【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
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 8.695, y: -4}
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m_SizeDelta: {x: 911.8, y: 295.5}
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m_OnValueChanged:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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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"},
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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 = {}
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
Loading…
Reference in New Issue