From de677bee2fff5928236dbb671275634794e1ea62 Mon Sep 17 00:00:00 2001 From: zhangqiang <657634622@qq.com> Date: Mon, 9 Nov 2020 11:13:53 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E8=A7=89=E9=86=92=E3=80=91=E5=A2=9E?= =?UTF-8?q?=E5=8A=A0=E8=84=9A=E6=9C=AC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Prefabs/UI/RoleInfo/RoleInfoPanel.prefab | 6067 ++++++++++++++++- .../~Lua/Modules/RoleInfo/RoleAwakeLayout.lua | 447 ++ .../Modules/RoleInfo/RoleAwakeLayout.lua.meta | 7 + 3 files changed, 6509 insertions(+), 12 deletions(-) create mode 100644 Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeLayout.lua create mode 100644 Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeLayout.lua.meta diff --git a/Assets/ManagedResources/Prefabs/UI/RoleInfo/RoleInfoPanel.prefab b/Assets/ManagedResources/Prefabs/UI/RoleInfo/RoleInfoPanel.prefab index 4e8d2c6840..c17c4c21b2 100644 --- 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Culture=neutral, PublicKeyToken=null + m_Sprite: {fileID: 21300000, guid: e0600d794b5effd49b6ba425dda439b1, type: 3} + m_Type: 0 + m_PreserveAspect: 0 + m_FillCenter: 1 + m_FillMethod: 4 + m_FillAmount: 1 + m_FillClockwise: 1 + m_FillOrigin: 0 + m_UseSpriteMesh: 0 --- !u!1 &9148972885373005255 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeLayout.lua new file mode 100644 index 0000000000..cb604c3abc --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeLayout.lua @@ -0,0 +1,447 @@ +require("Base/BasePanel") +this = Inherit(BasePanel) +local this = this + +local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) +local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) +local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) +local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin) + +local isUpStarMaterials=true--升星 材料是否充足 +local curSelectUpStarData--当前选择升星坑位的数据 +local curSelectUpStarGo--当前选择升星坑位的预设 +local upStarConsumeMaterial={}--升星消耗的英雄组 {{1坑位英雄信息}{2坑位英雄信息}{}} +local upStarMaterialIsAll={}--升星消耗的英雄组是否满足 {{1满足}{2不满足}{}} +local isHeroUpStar=false--是否可升星 + +local upStarRankUpConfig={}--即将要升星的数据 +local curStarRankUpConfig={}--当前升星的数据 +local curHeroData--当前英雄信息 +local parent = {} +local upStarPreList = {} +local heroDatas = {} +local isUpZhen = false +local allAddProVal = {} +--初始化组件(用于子类重写) +function this:InitComponent(gameObject) + this.gameObject = gameObject + this.upStar=Util.GetGameObject(gameObject,"awake") + this.noUpStarText=Util.GetGameObject(gameObject,"noUpStarText") + this.upStarPre=Util.GetGameObject(this.upStar,"upStarPre") + this.upStarGrid=Util.GetGameObject(this.upStar,"grid") + this.upStarBtn=Util.GetGameObject(this.upStar,"btns/upStarBtn") + this.upStarBtnRedPoint=Util.GetGameObject(this.upStar,"btns/upStarBtn/redPoint") + this.goldBtn=Util.GetGameObject(this.upStar,"goldGrid/gold") + this.goldText=Util.GetGameObject(this.upStar,"goldGrid/gold/Text"):GetComponent("Text") + this.goldImage=Util.GetGameObject(this.upStar,"goldGrid/gold") + this.gold2Btn=Util.GetGameObject(this.upStar,"goldGrid/gold2") + 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.goCompoundHero=Util.GetGameObject(this.upStar.transform, "goCompoundHero") + Util.GetGameObject(this.upStar.transform, "goCompoundHero/Text"):GetComponent("Text").text = Language[12290] + --升星属性 + this.curStarGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/curStarGrid") + 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 +end + +--绑定事件(用于子类重写) +function this:BindEvent() + --升星 + Util.AddClick(this.upStarBtn, function() + self:StarUpClick() + end) + --前往化虚坛 + Util.AddClick(this.goCompoundHero, function() + if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.COMPOUND_HERO) then + JumpManager.GoJump(750001) + else + PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.COMPOUND_HERO)) + end + end) +end + +--添加事件监听(用于子类重写) +function this: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() + Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow) +end + +function this:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas) + this.gameObject:SetActive(true) + this.sortingOrder = _sortinglayer + curHeroData = _curHerodata + parent = _parent + heroDatas = _heroDatas + isUpZhen = _isUpZhen + this:GetCurHeroUpLvOrUpStarSData() + this:UpdateHeroUpStarData()--进阶 +end + +--更新英雄进阶数据 +function this:UpdateHeroUpStarData() + --进阶材料 + this:UpdateHeroUpStarMaterialShow() + + --计算面板属性 + if isUpZhen then + local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) + local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId) + allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal) + else + allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) + end + --进阶属性提升 + if upStarRankUpConfig and upStarRankUpConfig.Id then + this:UpdateHeroUpStarProUpShow() + end + --进阶吞英雄条件 + Util.ClearChild(this.upStarGrid.transform) + local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId) + if curUpStarData and #curUpStarData>0 then + this.upStar:SetActive(true) + this.noUpStarText:SetActive(false) + parent.talentTipStrGo:SetActive(true) + upStarConsumeMaterial={} + upStarMaterialIsAll = {} + upStarPreList = {} + this.goCompoundHero:SetActive(curHeroData.star == 4 or curHeroData.star == 5) + for i = 1, #curUpStarData do + local go=newObject(this.upStarPre) + go.transform:SetParent(this.upStarGrid.transform) + go.transform.localScale = Vector3.one + go.transform.localPosition=Vector3.zero; + go:SetActive(true) + go.transform.name = "upStarPre"..i + upStarPreList[i] = go + upStarConsumeMaterial[i]={} + upStarMaterialIsAll[i]=2 + Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(false) + if curUpStarData[i].upStarMaterialsData.Issame==1 or curUpStarData[i].upStarMaterialsData.IsId>0 then + Util.GetGameObject(go.transform,"iconDefault"):SetActive(false) + Util.GetGameObject(go.transform,"icon"):SetActive(true) + Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true) + Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName)) + if curUpStarData[i].upStarMaterialsData.Issame==1 then + Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curHeroData.heroConfig.Icon)) + Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit)) + Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName)) + elseif curUpStarData[i].upStarMaterialsData.IsId>0 then + local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, curUpStarData[i].upStarMaterialsData.IsId) + Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(heroConfig.Icon)) + Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit)) + Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName)) + end + else + if curUpStarData[i].upStarMaterialsData.IsSameClan ==1 then + Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true) + Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName)) + end + Util.GetGameObject(go.transform,"iconDefault"):SetActive(true) + Util.GetGameObject(go.transform,"icon"):SetActive(false) + Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(nil,curUpStarData[i].upStarMaterialsData.StarLimit)) + -- + end + local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData) + if upStarHeroListData.state>0 then + Util.GetGameObject(go.transform,"add/add"):SetActive(true) + else + Util.GetGameObject(go.transform,"add/add"):SetActive(false) + end + Util.GetGameObject(go.transform,"num"):GetComponent("Text").text=string.format("%s/%s",0,curUpStarData[i].upStarData[4]) + SetHeroStars(Util.GetGameObject(go.transform, "iconbg/starGrid"), curUpStarData[i].upStarMaterialsData.StarLimit,1,nil,-15.3) + local addBtn=Util.GetGameObject(go.transform,"add") + Util.AddOnceClick(addBtn, function() + curSelectUpStarData=curUpStarData[i] + curSelectUpStarGo=go + local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList) + --参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面 + UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData) + end) + end + else + this.upStar:SetActive(false) + this.noUpStarText:SetActive(true) + parent.talentTipStrGo:SetActive(false) + end + 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() + isHeroUpStar = false + upStarRankUpConfig = {} + local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) + for i, v in ConfigPairs(heroRankUpConfig) do + if v.Star==curHeroData.heroConfig.Star then--初始星级相等 + if v.Show==2 then -- 2 升星 + if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then + --Log("升星 "..v.Id) + upStarRankUpConfig=v + isHeroUpStar = true + end + end + end + end +end +--更新英雄进阶材料显示 +function this:UpdateHeroUpStarMaterialShow() + --进阶金币 妖壶条件 + if upStarRankUpConfig then + isUpStarMaterials=true + local ConsumeMaterial=upStarRankUpConfig.ConsumeMaterial + if ConsumeMaterial and #ConsumeMaterial>=2 then + if ConsumeMaterial[1][2]>0 then + this.goldImage:SetActive(true) + this.goldImage:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConfig[ConsumeMaterial[1][1]].ResourceID)) + if BagManager.GetItemCountById(ConsumeMaterial[1][1])%s",ConsumeMaterial[1][2]) + else + this.goldText.text=string.format("%s",ConsumeMaterial[1][2]) + end + Util.AddOnceClick(this.goldBtn,function() + UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,ConsumeMaterial[1][1]) + end) + else + this.goldImage:SetActive(false) + end + if ConsumeMaterial[2][2]>0 then + this.gold2Image:SetActive(true) + this.gold2Image:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConfig[ConsumeMaterial[2][1]].ResourceID)) + if BagManager.GetItemCountById(ConsumeMaterial[2][1])%s",ConsumeMaterial[2][2]) + else + this.gold2Text.text=string.format("%s",ConsumeMaterial[2][2]) + end + Util.AddOnceClick(this.gold2Btn,function() + UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,ConsumeMaterial[2][1]) + end) + else + this.gold2Image:SetActive(false) + end + end + end +end + +--进阶属性提升 +function this:UpdateHeroUpStarProUpShow() + if upStarRankUpConfig and upStarRankUpConfig.Id then + local size = Vector2.New (45,45) + SetHeroStars(this.curStarGrid, curHeroData.star,2,size,-9) + SetHeroStars(this.nextStarGrid, curHeroData.star + 1,2,size,-9) + --this.curLvEnd.text = HeroManager.GetCurHeroStarLvEnd(1,curHeroData) + --this.nextLvEnd.text = HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id) + local nextUpStarConFig = ConfigManager.GetConfigData(ConfigName.HeroRankupConfig,upStarRankUpConfig.Id) + local nextProUpVal = 0 + if nextUpStarConFig then nextProUpVal = nextUpStarConFig.PropertiesDisplay end + --this.proUpVal.text = GetPropertyFormatStr(2, nextProUpVal) + --this.UpdateHeroUpStarProUpSkillShow(this.skillInfoGrid,self:NextStarUpSkillTabs()) + + local nextallAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,upStarRankUpConfig.Id) + this:ProShow(this.atkPro_UpStar,allAddProVal,HeroProType.Attack,nextallAddProVal) + this:ProShow(this.hpPro_UpStar,allAddProVal,HeroProType.Hp,nextallAddProVal) + this:ProShow(this.phyDef_UpStar,allAddProVal,HeroProType.PhysicalDefence,nextallAddProVal) + this:ProShow(this.magDef_UpStar,allAddProVal,HeroProType.MagicDefence,nextallAddProVal) + this.lv_UpStar.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData) + this.nextlv_UpStar.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id) + end +end +function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal) + local curProSConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,HeroProType) + Util.GetGameObject(go,"proName"):GetComponent("Text").text = curProSConFig.Info..":" + Util.GetGameObject(go,"proValue"):GetComponent("Text").text = allAddProVal[HeroProType] + Util.GetGameObject(go,"Image"):GetComponent("Image").sprite = Util.LoadSprite(PropertyTypeIconDef[HeroProType]) + if nextallAddProVal then + Util.GetGameObject(go,"nextproValue"):GetComponent("Text").text = nextallAddProVal[HeroProType] + end +end +--升星选择祭品后刷新界面 +function this:AutoSelectUpStarHeroList(_curUpStarData) + local curUpStarData= _curUpStarData + if curUpStarData and #curUpStarData>0 then + for i = 1, #curUpStarData do + curSelectUpStarData=curUpStarData[i] + curSelectUpStarGo=upStarPreList[i] + local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData) + local curSelectHeroList = {} + if curUpStarData[i].upStarMaterialsData.Issame ==1 + or curUpStarData[i].upStarMaterialsData.IsId > 0 + or (curUpStarData[i].upStarMaterialsData.IsSameClan == 1 + and curUpStarData[i].upStarMaterialsData.StarLimit == 3 + and curHeroData.heroConfig.Qualiy ~= 3) then + if LengthOfTable(upStarHeroListData.heroList) >= curUpStarData[i].upStarData[4] then + for i = 1, curUpStarData[i].upStarData[4] do + if upStarHeroListData.heroList[i].lockState == 0 and upStarHeroListData.heroList[i].isFormation == "" then + table.insert(curSelectHeroList,upStarHeroListData.heroList[i]) + end + end + self:UpdateUpStarPosHeroData(curSelectHeroList) + end + end + end + end + --进阶红点 + local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData) + this.upStarBtnRedPoint:SetActive(upStarRedPointState) + parent:CheckRedPointType(2,upStarRedPointState) +end + + +--刷新当前升星坑位英雄的信息 +function this:UpdateUpStarPosHeroData(curSelectHeroList) + if LengthOfTable(curSelectHeroList)%s/%s", LengthOfTable(curSelectHeroList),curSelectUpStarData.upStarData[4]) + else + upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=1 + Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false) + Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("%s/%s", LengthOfTable(curSelectHeroList),curSelectUpStarData.upStarData[4]) + end + local curUpStarConsumeMaterial={} + for i, v in pairs(curSelectHeroList) do + table.insert(curUpStarConsumeMaterial,v.dynamicId) + end + upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial + for i = 1, #upStarConsumeMaterial do + --Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i]) + if #upStarConsumeMaterial[i]>0 then + for j = 1, #upStarConsumeMaterial[i] do + --Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j]) + end + end + 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 + --Log("#curHeroList "..#curHeroList) + local curEndShowHeroListData2={} + for i = 1, #curHeroList do + table.insert(curEndShowHeroListData2,curHeroList[i]) + end + local curEndShowHeroListData={} + for i, v in pairs(curEndShowHeroListData2) do + v.isSelect=2 + table.insert(curEndShowHeroListData,v) + end + for j = 1, #upStarConsumeMaterial do + if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then + for k = 1, #upStarConsumeMaterial[j] do + if j==curSelectUpStarData.upStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息 + for _, v in pairs(curEndShowHeroListData) do + if v.dynamicId==upStarConsumeMaterial[j][k] then + v.isSelect=1 + end + end + else + for i, v in pairs(curEndShowHeroListData) do + if v.dynamicId==upStarConsumeMaterial[j][k] then + curEndShowHeroListData[i] = nil + end + end + end + end + end + end + local curList={} + for _, v in pairs(curEndShowHeroListData) do + table.insert(curList,v) + end + return curList +end +--进阶按钮点击事件处理 +function this:StarUpClick() + if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then + PopupTipPanel.ShowTip(Language[11846]) + return + end + if curHeroData.lv 0 then + BagManager.SetDropIsSHowEquipPrint(false) + UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function () + self:DeleteUpStarMaterials() + end) + else + self:DeleteUpStarMaterials() + end + end) + end) + -- 进阶音效 + PlaySoundWithoutClick(SoundConfig.Sound_Recruit3) + else + PopupTipPanel.ShowTip(Language[11852]) + end +end +--扣除升星 消耗的材料 更新英雄数据 +function this:DeleteUpStarMaterials() + HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true) + HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId) + for i, v in pairs(heroDatas) do + if curHeroData == v then + curHeroData=HeroManager.GetSingleHeroData(curHeroData.dynamicId) + v=curHeroData + end + end + --本地数据删除材料英雄 + for i = 1, #upStarConsumeMaterial do + HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i]) + end + if HeroManager.heroListPanelProID ~= ProIdConst.All then + heroDatas = HeroManager.GetHeroDataByProperty(HeroManager.heroListPanelProID) + else + heroDatas = HeroManager.GetAllHeroDatas() + end + if UIManager.IsOpen(UIName.RoleInfoPanel) then--当界面存在时需要刷新当前界面 + HeroManager.SortHeroDatas(heroDatas) + parent:OnOpen(curHeroData, heroDatas,isUpZhen) + parent:OnShow() + end +end +function this:OnSortingOrderChange() + +end + +function this:OnHide() + this.gameObject:SetActive(false) +end + +function this:OnClose() + +end + +function this:OnDestroy() + upStarPreList = {} +end + +return this \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeLayout.lua.meta b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeLayout.lua.meta new file mode 100644 index 0000000000..3db1f6154a --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeLayout.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2f05c10004e33b54b85babde43971bb8 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: