDesc = GetLanguageStrById(curSkillData.skillConfig.ShortDesc) or ""
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-- local rateCasting=0
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-- if skillLogiData.CD>0 then
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-- rateCasting=skillLogiData.CD/1000
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-- this.desc.text="施法率:"..rateCasting.."%".."\n".."最高等级<color=#DA9649><b>"..maxLv.."</b></color>".."\n"..ShortDesc
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-- else
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-- this.desc.text="最高等级<color=#DA9649><b>"..maxLv.."</b></color>".."\n"..ShortDesc
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-- end
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this.cureffect.transform:DOAnchorPosY(0,0,true)
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--curSkillData.skillConfig.Id % dividend
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this.cureffect.text = GetSkillConfigDesc(curSkillData.skillConfig)--Language[10453].."<color=#DA9649><b>".. 1 .."</b></color>\n"..
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this.cureffect.text = GetSkillConfigDesc(curSkillData.skillConfig)
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local nextCfg
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if curSkillData.skillConfig.Type==SkillType.Pu then
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@ -102,18 +85,6 @@ function this:OnOpen(...)
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elseif curSkillData.skillConfig.Type==SkillType.Bei then
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nextCfg = ConfigManager.TryGetConfigData(ConfigName.PassiveSkillConfig, curSkillData.skillConfig.Id+1)
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end
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-- if nextCfg and nextCfg.Desc then
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--this.skillNextObg:SetActive(true)
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-- local nextLv=curSkillData.skillConfig.Id % dividend+1
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-- if nextLv>5 then
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-- nextLv=5
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-- end
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-- this.nextEffect.transform:DOAnchorPosY(0,0,true)
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-- this.nextEffect.text ="等级".."<color=#DA9649><b>"..nextLv.."</b></color>\n"..GetSkillConfigDesc(nextCfg)
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-- else
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-- this.skillNextObg:SetActive(false)
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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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@ -140,14 +111,9 @@ function this.CheckPointer()
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if this.value1.x>this.curLvRect.sizeDelta.x and
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this.value1.x<0-- and
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--this.value1.y<this.curLvRect.localPosition.y and
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--this.value1.y>this.curLvRect.localPosition.y
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then
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return
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end
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--if CheckLOrR(this.value)==0 then
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-- return
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--end
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this.rect=nil
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this:ClosePanel()
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UpdateBeat:Remove(update, this)
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