【神将图鉴】图鉴和已有神将的详情或者传说互相切换,就会为空

dev_chengFeng
jiaoyangna 2021-04-15 19:54:30 +08:00
parent b26f09d6a3
commit c844a72609
25 changed files with 42679 additions and 56528 deletions

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@ -399,6 +399,13 @@ SubUIConfig = {
PlayerInfoView = { name = "PlayerInfoView",assetName = "PlayerInfoView",script = "View/PlayerInfoView" }, -- 玩家信息条
RewardPanel = { name = "RewardPanel",assetName = "RewardPanel",script = "View/RewardPanel" }, -- --奖励预览
MoneyNumView = { name = "MoneyNumView",assetName = "MoneyNumView",script = "View/MoneyNumView" }, -- 各币种钱数显示
HandBookRoleInfoLayout = { name = "HandBookRoleInfoLayout",assetName = "HandBookRoleInfoLayout",script = "Modules/HandBook/HandBookRoleInfoLayout" },
HandBookRoleSkinPanel = { name = "RoleSkinLayout",assetName = "RoleSkinLayout",script = "Modules/HandBook/HandBookRoleSkinPanel" },
RoleInfoLayout = { name = "RoleInfoLayout",assetName = "RoleInfoLayout",script = "Modules/RoleInfo/RoleInfoLayout" },
RoleAwakelayout = { name = "RoleAwakelayout",assetName = "RoleAwakelayout",script = "Modules/RoleInfo/RoleAwakeLayout" },
RoleSkinLayout = { name = "RoleSkinLayout",assetName = "RoleSkinLayout",script = "Modules/RoleInfo/RoleSkinPanel" },
RoleStoryLayout = { name = "RoleStoryLayout",assetName = "RoleStoryLayout",script = "Modules/RoleInfo/RoleStoryLayout" },
RoleUpStarLayout = { name = "RoleUpStarLayout",assetName = "RoleUpStarLayout",script = "Modules/RoleInfo/RoleUpStarLayout" },
[1] = {name = "EveryDayGift",assetName = "EveryDayGift",script = "Modules/Recharge/View/EveryDayGift"},
[2] = {name = "GiftPre",assetName = "GiftPre",script = "Modules/Recharge/View/GiftPre"},
[3] = {name = "RechargeView",assetName = "RechargeView",script = "Modules/Recharge/View/RechargeView"},

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@ -1,16 +1,13 @@
require("Base/BasePanel")
HandBookHeroInfoPanel = Inherit(BasePanel)
local this = HandBookHeroInfoPanel
local RoleInfoLayout = require("Modules/HandBook/HandBookRoleInfoLayout")
local RoleStoryLayout = require("Modules/RoleInfo/RoleStoryLayout")
local RoleSkinPanel = require("Modules/RoleInfo/HandBookRoleSkinPanel")
local tabs = {
[1] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093]
[1] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093], sub = SubUIConfig.HandBookRoleInfoLayout
},
[2] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095]
[2] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095], sub = SubUIConfig.RoleStoryLayout
},
[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816]
[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816], sub = SubUIConfig.HandBookRoleSkinPanel
},
}
@ -61,11 +58,9 @@ function HandBookHeroInfoPanel:InitComponent()
self.posImage=Util.GetGameObject(self.transform,"pos/posImage"):GetComponent("Image")
self.posText=Util.GetGameObject(self.transform,"pos/posText"):GetComponent("Text")
self.PageList = {
[1] = RoleInfoLayout:InitComponent(Util.GetGameObject(self.transform, "roleInfoLayout")),
[2] = RoleStoryLayout:InitComponent(Util.GetGameObject(self.transform, "roleStoryLayout")),
[3] = RoleSkinPanel:InitComponent(Util.GetGameObject(self.transform, "roleSkinLayout")),
}
self.layout=Util.GetGameObject(self.transform,"layout")
self.PageList = {}
this.trigger=Util.GetEventTriggerListener(self.dragView.gameObject)
this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
@ -279,13 +274,15 @@ end
-- tab改变事件
function HandBookHeroInfoPanel:OnPageTabChange(index)
self:ChangeCurentHeroSkinLive()
_CurPageIndex = index
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:OnHide()
end
if this.PageList[_CurPageIndex] then
this.PageList[_CurPageIndex]:OnHide()
end
this.PageList[index]:OnShow(this.sortingOrder,self,heroConFigData,_curStar)
_CurPageIndex = index
if not this.PageList[index] then
this.PageList[index] = SubUIManager.Open(tabs[index].sub,self.layout.transform)
end
this.PageList[index]:OnShow()
this.PageList[index]:SetData(this.sortingOrder,self,heroConFigData,_curStar)
end
function HandBookHeroInfoPanel:ChangeCurentHeroSkinLive(herodata)
@ -431,14 +428,6 @@ end
--界面关闭时调用(用于子类重写)
function HandBookHeroInfoPanel:OnClose()
for _, page in pairs(this.PageList) do
if page.OnHide then
page:OnHide()
end
if page.OnClose then
page:OnClose()
end
end
if this.leftLiveObj then
poolManager:UnLoadLive(GetResourcePath(leftHeroData.Live), this.leftLiveObj)
this.leftLiveObj = nil
@ -456,15 +445,16 @@ function HandBookHeroInfoPanel:OnClose()
Util.ClearChild(this.curObj.transform)
Util.ClearChild(this.leftObj.transform)
Util.ClearChild(this.rightObj.transform)
for k,v in pairs(this.PageList) do
v:OnHide()
end
end
--界面销毁时调用(用于子类重写)
function HandBookHeroInfoPanel:OnDestroy()
SubUIManager.Close(SubUIConfig.DragView, self.dragView)
for _, page in pairs(this.PageList) do
if page.OnDestroy then
page:OnDestroy()
end
for k,v in pairs(this.PageList) do
SubUIManager.Close(v)
end
tabsList = {}
end

