require("Base/BasePanel") local listpanel = require("Modules/RoleInfo/RoleListPanel") RoleInfoPanel = Inherit(BasePanel) local this = RoleInfoPanel local _CurPageIndex = 1 local orginLayer local tabsList = {} local tabs = { [RoleInfoPanelIndex.qingbao] = { default = "r_hero_fun_qingbao", lock = "r_hero_fun_qingbao", select = "r_hero_fun_qingbao", title = Language[11533], rpType = -1, }, [RoleInfoPanelIndex.shenhun] = { default = "r_hero_fun_bg", lock = "r_hero_fun_bg", select = "r_hero_fun_bg", title = Language[11534], rpType = -1, }, [RoleInfoPanelIndex.jinjie] = { default = "r_hero_fun_jinjie", lock = "r_hero_fun_jinjie", select = "r_hero_fun_jinjie", title = Language[12748], rpType = -1, }, [RoleInfoPanelIndex.juexing] = { default = "r_hero_fun_bg", lock = "r_hero_fun_bg", select = "r_hero_fun_bg", title = Language[10434], rpType = -1, }, [RoleInfoPanelIndex.chuanshuo] = { default = "r_hero_fun_chuanshuo", lock = "r_hero_fun_chuanshuo", select = "r_hero_fun_chuanshuo", title = Language[10997], rpType = -1, }, [RoleInfoPanelIndex.pifu] = { default = "r_hero_fun_bg", lock = "r_hero_fun_bg", select = "r_hero_fun_bg", title = Language[11535], rpType = -1, }, [RoleInfoPanelIndex.feiSheng] = { default = "r_hero_fun_feisheng", lock = "r_hero_fun_feisheng", select = "r_hero_fun_feisheng", title = Language[12737], rpType = -1, }, } local tabPage = { [RoleInfoPanelIndex.qingbao] = SubUIConfig.RoleInfoLayout, [RoleInfoPanelIndex.shenhun] = SubUIConfig.RoleGodSoulLayout, [RoleInfoPanelIndex.jinjie] = SubUIConfig.RoleUpStarLayout, [RoleInfoPanelIndex.juexing] = SubUIConfig.RoleAwakelayout, [RoleInfoPanelIndex.chuanshuo] = SubUIConfig.RoleStoryLayout, [RoleInfoPanelIndex.pifu] = SubUIConfig.RoleSkinLayout, [RoleInfoPanelIndex.feiSheng] = SubUIConfig.RoleFlyUpLayout, } local curHeroData --当前英雄信息 local leftHeroData --左边预加载英雄信息 local rightHeroData --右边预加载英雄信息 local curHeroPosition -- local heroDatas --所有英雄list信息 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 XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig) local index --当前英雄在 英雄列表中的索引 local soulPrintData = {} --魂印数据 local isUpZhen = false --当前英雄是否上阵 local isClickLeftOrRightBtn = true --点击左右按钮切换英雄播放动画状态 local teamHero = {} --主线编队成员信息 local talismanIsOpen = false --法宝是否开启 local soulPrintIsOpen = false --魂印是否开启 local isProChange = false local isOpenGod --初始化组件(用于子类重写) function RoleInfoPanel:InitComponent() this.spLoader = SpriteLoader.New() this.bg = Util.GetGameObject(self.gameObject, "bg") screenAdapte(this.bg) orginLayer = 0 this.BtnBack = Util.GetGameObject(self.transform, "btnBack") this.bgImageList = {} for i = 1, 5 do this.bgImageList[i] = Util.GetGameObject(self.transform, "bg/di (" .. i .. ")") end this.curObj = Util.GetGameObject(self.transform, "curObj") this.leftObj = Util.GetGameObject(self.transform, "leftObj") this.rightObj = Util.GetGameObject(self.transform, "rightObj") this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject") this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject") this.roleInfoRoot = Util.GetGameObject(self.transform, "rolePanel") this.rolePanelOp = Util.GetGameObject(this.roleInfoRoot, "layout") this.nameInfo = Util.GetGameObject(this.roleInfoRoot, "info") this.nameAndPossLayout = Util.GetGameObject(this.nameInfo, "nameAndPossLayout") this.profession = Util.GetGameObject(this.nameAndPossLayout, "proImage"):GetComponent("Image") this.proChangeBtn = Util.GetGameObject(this.nameInfo, "nameAndPossLayout/proImage/changeBtn") this.heroName = Util.GetGameObject(this.nameAndPossLayout, "heroName"):GetComponent("Text") this.starGrid = Util.GetGameObject(this.nameInfo, "sartAndLvLayout") --上锁 this.lockBtn = Util.GetGameObject(this.roleInfoRoot, "lockBtn") this.lockImage = Util.GetGameObject(this.lockBtn.transform, "lock") -- this.lockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_suoding_zh") this.unlockImage = Util.GetGameObject(this.lockBtn.transform, "unlock") -- this.unlockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_jiesuo_zh") this.pos = Util.GetGameObject(this.roleInfoRoot, "Pos") this.posQuality = Util.GetGameObject(this.roleInfoRoot, "quality"):GetComponent("Image") this.RecallBtn = Util.GetGameObject(this.roleInfoRoot, "RecallBtn") --角色归元按钮 -- this.RecallBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_fabao_guiyuan_zh") this.reStarBtn = Util.GetGameObject(this.roleInfoRoot, "reStarBtn") --角色回退按钮 -- this.reStarBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_huitui") this.powerBtn = Util.GetGameObject(this.roleInfoRoot, "powerBtn") this.force = Util.GetGameObject(this.powerBtn, "value"):GetComponent("Text") this.upLvEffect = Util.GetGameObject(this.powerBtn, "effect") this.equipBtn = Util.GetGameObject(self.transform, "leftGrid/equipBtn") local equipBtnImg = Util.GetGameObject(self.transform, "leftGrid/equipBtn/icon"):GetComponent("Image") equipBtnImg.sprite = this.spLoader:LoadSprite("r_hero_zhuanbeianniu") this.equipBtnRedPoint = Util.GetGameObject(this.equipBtn, "redPoint") this.soulPrintBtn = Util.GetGameObject(self.transform, "rightGrid/soulPrintBtn") local soulPrintBtnImg = Util.GetGameObject(this.soulPrintBtn, "icon"):GetComponent("Image") soulPrintBtnImg.sprite = this.spLoader:LoadSprite("r_hero_hunyinanniu") this.soulPrintBtnRedPoint = Util.GetGameObject(this.soulPrintBtn, "redPoint") this.talismanBtn = Util.GetGameObject(self.transform, "rightGrid/talismanBtn") --该按钮控制入口显隐 this.talismanClick = Util.GetGameObject(this.talismanBtn, "panel") --控制按钮的点击事件 置灰 this.talismanClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_fabaoanniu") this.talismanBtnRedPoint = Util.GetGameObject(this.talismanClick, "redPoint") this.talismanInfo = Util.GetGameObject(this.talismanBtn, "info") --查看法宝特性按钮 this.imprintBtn = Util.GetGameObject(self.transform, "leftGrid/imprintBtn") this.imprintImg = Util.GetGameObject(this.imprintBtn, "icon"):GetComponent("Image") this.godPrintBtn = Util.GetGameObject(self.transform, "leftGrid/GodprintBtn") this.godPrintImg = Util.GetGameObject(self.transform, "leftGrid/GodprintBtn/icon"):GetComponent("Image") this.godPrintImg.sprite = this.spLoader:LoadSprite("r_fabao_godPrint") this.godPrintBtnRedPoint = Util.GetGameObject(this.godPrintBtn, "redPoint") this.giftBtn = Util.GetGameObject(self.transform, "leftGrid/giftBtn") this.giftImg = Util.GetGameObject(self.transform, "leftGrid/giftBtn/icon"):GetComponent("Image") this.giftImg.sprite = this.spLoader:LoadSprite("r_gift_hero") this.giftRedPoint = Util.GetGameObject(this.giftBtn, "redPoint") --潜能 this.potencyObj = Util.GetGameObject(self.transform, "rightGrid/potencyBtn") this.potencyBtn = Util.GetGameObject(self.transform, "rightGrid/potencyBtn") this.potencyImg = Util.GetGameObject(self.transform, "rightGrid/potencyBtn/icon"):GetComponent("Image") this.potencyImg.sprite = this.spLoader:LoadSprite("r_hero_qianneng") this.potencyRedPoint = Util.GetGameObject(self.transform, "rightGrid/potencyBtn/redPoint") --特训 this.trainingClick = Util.GetGameObject(self.transform, "leftGrid/trainBtn") this.trainingBtn = Util.GetGameObject(self.transform, "leftGrid/trainBtn") this.trainBtnImg = Util.GetGameObject(self.transform, "leftGrid/trainBtn/icon"):GetComponent("Image") this.trainBtnImg.sprite = this.spLoader:LoadSprite("r_hero_texun") this.trainingBtnRedPoint = Util.GetGameObject(self.transform, "leftGrid/trainBtn/redPoint") this.PageList = {} this.GodSoulBtn = Util.GetGameObject(self.transform, "leftGrid/GodSoulBtn") this.godSoulImg = Util.GetGameObject(self.transform, "leftGrid/GodSoulBtn"):GetComponent("Image") this.godSoulImg.sprite = this.spLoader:LoadSprite("r_hero_shenhun") this.godSoulBtnRedPoint = Util.GetGameObject(this.GodSoulBtn, "redPoint") this.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform) this.dragView.transform:SetSiblingIndex(1) this.trigger = Util.GetEventTriggerListener(self.dragView.gameObject) this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag this.trigger.onDrag = this.trigger.onDrag + this.OnDrag this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag this.btnList = Util.GetGameObject(self.transform, "tab/btnList") this.btnPre = Util.GetGameObject(self.transform, "tab/btnInfo") this.selectBtn = Util.GetGameObject(self.transform, "tab/selectBtn") -- 上部货币显示 this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft }) this.btnMask = Util.GetGameObject(self.transform, "btnMask") this.btnMask.gameObject:SetActive(false) this.tianfuBtn = Util.GetGameObject(self.transform, "rightGrid/tianfuBtn") --该按钮控制入口显隐 this.tianfuClick = Util.GetGameObject(this.tianfuBtn, "panel") --控制按钮的点击事件 置灰 this.tianfuInfo = Util.GetGameObject(this.tianfuBtn, "info/Text"):GetComponent("Text") --查看法宝特性按钮 end --绑定事件(用于子类重写) function RoleInfoPanel:BindEvent() Util.AddClick(this.BtnBack, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() if listpanel and isProChange then listpanel:ChangeProId(curHeroData.changeProId) listpanel:GetCurSortHeroListData() end end) --切换阵营按钮 Util.AddClick(this.proChangeBtn, function() UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.ChangeHeroPro, curHeroData, function() this.profession.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId)) heroDatas = HeroManager.GetHeroDataByProperty(curHeroData.changeProId) isProChange = true RoleInfoPanel:OnShow() end) end) --角色归元按钮 Util.AddClick(this.RecallBtn, function() if curHeroData.lv <= 1 then PopupTipPanel.ShowTip(Language[12749]) return end if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then PopupTipPanel.ShowTip(Language[10477]) return end if HarmonyManager:IsEnvoy(curHeroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() ~= 0 then if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then PopupTipPanel.ShowTip(Language[10477]) return end end if curHeroData.lockState == 1 then PopupTipPanel.ShowTip(Language[12750]) -- MsgPanel.ShowTwo("此神将已被锁定,是否解除锁定状态?", nil, function() -- NetManager.HeroLockEvent(curHeroData.dynamicId,0,function () -- PopupTipPanel.ShowTip("神将解锁成功") -- HeroManager.UpdateSingleHeroLockState(curHeroData.dynamicId,0) -- end) -- end) return end local selectHero = {} selectHero[curHeroData.dynamicId] = curHeroData UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.ResolveRecall, HeroManager.GetHeroReturnItems(selectHero, GENERAL_POPUP_TYPE.ResolveRecall), selectHero) end) --角色归元按钮 Util.AddClick(this.reStarBtn, function() if curHeroData.lv > 1 then PopupTipPanel.ShowTip(Language[12751]) return end if CheckListIsContainValue1(HelpFightManager.upHeroList, curHeroData.dynamicId) then PopupTipPanel.ShowTip(Language[12752]) return end if curHeroData.lockState == 1 then PopupTipPanel.ShowTip(Language[12750]) return end local selectHero = {} selectHero[curHeroData.dynamicId] = curHeroData UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.ResolveReStar, HeroManager.GetHeroReturnItems(selectHero, GENERAL_POPUP_TYPE.ResolveReStar), selectHero) end) --左切换按钮 Util.AddClick(this.leftBtn, function() this:LeftBtnOnClick() end) Util.AddClick(this.GodSoulBtn, function() UIManager.OpenPanel(UIName.RoleGodSoulLayout, heroConFigData, heroStar) end) --右切换按钮 Util.AddClick(this.rightBtn, function() this:RightBtnOnClick() end) Util.AddClick(this.dragView.gameObject, function() local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic") SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false) end) --礼物 Util.AddClick(this.giftBtn, function() UIManager.OpenPanel(UIName.RoleGiftPanel, curHeroData, heroDatas) end) --潜能 Util.AddClick(this.potencyBtn, function() UIManager.OpenPanel(UIName.HeroPotencyPanel, curHeroData, heroDatas) end) --装备 Util.AddClick(this.equipBtn, function() UIManager.OpenPanel(UIName.RoleEquipPanel, curHeroData, heroDatas, this, isUpZhen) end) --天赋 Util.AddClick(this.tianfuClick, function() UIManager.OpenPanel(UIName.RoleTalentPopup, curHeroData.heroConfig, curHeroData.breakId, curHeroData.upStarId) end) --特训 Util.AddClick(this.trainingClick, function() UIManager.OpenPanel(UIName.SpecailTrainingInfoPopup, curHeroData, 1) end) --魂印 Util.AddClick(this.soulPrintBtn, function() if soulPrintIsOpen then UIManager.OpenPanel(UIName.SoulPrintPanel, curHeroData, heroDatas) else local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting, 1).EquipSignUnlock PopupTipPanel.ShowTip(Language[10649] .. NumToSimplenessFont[EquipSignUnlock[2][2]] .. Language[12753]) end end) Util.AddClick(this.godPrintBtn, function() if not isOpenGod then PopupTipPanel.ShowTip(Language[12754]) return end UIManager.OpenPanel(UIName.GodPrintPanel, curHeroData, heroDatas) end) --法宝 Util.AddClick(this.talismanClick, function() if talismanIsOpen then if curHeroData.baublesId == nil or curHeroData.baublesId == "" then local list = FaLingManager.GetAllEquipDataNoBless() local curSelectList = {} UIManager.OpenPanel(UIName.FaLingListPanel, list, this, curSelectList, curHeroData, 1) else LogError("curHeroData.baublesId===" .. curHeroData.baublesId) local data = FaLingManager.GetEquipDataByDid(curHeroData.baublesId) UIManager.OpenPanel(UIName.FaLingSingleShowPopup, this, data, 2, false, false, curHeroData) end else PopupTipPanel.ShowTip(TalismanManager.GetCurHeroIsOpenTalismanTip()) end end) --查看法宝特性按钮 Util.AddClick(this.talismanInfo, function() UIManager.OpenPanel(UIName.TalismanInfoPopup, curHeroData.heroConfig, 