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m_RootOrder: 3 + m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} diff --git a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookRoleInfoLayout.lua b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookRoleInfoLayout.lua index 0a95f9c880..24e6c6874e 100644 --- a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookRoleInfoLayout.lua +++ b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookRoleInfoLayout.lua @@ -7,8 +7,9 @@ local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local heroLevelConfig = ConfigManager.GetConfig(ConfigName.HeroLevelConfig) local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig) local allAddProVal = {} - +local allBtns={} local breakId,upStarId +local orginLayer=0 --初始化组件(用于子类重写) function HandBookRoleInfoLayout:New(gameObject) @@ -37,12 +38,22 @@ function HandBookRoleInfoLayout:InitComponent() self.skillGrid=Util.GetGameObject(self.gameObject,"skill") self.line1=Util.GetGameObject(self.skillGrid,"line1") self.line2=Util.GetGameObject(self.skillGrid,"line2") + self.line3=Util.GetGameObject(self.gameObject,"skillBtns/line3") + self.line4=Util.GetGameObject(self.gameObject,"skillBtns/line4") self.selsectSkillImage=Util.GetGameObject(self.gameObject,"selsectSkillImage") self.posBtn= Util.GetGameObject(self.gameObject,"dingwei/posBtn") self.posTxt=Util.GetGameObject(self.gameObject,"dingwei/posText"):GetComponent("Text") self.lvTxt=Util.GetGameObject(self.gameObject,"lvObj/lvTxt"):GetComponent("Text") self.proImg=Util.GetGameObject(self.gameObject,"posImage"):GetComponent("Image") self.proTxt=Util.GetGameObject(self.gameObject,"posText2"):GetComponent("Text") + self.btnsLayer=Util.GetGameObject(self.gameObject,"skillBtns"):GetComponent("Canvas") + allBtns={} + for i = 1, 6 do + local btn=Util.GetGameObject(self.gameObject,"skillBtns/sBg"..i) + btn.gameObject:SetActive(false) + table.insert(allBtns,btn) + end + end @@ -58,11 +69,12 @@ 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) - end function HandBookRoleInfoLayout:SetData(sortingOrder,parent,_heroConFigData,_curStar,_lv) self.sortingOrder = sortingOrder + orginLayer=self.sortingOrder+2 + self.btnsLayer.sortingOrder=orginLayer heroConFigData = _heroConFigData if _curStar and _curStar > 5 then self:OnShowHeroData(2,_curStar,_lv) @@ -72,6 +84,9 @@ function HandBookRoleInfoLayout:SetData(sortingOrder,parent,_heroConFigData,_cur end +local CurrOpenPanel=nil +local currPanelName=0 + --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,_lv) local lv=0 @@ -115,12 +130,16 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv) for i = 1, self.skillGrid.transform.childCount do self.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false) end + for i = 1, 6 do + allBtns[i].gameObject:SetActive(false) + end local len=#skillList local btnCount=len if heroConFigData.OpenPassiveSkillRules then btnCount=btnCount+1 local passObj=Util.GetGameObject(self.skillGrid,"sBg"..len+1)--self.skillGrid.transform:GetChild(len).gameObject passObj:SetActive(true) + allBtns[len+1].gameObject:SetActive(true) Util.GetGameObject(passObj,"s"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetTianFuIcon(star)) local aaa=5 if star>9 then @@ -130,37 +149,46 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv) aaa=star-4 end end - local bg=Util.GetGameObject(passObj,"Image"):GetComponent("Image") - if star>=11 then - bg.sprite=this.spLoader:LoadSprite("r_hero_jinengfeisheng") - else - bg.sprite=this.spLoader:LoadSprite("r_hero_jinengmoren") - end + Util.GetGameObject(passObj,"SkillTypeImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SkillIconType[aaa]) Util.GetGameObject(passObj,"SkillTypeImage"):GetComponent("Image"):SetNativeSize() local OpenPassiveSkillRules = star >= HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId) Util.GetGameObject(passObj,"Text"):GetComponent("Text").text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum - Util.AddOnceClick(Util.GetGameObject(passObj,"s"),function() - UIManager.ClosePanel(UIName.SkillInfoPopup) + Util.AddOnceClick(allBtns[len+1],function() + + UIManager.ClosePanel(currPanelName) if star==11 then - UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,heroConFigData) + CurrOpenPanel=UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,heroConFigData) + currPanelName=UIName.RoleAwakeTalentPopup else - UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId) + CurrOpenPanel=UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId) + currPanelName=UIName.RoleTalentPopup end + self.selsectSkillImage:SetActive(true) + self.selsectSkillImage.transform.position=Util.GetGameObject(self.skillGrid,"sBg"..len+1 .."/s").transform.position + self.selsectSkillImage.transform:SetParent(Util.GetGameObject(self.skillGrid,"sBg"..len+1 .."/s").transform) + self:SetBtnsLayer() end) end if heroConFigData.IsSoulOpen == 1 and star > 10 then btnCount=btnCount+1 local passObj=Util.GetGameObject(self.skillGrid,"sBg"..len+2)--self.skillGrid.transform:GetChild(len+1).gameObject passObj:SetActive(true) + allBtns[len+2].gameObject:SetActive(true) Util.GetGameObject(passObj,"s"):GetComponent("Image").sprite=this.spLoader:LoadSprite("r_tongyong_shenhun_icon") Util.GetGameObject(passObj,"s/Text"):SetActive(false) Util.GetGameObject(passObj,"SkillTypeImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SkillIconType[9]) Util.GetGameObject(passObj,"SkillTypeImage"):GetComponent("Image"):SetNativeSize() - Util.AddOnceClick(Util.GetGameObject(passObj,"s"),function() - UIManager.ClosePanel(UIName.SkillInfoPopup) - UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData,star) + Util.AddOnceClick(allBtns[len+2],function() + UIManager.ClosePanel(currPanelName) + + CurrOpenPanel=UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData,star) + self.selsectSkillImage:SetActive(true) + self.selsectSkillImage.transform.position=Util.GetGameObject(self.skillGrid,"sBg"..len+2 .."/s").transform.position + self.selsectSkillImage.transform:SetParent(Util.GetGameObject(self.skillGrid,"sBg"..len+2 .."/s").transform) + currPanelName=UIName.RoleGodSoulLayout + self:SetBtnsLayer() end) end @@ -169,16 +197,12 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv) if skillList[i] and skillList[i].skillConfig then local go = Util.GetGameObject(self.skillGrid,"sBg"..i) --self.skillGrid.transform:GetChild(i-1).gameObject go:SetActive(true) + allBtns[i].gameObject:SetActive(true) local line=Util.GetGameObject(go.transform,"line") line:SetActive(false) local bg=Util.GetGameObject(go.transform,"Image"):GetComponent("Image") Util.GetGameObject(go.transform,"s"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon)) - -- if GetCurLanguage() ~= 0 and LengthString(GetLanguageStrById(skillList[i].skillConfig.Name)) > 10 then - -- Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text").text = SubString(GetLanguageStrById(skillList[i].skillConfig.Name),10).."..." - -- else - -- Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text").text=GetLanguageStrById(skillList[i].skillConfig.Name)--Language[10453].. 1(skillList[i].skillConfig.Id % 10) - -- end Util.GetGameObject(go.transform,"s/Text"):SetActive(false) local index=i if index==3 then @@ -201,10 +225,7 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv) else di.gameObject:SetActive(false) end - Util.AddOnceClick(Util.GetGameObject(go.transform,"s"), function() - - self.selsectSkillImage:SetActive(true) - self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position + Util.AddOnceClick(allBtns[i], function() local skillData = {} skillData.skillConfig = skillList[i].skillConfig local maxLv= HeroManager.GetHeroSkillMaxLevel(heroConFigData.Id,skillData.skillConfig.Type) @@ -213,41 +234,67 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv) if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack) end + -- if currPanelName~= UIName.SkillInfoPopup then + UIManager.ClosePanel(currPanelName) + -- end + + self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position + self.selsectSkillImage.transform:SetParent(Util.GetGameObject(go.transform,"s").transform) local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i) - self.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1 - triggerCallBack = function (panelType, p) - if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去 - self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1 - Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack) - self.selsectSkillImage:SetActive(false) - end - end - Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack) + self.selsectSkillImage:SetActive(true) + CurrOpenPanel=panel + currPanelName=UIName.SkillInfoPopup + self:SetBtnsLayer() + --self.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1 + else - UIManager.ClosePanel(UIName.SkillInfoPopup) - UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,1) + UIManager.ClosePanel(currPanelName) + currPanelName=UIName.TalismanInfoPopup + CurrOpenPanel=UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,1) + self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position + self.selsectSkillImage.transform:SetParent(Util.GetGameObject(go.transform,"s").transform) + self.selsectSkillImage:SetActive(true) + self:SetBtnsLayer() end end) + triggerCallBack = function (panelType, p) + if panelType == UIName.SkillInfoPopup or panelType==currPanelName then --监听到SkillInfoPopup关闭,把层级设回去 + --self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1 + self.btnsLayer.sortingOrder=orginLayer+2 + Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack) + --self.selsectSkillImage:SetActive(false) + end + end + self:SetBtnsLayer() + Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack) end end if btnCount>2 then self.line1:SetActive(true) + self.line3:SetActive(true) else self.line1:SetActive(false) + self.line3:SetActive(false) end if btnCount>4 then self.line2:SetActive(true) + self.line4:SetActive(true) else self.line2:SetActive(false) + self.line4:SetActive(false) end Util.AddClick(self.posBtn, function() UIManager.OpenPanel(UIName.RolePosInfoPopup,heroConFigData,star) end) end - +function HandBookRoleInfoLayout:SetBtnsLayer() + if CurrOpenPanel then + self.btnsLayer.sortingOrder=CurrOpenPanel.sortingOrder + 1 + end +end --计算英雄属性 1 初始 2 指定星级 _starNum星级变化 function HandBookRoleInfoLayout:CalculateHeroAllProValList(_starType,_starNum,curLvNum)