View File

@ -1,6 +1,6 @@
require("Base/BasePanel")
HandBookRoleInfoLayout = Inherit(BasePanel)
local self = HandBookRoleInfoLayout
local this = HandBookRoleInfoLayout
local heroConFigData
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
@ -10,28 +10,36 @@ local allAddProVal = {}
local breakId,upStarId
--初始化组件(用于子类重写)
function HandBookRoleInfoLayout:InitComponent(gameObject)
self.gameobject = gameObject.gameObject
function HandBookRoleInfoLayout:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = HandBookRoleInfoLayout })
return b
end
function HandBookRoleInfoLayout:InitComponent()
LogGreen("self.gameObject:"..tostring(self.gameObject))
--详情
Util.GetGameObject(gameObject,"pro/atk/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[2].Info)
Util.GetGameObject(gameObject,"pro/hp/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[1].Info)
Util.GetGameObject(gameObject,"pro/phyDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[3].Info)
Util.GetGameObject(gameObject,"pro/magDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[4].Info)
Util.GetGameObject(self.gameObject,"pro/atk/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[2].Info)
Util.GetGameObject(self.gameObject,"pro/hp/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[1].Info)
Util.GetGameObject(self.gameObject,"pro/phyDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[3].Info)
Util.GetGameObject(self.gameObject,"pro/magDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[4].Info)
self.atkPro=Util.GetGameObject(gameObject,"pro/atk/proValue"):GetComponent("Text")
self.hpPro=Util.GetGameObject(gameObject,"pro/hp/proValue"):GetComponent("Text")
self.phyDef=Util.GetGameObject(gameObject,"pro/phyDef/proValue"):GetComponent("Text")
self.magDef=Util.GetGameObject(gameObject,"pro/magDef/proValue"):GetComponent("Text")
self.allProButton=Util.GetGameObject(gameObject,"allProButton")
self.atkPro=Util.GetGameObject(self.gameObject,"pro/atk/proValue"):GetComponent("Text")
self.hpPro=Util.GetGameObject(self.gameObject,"pro/hp/proValue"):GetComponent("Text")
self.phyDef=Util.GetGameObject(self.gameObject,"pro/phyDef/proValue"):GetComponent("Text")
self.magDef=Util.GetGameObject(self.gameObject,"pro/magDef/proValue"):GetComponent("Text")
self.allProButton=Util.GetGameObject(self.gameObject,"allProButton")
self.skillGrid=Util.GetGameObject(gameObject,"Panel/Skill/skill")
self.selsectSkillImage=Util.GetGameObject(gameObject,"selsectSkillImage")
self.talismanBtn=Util.GetGameObject(gameObject,"Panel/Other/TalismanBtn")
self.talismanIcon=Util.GetGameObject(gameObject,"Panel/Other/TalismanBtn/Icon"):GetComponent("Image")
self.skillGrid=Util.GetGameObject(self.gameObject,"Panel/Skill/skill")
self.selsectSkillImage=Util.GetGameObject(self.gameObject,"selsectSkillImage")
self.talismanBtn=Util.GetGameObject(self.gameObject,"Panel/Other/TalismanBtn")
self.talismanIcon=Util.GetGameObject(self.gameObject,"Panel/Other/TalismanBtn/Icon"):GetComponent("Image")
self.talentBtn=Util.GetGameObject(gameObject,"Panel/Other/talentBtn")
self.talentProgress=Util.GetGameObject(gameObject,"Panel/Other/talentBtn/progress"):GetComponent("Text")
return self
self.talentBtn=Util.GetGameObject(self.gameObject,"Panel/Other/talentBtn")
self.talentProgress=Util.GetGameObject(self.gameObject,"Panel/Other/talentBtn/progress"):GetComponent("Text")
end
--绑定事件(用于子类重写)
@ -43,7 +51,11 @@ end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HandBookRoleInfoLayout:OnShow(sortingOrder,parent,_heroConFigData,_curStar)
self.gameobject:SetActive(true)
self.gameObject:SetActive(true)
end
function HandBookRoleInfoLayout:SetData(sortingOrder,parent,_heroConFigData,_curStar)
self.sortingOrder = sortingOrder
heroConFigData = _heroConFigData
if _curStar and _curStar > 5 then
@ -52,6 +64,8 @@ function HandBookRoleInfoLayout:OnShow(sortingOrder,parent,_heroConFigData,_curS
self:OnShowHeroData(1,heroConFigData.Star)
end
end
--展示英雄信息 第一个参数 1初始 2 6星和10星 第三个参数 显示星级
function HandBookRoleInfoLayout:OnShowHeroData(_starType,_star)
--计算面板属性
@ -194,7 +208,7 @@ function HandBookRoleInfoLayout:CalculateHeroAllProValList(_starType,_starNum)
return allAddProVal
end
function HandBookRoleInfoLayout:OnHide()
self.gameobject:SetActive(false)
self.gameObject:SetActive(false)
end
--界面关闭时调用(用于子类重写)