1, 1) end) --上锁 Util.AddClick(this.lockBtn, function() this:HeroLockEvent() 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) Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData, self) Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateSodSoulLayout, this.UpdateHeroInfoData, 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) Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData, self) Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateSodSoulLayout, this.UpdateHeroInfoData, self) end this.UpdateSkinShow = function() if _CurPageIndex == RoleInfoPanelIndex.pifu then this:OnPageTabChange(_CurPageIndex) end end --界面打开时调用(用于子类重写) function RoleInfoPanel:OnOpen(_curHeroData, _heroDatas, _isUpZhen, _index) curHeroData, heroDatas, isUpZhen = _curHeroData, _heroDatas, _isUpZhen if _index and _index > 0 then _CurPageIndex = _index else _CurPageIndex = RoleInfoPanelIndex.qingbao end LogError("herodatas len==" .. #_heroDatas) end -- 打开,重新打开时回调 function RoleInfoPanel:OnShow() this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.RoleInfo }) isClickLeftOrRightBtn = true this.upLvEffect:SetActive(false) for i = 1, #heroDatas do if curHeroData.dynamicId == heroDatas[i].dynamicId then index = i end end teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL) this:UpdateLiveList() --加载当前 和 左右数据 if this.leftLiveObj and leftHeroData then poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj) this.leftLiveObj = nil end if this.rightLiveObj and rightHeroData then poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj) this.rightLiveObj = nil end if this.curLiveObj and curHeroData then poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj) this.curLiveObj = nil end Util.ClearChild(this.curObj.transform) Util.ClearChild(this.leftObj.transform) Util.ClearChild(this.rightObj.transform) this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData, this.leftObj) this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData, this.rightObj) this.curLiveObj = HeroManager.LoadHerolive(curHeroData, this.curObj) local t = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train, "HeroID", curHeroData.id) this.trainingBtn:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) and #t ~= 0) local leftToward = 0 if leftHeroData.skinId and leftHeroData.skinId ~= 0 then local roleCon = ConfigManager.TryGetConfigData(ConfigName.RoleConfig, leftHeroData.skinId) if roleCon then leftToward = roleCon.Toward end else leftToward = leftHeroData.heroConfig.Toward end SetHEeroLiveToward(this.leftLiveObj, leftToward, leftHeroData.position) local rightToward = 0 if rightHeroData.skinId and rightHeroData.skinId ~= 0 then local roleCon = ConfigManager.TryGetConfigData(ConfigName.RoleConfig, rightHeroData.skinId) if roleCon then rightToward = roleCon.Toward end else rightToward = rightHeroData.heroConfig.Toward end SetHEeroLiveToward(this.rightLiveObj, rightToward, rightHeroData.position) if this.curLiveObj then this.dragView.gameObject:SetActive(true) this.dragView:SetDragGO(this.curLiveObj) else this.dragView.gameObject:SetActive(false) end this:SetPanelBg(curHeroData.changeProId) this:UpdateHeroInfoData() --刷新界面方法 end --更新界面已存数据 function this:UpdateLiveList() local leftIndex = (index - 1 > 0 and index - 1 or #heroDatas) leftHeroData = heroDatas[leftIndex] curHeroData = heroDatas[index] local rightIndex = (index + 1 <= #heroDatas and index + 1 or 1) rightHeroData = heroDatas[rightIndex] end function this:SetPanelBg(index) for i = 1, 5 do if index == i then this.bgImageList[i]:SetActive(true) else this.bgImageList[i]:SetActive(false) end end end --右切换按钮点击 function this:RightBtnOnClick() -- 英雄长按升级时不再进行切换操作 if this.PageList[1] and this.PageList[1].isPressed then return end if isClickLeftOrRightBtn == false then return end isClickLeftOrRightBtn = false this.btnMask.gameObject:SetActive(true) local oldIndexConfigData = heroDatas[index] index = (index + 1 <= #heroDatas and index + 1 or 1) curHeroData = heroDatas[index] if this.leftLiveObj then poolManager:UnLoadLive(leftHeroData.live, this.leftLiveObj) this.leftLiveObj = nil end this.curLiveObj.transform:SetParent(this.leftObj.transform) this.curLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0.2) this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos( Vector2.New(oldIndexConfigData.position[1], oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear) this.rightLiveObj.transform:SetParent(this.curObj.transform) this.rightLiveObj:GetComponent("RectTransform").anchoredPosition = Vector2.New(rightHeroData.position[1] + 200, rightHeroData.position[2]) this.rightLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0) this.rightLiveObj:GetComponent("SkeletonGraphic"):DOFade(1, 0.3):SetDelay(0.2) this.rightLiveObj:GetComponent("RectTransform"):DOAnchorPos( Vector2.New(rightHeroData.position[1], rightHeroData.position[2]), 0.3, false):SetDelay(0.2):OnComplete(function() this:UpdateLiveList() if this.curLiveObj then Log("Recycle:" .. tostring(this.leftLiveObj)) poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj) this.curLiveObj = nil end Util.ClearChild(this.leftObj.transform) this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData, this.leftObj) local leftToward = 0 if leftHeroData.skinId and leftHeroData.skinId ~= 0 then local roleCon = ConfigManager.TryGetConfigData(ConfigName.RoleConfig, leftHeroData.skinId) if roleCon then leftToward = roleCon.Toward end else leftToward = leftHeroData.heroConfig.Toward end SetHEeroLiveToward(this.leftLiveObj, leftToward, leftHeroData.position) this.curLiveObj = this.rightLiveObj local rightToward = 0 if rightHeroData.skinId and rightHeroData.skinId ~= 0 then local roleCon = ConfigManager.TryGetConfigData(ConfigName.RoleConfig, rightHeroData.skinId) if roleCon then rightToward = roleCon.Toward end else rightToward = rightHeroData.heroConfig.Toward end this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData, this.rightObj) SetHEeroLiveToward(this.rightLiveObj, rightToward, rightHeroData.position) local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic") SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false) this.rightBtn:GetComponent("Button").enabled = true isClickLeftOrRightBtn = true this:UpdateHeroInfoData() this.btnMask.gameObject:SetActive(false) end):SetEase(Ease.Linear) this:SetPanelBg(curHeroData.changeProId) end --左切换按钮点击 function this:LeftBtnOnClick() -- 英雄长按升级时不再进行切换操作 if this.PageList[1] and this.PageList[1].isPressed then return end if isClickLeftOrRightBtn == false then return end this.btnMask.gameObject:SetActive(true) isClickLeftOrRightBtn = false this.leftBtn:GetComponent("Button").enabled = false local oldIndexConfigData = heroDatas[index] index = (index - 1 > 0 and index - 1 or #heroDatas) curHeroData = heroDatas[index] -- 卸载右侧角色 if this.rightLiveObj then poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj) this.rightLiveObj = nil end this.curLiveObj.transform:SetParent(this.rightObj.transform) this.curLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0.2) this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos( Vector2.New(oldIndexConfigData.position[1], oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear) this.leftLiveObj.transform:SetParent(this.curObj.transform) this.leftLiveObj:GetComponent("RectTransform").anchoredPosition = Vector2.New(leftHeroData.position[1] - 200, leftHeroData.position[2]) this.leftLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0) this.leftLiveObj:GetComponent("SkeletonGraphic"):DOFade(1, 0.3):SetDelay(0.2) this.leftLiveObj:GetComponent("RectTransform"):DOAnchorPos( Vector2.New(leftHeroData.position[1], leftHeroData.position[2]), 0.3, false):SetDelay(0.2):OnComplete(function() this:UpdateLiveList() if this.curLiveObj then poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj) this.curLiveObj = nil end Util.ClearChild(this.rightObj.transform) this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData, this.rightObj) local rightToward = 0 if rightHeroData.skinId and rightHeroData.skinId ~= 0 then local roleCon = ConfigManager.TryGetConfigData(ConfigName.RoleConfig, rightHeroData.skinId) if roleCon then rightToward = roleCon.Toward end else rightToward = rightHeroData.heroConfig.Toward end SetHEeroLiveToward(this.rightLiveObj, rightToward, rightHeroData.position) this.curLiveObj = this.leftLiveObj this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData, this.leftObj) local leftToward = 0 if leftHeroData.skinId and leftHeroData.skinId ~= 0 then local roleCon = ConfigManager.TryGetConfigData(ConfigName.RoleConfig, leftHeroData.skinId) if roleCon then leftToward = roleCon.Toward end else leftToward = leftHeroData.heroConfig.Toward end SetHEeroLiveToward(this.leftLiveObj, leftToward, leftHeroData.position) local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic") SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false) this.leftBtn:GetComponent("Button").enabled = true isClickLeftOrRightBtn = true this:UpdateHeroInfoData() this.btnMask.gameObject:SetActive(false) end):SetEase(Ease.Linear) this:SetPanelBg(curHeroData.changeProId) end function this:UpdateBtnList() if not tabsList then tabsList = {} end for k, v in pairs(tabsList) do if IsNull(tabsList[k]) then tabsList[k] = nil else tabsList[k].gameObject:SetActive(false) end end for k, v in ipairs(tabs) do if not tabsList[k] then tabsList[k] = newObjToParent(this.btnPre, this.btnList) end if k == RoleInfoPanelIndex.pifu then local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin, "HeroId", curHeroData.id) local HeoSkin = {} for i = 1, #configs do if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then HeoSkin[configs[i].Type] = configs[i] end end if LengthOfTable(HeoSkin) > 1 then tabsList[k].gameObject:SetActive(true) else tabsList[k].gameObject:SetActive(false) end elseif k == RoleInfoPanelIndex.jinjie then if curHeroData.star < 10 then tabsList[k].gameObject:SetActive(true) else tabsList[k].gameObject:SetActive(false) end elseif k == RoleInfoPanelIndex.juexing then -- if curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star then -- tabsList[k].gameObject:SetActive(true) -- else tabsList[k].gameObject:SetActive(false) -- end elseif k == RoleInfoPanelIndex.shenhun then if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then tabsList[k].gameObject:SetActive(false) else tabsList[k].gameObject:SetActive(false) end elseif k == RoleInfoPanelIndex.feiSheng then local isopen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp) if curHeroData.heroConfig.MaxRank > 11 and curHeroData.star >= 10 and curHeroData.star < 15 then tabsList[k].gameObject:SetActive(true) else tabsList[k].gameObject:SetActive(false) end else tabsList[k].gameObject:SetActive(true) end local img = tabsList[k]:GetComponent("Image") img.sprite = this.spLoader:LoadSprite(v.default) local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text") local redpot = Util.GetGameObject(tabsList[k], "redPoint") local lock = Util.GetGameObject(tabsList[k], "lock") lock.gameObject:SetActive(false) title.text = GetCurLanguage() == -1 and v.title or "" .. v.title .. "" -- 判断是否需要检测红点 redpot:SetActive(false) if k == RoleInfoPanelIndex.qingbao then local upLvRedpoint = HeroManager.LvUpBtnRedPoint(curHeroData) redpot.gameObject:SetActive(upLvRedpoint) elseif k == RoleInfoPanelIndex.jinjie then local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData) redpot.gameObject:SetActive(upStarRedPointState) elseif k == RoleInfoPanelIndex.juexing then local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData) redpot.gameObject:SetActive(upStarRedPointState) if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then lock.gameObject:SetActive(false) else lock.gameObject:SetActive(true) end elseif k == RoleInfoPanelIndex.shenhun then -- local upStarRedPointState = GodSoulManager.CheckRedPointGodSoul(curHeroData) -- redpot.gameObject:SetActive(upStarRedPointState) -- else redpot.gameObject:SetActive(false) elseif k == RoleInfoPanelIndex.feiSheng then local upStarRedPointState = HeroManager.IsShowFlyUpRedPoint(curHeroData) redpot.gameObject:SetActive(upStarRedPointState) if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp) then lock.gameObject:SetActive(false) else lock.gameObject:SetActive(true) end end Util.AddOnceClick(tabsList[k], function() if k == _CurPageIndex then else if k == RoleInfoPanelIndex.feiSheng and not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp) then local globe = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig, FUNCTION_OPEN_TYPE.FlyUp) if globe then PopupTipPanel.ShowTip(Language[12755] .. globe.OpenRules[2] .. Language[11333]) end return elseif k == RoleInfoPanelIndex.juexing and not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then local globe = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig, FUNCTION_OPEN_TYPE .RoleAwake) if globe then PopupTipPanel.ShowTip(Language[11156] .. globe.OpenRules[2] .. Language[11333]) end return end this:SetSelectBtn(k) this:OnPageTabChange(k) end end) end end function this:CheckRedPointType(index, isShowRedPoint) if tabsList[index] then local redpot = Util.GetGameObject(tabsList[index], "redPoint") redpot.gameObject:SetActive(isShowRedPoint) end end -- 绑定数据 local _PageBindData = {} --页签选中效果设置 