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?=
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---
.../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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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 @@
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+DefaultImporter:
+ externalObjects: {}
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