View File

@ -9,17 +9,25 @@ local curHeroData = {}
local curSkinId = 0
local parent = nil
local skins = {}
function HandBookRoleSkinPanel:InitComponent(gameObject)
this.gameObject = gameObject
this.skinPre = Util.GetGameObject(gameObject,"skinPre")
this.Select = Util.GetGameObject(gameObject,"selectLight")
this.skinGrid = Util.GetGameObject(gameObject,"skinGrid")
function HandBookRoleSkinPanel:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = HandBookRoleSkinPanel })
return b
end
function HandBookRoleSkinPanel:InitComponent()
this.skinPre = Util.GetGameObject(self.gameObject,"skinPre")
this.Select = Util.GetGameObject(self.gameObject,"selectLight")
this.skinGrid = Util.GetGameObject(self.gameObject,"scroll/skinGrid")
for i = 1, this.skinGrid.transform.childCount do
skinPres[i] = {}
skinPres[i].obj = this.skinGrid.transform:GetChild(i - 1)
skinPres[i].data = nil
end
return this
end
function HandBookRoleSkinPanel:BindEvent()
@ -37,7 +45,11 @@ this.UpdateShow = this:OnShow()
--界面打开时调用
function HandBookRoleSkinPanel:OnShow(_sortinglayer,_parent,_curHerodata)
this.gameObject:SetActive(true)
self.gameObject:SetActive(true)
end
function HandBookRoleSkinPanel:SetData(_sortinglayer,_parent,_curHerodata)
curHeroData = _curHerodata
parent = _parent
curSkinId = 0
@ -135,13 +147,15 @@ function HandBookRoleSkinPanel:BtnAction(skinId,data)
end
function HandBookRoleSkinPanel:OnHide()
this.gameObject:SetActive(false)
self.gameObject:SetActive(false)
if parent then
parent:ChangeCurentHeroSkinLive()
end
end
function HandBookRoleSkinPanel:OnClose()
skinPres = {}
porpertys = {}
curHeroData = {}
end
function HandBookRoleSkinPanel:OnDestroy()
skinPres = {}

View File

@ -1,6 +1,6 @@
require("Base/BasePanel")
this = Inherit(BasePanel)
local this = this
RoleAwakeLayout = Inherit(BasePanel)
local this = RoleAwakeLayout
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
@ -21,42 +21,48 @@ local parent = {}
local upStarPreList = {}
local heroDatas = {}
local isUpZhen = false
function RoleAwakeLayout:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = RoleAwakeLayout })
return b
end
--初始化组件(用于子类重写)
function this:InitComponent(gameObject)
this.gameObject = gameObject
Util.GetGameObject(this.gameObject,"Image/Text"):GetComponent("Text").text = Language[11783]
Util.GetGameObject(this.gameObject,"Image (3)/Text"):GetComponent("Text").text = Language[11784]
Util.GetGameObject(this.gameObject,"tip"):GetComponent("Text").text = Language[11785]
Util.GetGameObject(this.gameObject,"upStarBtn/Text"):GetComponent("Text").text = Language[11786]
Util.GetGameObject(this.gameObject,"lvUp/Text"):GetComponent("Text").text = Language[11787]
function RoleAwakeLayout:InitComponent()
Util.GetGameObject(self.gameObject,"Image/Text"):GetComponent("Text").text = Language[11783]
Util.GetGameObject(self.gameObject,"Image (3)/Text"):GetComponent("Text").text = Language[11784]
Util.GetGameObject(self.gameObject,"tip"):GetComponent("Text").text = Language[11785]
Util.GetGameObject(self.gameObject,"upStarBtn/Text"):GetComponent("Text").text = Language[11786]
Util.GetGameObject(self.gameObject,"lvUp/Text"):GetComponent("Text").text = Language[11787]
--天赋
this.talent1Image = Util.GetGameObject(this.gameObject,"talent/talent (1)"):GetComponent("Image")
this.talent1Progress = Util.GetGameObject(this.gameObject,"talent/talent (1)/progress"):GetComponent("Text")
this.talent2Image = Util.GetGameObject(this.gameObject,"talent/talent (2)"):GetComponent("Image")
this.talent2Progress = Util.GetGameObject(this.gameObject,"talent/talent (2)/progress"):GetComponent("Text")
this.talentBtn = Util.GetGameObject(this.gameObject,"talent/talentBtn")
this.talent1Image = Util.GetGameObject(self.gameObject,"talent/talent (1)"):GetComponent("Image")
this.talent1Progress = Util.GetGameObject(self.gameObject,"talent/talent (1)/progress"):GetComponent("Text")
this.talent2Image = Util.GetGameObject(self.gameObject,"talent/talent (2)"):GetComponent("Image")
this.talent2Progress = Util.GetGameObject(self.gameObject,"talent/talent (2)/progress"):GetComponent("Text")
this.talentBtn = Util.GetGameObject(self.gameObject,"talent/talentBtn")
this.curLvEnd = Util.GetGameObject(this.gameObject,"lvUp/curLvEnd"):GetComponent("Text")
this.nextLvEnd = Util.GetGameObject(this.gameObject,"lvUp/nextLvEnd"):GetComponent("Text")
this.curLvEnd = Util.GetGameObject(self.gameObject,"lvUp/curLvEnd"):GetComponent("Text")
this.nextLvEnd = Util.GetGameObject(self.gameObject,"lvUp/nextLvEnd"):GetComponent("Text")
--升星觉醒
this.upStarPre=Util.GetGameObject(this.gameObject,"upStarPre")
this.upStarGrid=Util.GetGameObject(this.gameObject,"grid")
this.upStarBtnRedPoint=Util.GetGameObject(this.gameObject,"upStarBtn/redPoint")
this.goldBtn=Util.GetGameObject(this.gameObject,"goldGrid/gold")
this.goldText=Util.GetGameObject(this.gameObject,"goldGrid/gold/Text"):GetComponent("Text")
this.goldImage=Util.GetGameObject(this.gameObject,"goldGrid/gold")
this.upStarPre=Util.GetGameObject(self.gameObject,"upStarPre")
this.upStarGrid=Util.GetGameObject(self.gameObject,"grid")
this.upStarBtnRedPoint=Util.GetGameObject(self.gameObject,"upStarBtn/redPoint")
this.goldBtn=Util.GetGameObject(self.gameObject,"goldGrid/gold")
this.goldText=Util.GetGameObject(self.gameObject,"goldGrid/gold/Text"):GetComponent("Text")
this.goldImage=Util.GetGameObject(self.gameObject,"goldGrid/gold")
this.gold2Btn=Util.GetGameObject(this.gameObject,"goldGrid/gold2")
this.gold2Text=Util.GetGameObject(this.gameObject,"goldGrid/gold2/Text"):GetComponent("Text")
this.gold2Image=Util.GetGameObject(this.gameObject,"goldGrid/gold2")
this.gold2Btn=Util.GetGameObject(self.gameObject,"goldGrid/gold2")
this.gold2Text=Util.GetGameObject(self.gameObject,"goldGrid/gold2/Text"):GetComponent("Text")
this.gold2Image=Util.GetGameObject(self.gameObject,"goldGrid/gold2")
this.upStarBtn=Util.GetGameObject(this.gameObject,"upStarBtn")
return this
this.upStarBtn=Util.GetGameObject(self.gameObject,"upStarBtn")
end
--绑定事件(用于子类重写)
function this:BindEvent()
function RoleAwakeLayout:BindEvent()
--升星
Util.AddClick(this.upStarBtn, function()
this.StarUpClick()
@ -64,16 +70,30 @@ function this:BindEvent()
end
--添加事件监听(用于子类重写)
function this:AddListener()
function RoleAwakeLayout:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow)
end
--移除事件监听(用于子类重写)
function this:RemoveListener()
function RoleAwakeLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow)
end
function this:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
this.gameObject:SetActive(true)
function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
self.gameObject:SetActive(true)
this.sortingOrder = _sortinglayer
curHeroData = _curHerodata
parent = _parent
heroDatas = _heroDatas
isUpZhen = _isUpZhen
this.GetCurHeroUpLvOrUpStarSData()
this.UpdateHeroUpStarData()--进阶
end
function RoleAwakeLayout:OnShow()
self.gameObject:SetActive(true)
end
function RoleAwakeLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
this.sortingOrder = _sortinglayer
curHeroData = _curHerodata
parent = _parent
@ -250,7 +270,7 @@ end
--刷新当前升星坑位英雄的信息
function this:UpdateUpStarPosHeroData(curSelectHeroList)
function this.UpdateUpStarPosHeroData(curSelectHeroList)
if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
@ -388,19 +408,19 @@ function this.DeleteUpStarMaterials()
parent:OnShow()
end
end
function this:OnSortingOrderChange()
function RoleAwakeLayout:OnSortingOrderChange()
end
function this:OnHide()
this.gameObject:SetActive(false)
function RoleAwakeLayout:OnHide()
self.gameObject:SetActive(false)
end
function this:OnClose()
function RoleAwakeLayout:OnClose()
upStarPreList = {}
end
function this:OnDestroy()
function RoleAwakeLayout:OnDestroy()
upStarPreList = {}
end

View File

@ -20,7 +20,7 @@ local curTuPoRankUpConfig={}--当前突破的数据
local _isClicked = false
local _isReqLvUp = false
local _isLongPress = false
RoleInfoLayout.timePressStarted = 0--监听长按事件
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
@ -30,48 +30,55 @@ local parent = {}
local isUpZhen = false--当前英雄是否上阵
local isHeroUpStar
local herodatas = {}
function RoleInfoLayout:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = RoleInfoLayout })
return b
end
--初始化组件(用于子类重写)
function RoleInfoLayout:InitComponent(gameObject)
function RoleInfoLayout:InitComponent()
--情报
this.gameObject = gameObject
this.atkPro=Util.GetGameObject(gameObject,"pro/atk")
this.hpPro=Util.GetGameObject(gameObject,"pro/hp")
this.phyDef=Util.GetGameObject(gameObject,"pro/phyDef")
this.magDef=Util.GetGameObject(gameObject,"pro/magDef")
this.lv = Util.GetGameObject(gameObject,"pro/lv/proValue"):GetComponent("Text")
this.skillGrid=Util.GetGameObject(gameObject,"skill")
this.selsectSkillImage=Util.GetGameObject(gameObject,"selsectSkillImage")
this.baseAttri = Util.GetGameObject(gameObject,"Ima/Text"):GetComponent("Text")
this.allProButton=Util.GetGameObject(gameObject,"allProButton")
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(gameObject,"Pinjie")
this.pinjiePre=Util.GetGameObject(gameObject,"Pre")
this.pinjieRoot=Util.GetGameObject(self.gameObject,"Pinjie")
this.pinjiePre=Util.GetGameObject(self.gameObject,"Pre")
--升级
this.itemPre=Util.GetGameObject(gameObject,"upLv/itemPre")
this.itemGrid=Util.GetGameObject(gameObject,"upLv/itemGrid")
this.upLvBtn=Util.GetGameObject(gameObject,"upLvBtn")
this.upLvBtnRedPoint=Util.GetGameObject(gameObject,"upLvBtn/redPoint")
this.itemPre=Util.GetGameObject(self.gameObject,"upLv/itemPre")
this.itemGrid=Util.GetGameObject(self.gameObject,"upLv/itemGrid")
this.upLvBtn=Util.GetGameObject(self.gameObject,"upLvBtn")
this.upLvBtnRedPoint=Util.GetGameObject(self.gameObject,"upLvBtn/redPoint")
this.upLvTrigger = Util.GetEventTriggerListener(this.upLvBtn)
this.upLvBtnText=Util.GetGameObject(gameObject,"upLvBtn/Text"):GetComponent("Text")
this.upLvBtnImage=Util.GetGameObject(gameObject,"upLvBtn"):GetComponent("Image")
this.upLvBtnTiShiText=Util.GetGameObject(gameObject,"upLv/Image/Text"):GetComponent("Text")
this.upLvGoldBtn=Util.GetGameObject(gameObject,"upLv/gold")
this.upLvGoldText=Util.GetGameObject(gameObject,"upLv/gold/Text"):GetComponent("Text")
this.tipUpLv=Util.GetGameObject(gameObject,"upLv/tip")
this.noUpLvText=Util.GetGameObject(gameObject,"noUpLvText")
this.gongmingText=Util.GetGameObject(gameObject,"gongmingText")
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 = Util.LoadSprite("h_hongmengbei_gongmingzhong_zh")
this.upLv=Util.GetGameObject(gameObject,"upLv")
this.lvUpGo=Util.GetGameObject(gameObject,"lvUpGo")
this.lvUpGoImage=Util.GetGameObject(gameObject,"lvUpGo/Image")
this.upLv=Util.GetGameObject(self.gameObject,"upLv")
this.lvUpGo=Util.GetGameObject(self.gameObject,"lvUpGo")
this.lvUpGoImage=Util.GetGameObject(self.gameObject,"lvUpGo/Image")
for i = 1, 5 do
lvUpShowProList[i]=Util.GetGameObject(this.lvUpGo.transform,"proPreParent/proPre"..i)
end
lvUpShowProList[5]:SetActive(false)
return this
end
--绑定事件(用于子类重写)
@ -118,9 +125,12 @@ function RoleInfoLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpLvAndBreakMaterialShow)
end
function RoleInfoLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
this.gameObject:SetActive(true)
function RoleInfoLayout:OnShow()
self.gameObject:SetActive(true)
FixedUpdateBeat:Add(this.OnUpdate, self)--长按方法注册
end
function RoleInfoLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
this.sortingOrder = _sortinglayer
curHeroData = _curHerodata
parent = _parent
@ -210,12 +220,12 @@ function this:UpdateHeroUpLvAndBreakMaterialShow()
if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
this.noUpLvText:SetActive(true)
this.upLv:SetActive(false)
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(2098, -75)
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(322.3, -90)
else
Util.ClearChild(this.itemGrid.transform)
this.noUpLvText:SetActive(false)
this.upLv:SetActive(true)
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(605, -75)
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(322.3, -90)
isUpLvMaterials=true
for i = 1, #costItemList do
if costItemList[i][1]~=14 then
@ -631,7 +641,7 @@ function this.ThreadShowProAddVal()
end)
end
function RoleInfoLayout:OnHide()
this.gameObject:SetActive(false)
self.gameObject:SetActive(false)
end
function RoleInfoLayout:OnClose()
@ -646,9 +656,6 @@ function RoleInfoLayout:OnClose()
this.priThread = nil
end
end
function RoleInfoLayout:OnDestroy()
this.pinjieList={}
end
return RoleInfoLayout

View File

@ -1,12 +1,6 @@
require("Base/BasePanel")
RoleInfoPanel = Inherit(BasePanel)
local this = RoleInfoPanel
local RoleSkinPanel = require("Modules/RoleInfo/RoleSkinPanel")
local RoleInfoLayout = require("Modules/RoleInfo/RoleInfoLayout")
local RoleUpStarLayout = require("Modules/RoleInfo/RoleUpStarLayout")
local RoleAwakeLayout = require("Modules/RoleInfo/RoleAwakeLayout")
local RoleStoryLayout = require("Modules/RoleInfo/RoleStoryLayout")
local _CurPageIndex = 1
local orginLayer
local tabsList = {}
@ -107,13 +101,7 @@ function RoleInfoPanel:InitComponent()
this.leftObj= Util.GetGameObject(self.transform, "leftObj")
this.rightObj= Util.GetGameObject(self.transform, "rightObj")
this.PageList = {
[1] = RoleInfoLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleInfoLayout")),
[2] = RoleUpStarLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleUpStarLayout")),
[3] = RoleAwakeLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleAwakelayout")),
[4] = RoleStoryLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleStoryLayout")),
[5] = RoleSkinPanel:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleSkinLayout")),
}
this.PageList = {}
this.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
this.dragView.transform:SetSiblingIndex(1)
@ -223,33 +211,17 @@ function RoleInfoPanel:BindEvent()
Util.AddClick(this.talentBtn,function()
UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
end)
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:BindEvent()
end
end
end
--添加事件监听(用于子类重写)
function RoleInfoPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateSkin, this.UpdateSkinShow)
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:AddListener()
end
end
Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData,self)
end
--移除事件监听(用于子类重写)
function RoleInfoPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateSkin,this.UpdateSkinShow)
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:RemoveListener()
end
end
Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData,self)
end
@ -505,16 +477,26 @@ function this:SetSelectBtn(index)
end
end
local tabPage = {
[1] = SubUIConfig.RoleInfoLayout,
[2] = SubUIConfig.RoleUpStarLayout,
[3] = SubUIConfig.RoleAwakelayout,
[4] = SubUIConfig.RoleStoryLayout,
[5] = SubUIConfig.RoleSkinLayout,
}
-- tab改变事件
function this:OnPageTabChange(index)
this:ChangeCurentHeroSkinLive()
_CurPageIndex = index
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:OnHide()
end
if this.PageList[_CurPageIndex] then
this.PageList[_CurPageIndex]:OnHide()
end
this.PageList[index]:OnShow(this.sortingOrder,this,curHeroData,isUpZhen,heroDatas)
_CurPageIndex = index
if not this.PageList[index] then
this.PageList[index] = SubUIManager.Open(tabPage[index],this.rolePanelOp.transform)
end
this.PageList[index]:OnShow()
this.PageList[index]:SetData(this.sortingOrder,this,curHeroData,isUpZhen,heroDatas)
end
function this:OnSortingOrderChange()
@ -695,13 +677,12 @@ function RoleInfoPanel:OnClose()
end
this.leftBtn:GetComponent("Button").enabled = true
this.rightBtn:GetComponent("Button").enabled = true
if _CurPageIndex then
this.PageList[_CurPageIndex]:OnClose()
this.PageList[_CurPageIndex].gameObject:SetActive(false)
end
Util.ClearChild(this.curObj.transform)
Util.ClearChild(this.leftObj.transform)
Util.ClearChild(this.rightObj.transform)
for k,v in pairs(this.PageList) do
v:OnHide()
end
end
@ -710,10 +691,8 @@ function RoleInfoPanel:OnDestroy()
tabsList = {}
SubUIManager.Close(this.UpView)
-- 这里管理全部子界面的销毁,保证子界面生命周期完整
for _, page in pairs(this.PageList) do
if page.OnDestroy then
page:OnDestroy()
end
for k,v in pairs(this.PageList) do
SubUIManager.Close(v)
end
end

View File

@ -9,17 +9,24 @@ local curHeroData = {}
local curSkinId = 0
local parent = {}
local skins = {}
function RoleSkinPanel:InitComponent(gameObject)
this.gameObject = gameObject
this.skinPre = Util.GetGameObject(gameObject,"skinPre")
this.Select = Util.GetGameObject(gameObject,"selectLight")
this.skinGrid = Util.GetGameObject(gameObject,"skinGrid")
function RoleSkinPanel:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = RoleSkinPanel })
return b
end
function RoleSkinPanel:InitComponent()
this.skinPre = Util.GetGameObject(self.gameObject,"skinPre")
this.Select = Util.GetGameObject(self.gameObject,"selectLight")
this.skinGrid = Util.GetGameObject(self.gameObject,"scroll/skinGrid")
for i = 1, this.skinGrid.transform.childCount do
skinPres[i] = {}
skinPres[i].obj = this.skinGrid.transform:GetChild(i - 1)
skinPres[i].data = nil
end
return this
end
function RoleSkinPanel:BindEvent()
@ -35,9 +42,11 @@ end
this.UpdateShow = this:OnShow()
--界面打开时调用
function RoleSkinPanel:OnShow(_sortinglayer,_parent,_curHerodata)
this.gameObject:SetActive(true)
function RoleSkinPanel:OnShow()
self.gameObject:SetActive(true)
end
function RoleSkinPanel:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
curHeroData = _curHerodata
parent = _parent
curSkinId = curHeroData.skinId
@ -163,7 +172,7 @@ function RoleSkinPanel:BtnAction(skinId,data)
end
function this:ShowTime()
function RoleSkinPanel:ShowTime()
if this.timer then
this.timer:Stop()
this.timer = nil
@ -209,9 +218,16 @@ end
function RoleSkinPanel:OnHide()
this.gameObject:SetActive(false)
self.gameObject:SetActive(false)
end
function RoleSkinPanel:OnClose()
skinPres = {}
porpertys = {}
curHeroData = {}
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
function RoleSkinPanel:OnDestroy()

View File

@ -8,11 +8,18 @@ local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin)
function RoleStoryLayout:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = RoleStoryLayout })
return b
end
--初始化组件(用于子类重写)
function RoleStoryLayout:InitComponent(gameObject)
this.gameObject = gameObject
this.infoTextStory = Util.GetGameObject(gameObject,"infoBg/infoRect/infoText"):GetComponent("Text")
return this
function RoleStoryLayout:InitComponent()
this.infoTextStory = Util.GetGameObject(self.gameObject ,"infoBg/infoRect/infoText"):GetComponent("Text")
end
--绑定事件(用于子类重写)
@ -34,21 +41,23 @@ function RoleStoryLayout:OnSortingOrderChange()
end
function RoleStoryLayout:OnShow(_sortinglayer,_parent,_curHerodata)
this.gameObject:SetActive(true)
function RoleStoryLayout:OnShow()
self.gameObject:SetActive(true)
end
function RoleStoryLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
curHeroData = _curHerodata
local story = curHeroData.heroConfig and curHeroData.heroConfig.HeroStory or curHeroData.HeroStory
this.infoTextStory:GetComponent("RectTransform").anchoredPosition = Vector2.New(-2, 0)
this.infoTextStory.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(-2, 0)
local stroyStr = string.gsub(GetLanguageStrById(story),"#","\n")
this.infoTextStory.text = string.gsub(stroyStr,"|","  ")--传记
end
function RoleStoryLayout:OnHide()
this.gameObject:SetActive(false)
self.gameObject:SetActive(false)
end
function RoleStoryLayout:OnClose()
end
function RoleStoryLayout:OnDestroy()

View File

@ -1,6 +1,6 @@
require("Base/BasePanel")
this = Inherit(BasePanel)
local this = this
RoleUpStarLayout = Inherit(BasePanel)
local this = RoleUpStarLayout
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
@ -22,11 +22,19 @@ local upStarPreList = {}
local heroDatas = {}
local isUpZhen = false
local allAddProVal = {}
function RoleUpStarLayout:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = RoleUpStarLayout })
return b
end
--初始化组件(用于子类重写)
function this:InitComponent(gameObject)
this.gameObject = gameObject
this.upStar=Util.GetGameObject(gameObject,"upStar")
this.noUpStarText=Util.GetGameObject(gameObject,"noUpStarText")
function RoleUpStarLayout:InitComponent()
this.upStar=Util.GetGameObject(self.gameObject,"upStar")
this.noUpStarText=Util.GetGameObject(self.gameObject,"noUpStarText")
this.upStarPre=Util.GetGameObject(this.upStar,"upStarPre")
this.upStarGrid=Util.GetGameObject(this.upStar,"grid")
this.upStarBtn=Util.GetGameObject(this.upStar,"btns/upStarBtn")
@ -38,7 +46,7 @@ function this:InitComponent(gameObject)
this.gold2Text=Util.GetGameObject(this.upStar,"goldGrid/gold2/Text"):GetComponent("Text")
this.gold2Image=Util.GetGameObject(this.upStar,"goldGrid/gold2")
this.roleUpStarLayoutTip=Util.GetGameObject(this.upStar,"tip"):GetComponent("Text")
this.roleUpStarRedPoint=Util.GetGameObject(gameObject,"rolePanel/btnList/btnUpStar/redPoint")
this.roleUpStarRedPoint=Util.GetGameObject(self.gameObject,"rolePanel/btnList/btnUpStar/redPoint")
this.goCompoundHero=Util.GetGameObject(this.upStar.transform, "goCompoundHero")
Util.GetGameObject(this.upStar.transform, "goCompoundHero/Text"):GetComponent("Text").text = Language[11837]
--升星属性
@ -46,17 +54,16 @@ function this:InitComponent(gameObject)
this.nextStarGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/nextStarGrid")
this.skillInfoGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/skillInfo")
this.skillInfoGrid:SetActive(false)
this.atkPro_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/atk")
this.hpPro_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/hp")
this.phyDef_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/phyDef")
this.magDef_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/magDef")
this.lv_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/lv/proValue"):GetComponent("Text")
this.nextlv_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/lv/nextproValue"):GetComponent("Text")
return this
this.atkPro_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/atk")
this.hpPro_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/hp")
this.phyDef_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/phyDef")
this.magDef_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/magDef")
this.lv_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/lv/proValue"):GetComponent("Text")
this.nextlv_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/lv/nextproValue"):GetComponent("Text")
end
--绑定事件(用于子类重写)
function this:BindEvent()
function RoleUpStarLayout:BindEvent()
--升星
Util.AddClick(this.upStarBtn, function()
self:StarUpClick()
@ -72,16 +79,20 @@ function this:BindEvent()
end
--添加事件监听(用于子类重写)
function this:AddListener()
function RoleUpStarLayout:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow)
end
--移除事件监听(用于子类重写)
function this:RemoveListener()
function RoleUpStarLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow)
end
function this:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
this.gameObject:SetActive(true)
function RoleUpStarLayout:OnShow()
self.gameObject:SetActive(true)
end
function RoleUpStarLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
self.gameObject:SetActive(true)
this.sortingOrder = _sortinglayer
curHeroData = _curHerodata
parent = _parent
@ -92,7 +103,7 @@ function this:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
end
--更新英雄进阶数据
function this:UpdateHeroUpStarData()
function RoleUpStarLayout:UpdateHeroUpStarData()
--进阶材料
this:UpdateHeroUpStarMaterialShow()
@ -180,7 +191,7 @@ function this:UpdateHeroUpStarData()
self:AutoSelectUpStarHeroList(curUpStarData)
end
--获取当前英雄的下一突破 和 升星 静态数据
function this:GetCurHeroUpLvOrUpStarSData()
function RoleUpStarLayout:GetCurHeroUpLvOrUpStarSData()
isHeroUpStar = false
upStarRankUpConfig = {}
local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
@ -197,7 +208,7 @@ function this:GetCurHeroUpLvOrUpStarSData()
end
end
--更新英雄进阶材料显示
function this:UpdateHeroUpStarMaterialShow()
function RoleUpStarLayout:UpdateHeroUpStarMaterialShow()
--进阶金币 妖壶条件
if upStarRankUpConfig then
isUpStarMaterials=true
@ -238,7 +249,7 @@ function this:UpdateHeroUpStarMaterialShow()
end
--进阶属性提升
function this:UpdateHeroUpStarProUpShow()
function RoleUpStarLayout:UpdateHeroUpStarProUpShow()
if upStarRankUpConfig and upStarRankUpConfig.Id then
local size = Vector2.New (45,45)
SetHeroStars(this.curStarGrid, curHeroData.star,2,size,-9)
@ -266,7 +277,7 @@ function this:UpdateHeroUpStarProUpShow()
this.nextlv_UpStar.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
end
end
function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
function RoleUpStarLayout: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]
@ -276,7 +287,7 @@ function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
end
end
--升星选择祭品后刷新界面
function this:AutoSelectUpStarHeroList(_curUpStarData)
function RoleUpStarLayout:AutoSelectUpStarHeroList(_curUpStarData)
local curUpStarData= _curUpStarData
if curUpStarData and #curUpStarData>0 then
for i = 1, #curUpStarData do
@ -309,7 +320,7 @@ end
--刷新当前升星坑位英雄的信息
function this:UpdateUpStarPosHeroData(curSelectHeroList)
function RoleUpStarLayout:UpdateUpStarPosHeroData(curSelectHeroList)
if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
@ -338,7 +349,7 @@ function this:UpdateUpStarPosHeroData(curSelectHeroList)
end
end
--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
function this:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
function RoleUpStarLayout:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
--Log("#curHeroList "..#curHeroList)
local curEndShowHeroListData2={}
for i = 1, #curHeroList do
@ -375,7 +386,7 @@ function this:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
return curList
end
--进阶按钮点击事件处理
function this:StarUpClick()
function RoleUpStarLayout:StarUpClick()
if (not HarmonyManager.IsInfo(curHeroData.dynamicId)) and (not HarmonyManager:IsEnvoy(curHeroData.dynamicId)) then
-- body curHeroData
@ -425,7 +436,7 @@ function this:StarUpClick()
end
end
--扣除升星 消耗的材料 更新英雄数据
function this:DeleteUpStarMaterials()
function RoleUpStarLayout:DeleteUpStarMaterials()
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.oriLv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true)
HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
for i, v in pairs(heroDatas) do
@ -449,19 +460,19 @@ function this:DeleteUpStarMaterials()
parent:OnShow()
end
end
function this:OnSortingOrderChange()
function RoleUpStarLayout:OnSortingOrderChange()
end
function this:OnHide()
this.gameObject:SetActive(false)
function RoleUpStarLayout:OnHide()
self.gameObject:SetActive(false)
end
function this:OnClose()
function RoleUpStarLayout:OnClose()
upStarPreList = {}
end
function this:OnDestroy()
function RoleUpStarLayout:OnDestroy()
upStarPreList = {}
end