function this:SetSelectBtn(index) this.selectBtn.transform:SetParent(tabsList[index].transform) this.selectBtn.transform.localScale = Vector3.one this.selectBtn.transform.localPosition = Vector3.zero this.selectBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(tabs[index].select) Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = -1 and tabs[index].title or "" .. tabs[index].title .. "" --tabs[index].title-- end -- tab改变事件 function this:OnPageTabChange(index) this:ChangeCurentHeroSkinLive() if this.PageList[_CurPageIndex] then this.PageList[_CurPageIndex]:OnHide() end _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() Util.AddParticleSortLayer(this.upLvEffect, this.sortingOrder - orginLayer) orginLayer = this.sortingOrder end function this:UpdateHeroInfoData() LogError("刷新界面-------------------------------------------------") this:UpdateBtnList() this.GodSoulBtn.gameObject:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.shenhun) and curHeroData.heroConfig.IsSoulOpen) this.potencyObj:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.Potency)) this.giftBtn.gameObject:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)) for k, v in pairs(this.PageList) do v:OnHide() end -- LogError("_CurPageIndex==".._CurPageIndex) if _CurPageIndex == RoleInfoPanelIndex.pifu then local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin, "HeroId", curHeroData.id) local HeoSkin = {} for i = 1, #configs do if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then HeoSkin[configs[i].Type] = configs[i] end end if LengthOfTable(HeoSkin) < 2 then _CurPageIndex = RoleInfoPanelIndex.qingbao end elseif _CurPageIndex == RoleInfoPanelIndex.jinjie then if (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake)) or (not (curHeroData.star < 10)) then _CurPageIndex = RoleInfoPanelIndex.qingbao end elseif _CurPageIndex == RoleInfoPanelIndex.juexing then if (curHeroData.star < 10) or not (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake)) then _CurPageIndex = RoleInfoPanelIndex.qingbao end elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then _CurPageIndex = RoleInfoPanelIndex.qingbao else _CurPageIndex = RoleInfoPanelIndex.qingbao end elseif _CurPageIndex == RoleInfoPanelIndex.feiSheng then if curHeroData.heroConfig.MaxRank <= 11 or curHeroData.star == 15 then _CurPageIndex = RoleInfoPanelIndex.qingbao else LogError("*********/////////////////222222") end end this:SetSelectBtn(_CurPageIndex) this:OnPageTabChange(_CurPageIndex) local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting, 1).EquipSignUnlock if teamHero[curHeroData.dynamicId] then isUpZhen = true local isCanUpEquipTreasure local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 40) if config then local limits = string.split(config.Value, "|") if limits then local heroConfig = curHeroData.heroConfig local lvs = string.split(limits[1], "#") local stars = string.split(limits[2], "#") if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then isCanUpEquipTreasure = true else isCanUpEquipTreasure = false end else isCanUpEquipTreasure = false end else isCanUpEquipTreasure = false end this.equipBtnRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId, 0) > 0) or HeroManager.CheckIsUpTreasure(curHeroData.jewels[1], 0) or HeroManager.CheckIsUpTreasure(curHeroData.jewels[2], 0) or FaXiangManager.CheckIsCanUpFaXiang(curHeroData) or FaXiangManager.CheckIsShowRed(curHeroData.faxiang[1], 0) or FaXiangManager.CheckIsShowRed(curHeroData.faxiang[2], 0)) this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData)) this.giftRedPoint:SetActive(GiftManager.CheckRoleRedPointById(curHeroData.dynamicId)) this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData)) this.godPrintBtnRedPoint:SetActive(HeroManager.GetIsShowGodPrintRedPoint(curHeroData)) this.potencyRedPoint:SetActive(HeroManager.CheckHeroPotencyRedPoint(curHeroData.dynamicId)) this.trainingBtnRedPoint:SetActive(HeroManager.RefreshRedShow(curHeroData)) else isUpZhen = false this.equipBtnRedPoint:SetActive(false) this.talismanBtnRedPoint:SetActive(false) this.soulPrintBtnRedPoint:SetActive(false) this.godPrintBtnRedPoint:SetActive(false) this.giftRedPoint:SetActive(false) this.potencyRedPoint:SetActive(false) this.trainingBtnRedPoint:SetActive(false) end --法宝按钮逻辑 this.talismanBtn.gameObject:SetActive(TalismanManager.CheckTalismanIsInConfig(curHeroData)) if TalismanManager.CheckTalismanIsInConfig(curHeroData) then talismanIsOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData) this.talismanInfo.gameObject:SetActive(not talismanIsOpen) Util.SetGray(this.talismanClick, not talismanIsOpen) Util.GetGameObject(this.talismanClick.transform, "lock"):SetActive(not talismanIsOpen) if not talismanIsOpen then Util.GetGameObject(this.talismanClick, "lock/Text"):GetComponent("Text").text = TalismanManager .GetCurHeroIsOpenTalismanStr() end end --魂印按钮逻辑 this.soulPrintBtn:SetActive(ActTimeCtrlManager.IsQualifiled(87) and curHeroData.heroConfig.MaxRank >= EquipSignUnlock[2][2]) local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 149) if config then local limits = string.split(config.Value, "#") if limits then this.godPrintBtn:SetActive(ActTimeCtrlManager.IsQualifiled(126) and curHeroData.heroConfig.MaxRank >= 6) isOpenGod = curHeroData.star >= tonumber(limits[1]) Util.SetGray(this.godPrintBtn, not isOpenGod) Util.GetGameObject(this.godPrintBtn, "lock"):SetActive(not isOpenGod) if not isOpenGod then Util.GetGameObject(this.godPrintBtn, "lock/Text"):GetComponent("Text").text = Language[12756] end else this.godPrintBtn:SetActive(false) end else this.godPrintBtn:SetActive(false) end this:SetDragView() local starSize = Vector2.New(60, 60) local star, starType = curHeroData.GetStar(1) local starScale = -10 if starType == 3 then starSize = Vector2.New(1.2, 1.84) starScale = 7 end SetHeroStars(this.spLoader, this.starGrid, star, starType, starSize, starScale) --,Vector2.New(0.5,0.5)) Util.SetParticleSortLayer(this.starGrid, this.sortingOrder + 1) --使得神魂特效同步------------------------ this.starGrid:SetActive(false) this.starGrid:SetActive(true) ------------------------------------------ this.heroName.text = curHeroData.name this.profession.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId)) this.posQuality.sprite = this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural, curHeroData.star)) this.unlockImage:SetActive(curHeroData.lockState == 0) this.lockImage:SetActive(curHeroData.lockState == 1) if curHeroData.heroConfig.PropertyName == 5 then this.proChangeBtn:SetActive(false) else this.proChangeBtn:SetActive(false) end --魂印 soulPrintIsOpen = SoulPrintManager.GetSoulPrintIsOpen(curHeroData) Util.GetGameObject(this.soulPrintBtn, "lock"):SetActive(not soulPrintIsOpen) Util.SetGray(this.soulPrintBtn, not soulPrintIsOpen) if not soulPrintIsOpen then Util.GetGameObject(this.soulPrintBtn, "lock/Text"):GetComponent("Text").text = NumToSimplenessFont [EquipSignUnlock[2][2]] .. Language[10648] end local WarPower = 0 if isUpZhen then WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else -- allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end this.force.text = WarPower --神印按钮 local imprintId = PracticeManager.CheckHeroWearImprint(curHeroData.dynamicId) if imprintId then this.imprintBtn:SetActive(true) this.imprintImg.sprite = this.spLoader:LoadSprite(GetResourcePath(XiuXianSkillConfig[imprintId].Icon)) Util.AddOnceClick(this.imprintBtn, function() UIManager.OpenPanel(UIName.GeneralInfoPopup, GENERALINFO_TYPE.Imprint, imprintId, curHeroData.id) end) else this.imprintBtn:SetActive(false) end ForceRebuildLayout(this.starGrid.transform) this.reStarBtn.gameObject:SetActive(curHeroData.star > 5 and curHeroData.star < 10) local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules OpenPassiveSkillRules = GetPassiveByMaxStar(curHeroData.heroConfig, OpenPassiveSkillRules) local tianfuIcon if curHeroData.star == 12 then tianfuIcon = "r_tongyong_feisheng_icon1" --飞升一 elseif curHeroData.star == 13 then tianfuIcon = "r_tongyong_feisheng_icon2" --飞升二 elseif curHeroData.star > 13 then tianfuIcon = "r_tongyong_feisheng_icon3" --飞升三 elseif curHeroData.star == 11 then tianfuIcon = "r_tongyong_tianfu_icon" --觉醒 elseif curHeroData.heroConfig.Natural <= 5 then tianfuIcon = "r_tongyong_feisheng_icon" --9星以下 elseif curHeroData.heroConfig.Natural == 6 or curHeroData.heroConfig.Natural == 7 then tianfuIcon = "r_tongyong_tianfu_icon" --10星 end this.tianfuClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_tianfu") LogError("breakid==" .. curHeroData.breakId .. " upstarid==" .. curHeroData.upStarId) if OpenPassiveSkillRules then this.tianfuBtn:SetActive(true) local openlists, compoundOpenNum, compoundNum, allUpStarOpenData = HeroManager.GetAllPassiveSkillIds( curHeroData.heroConfig, curHeroData.breakId, curHeroData.upStarId) this.tianfuInfo.text = #openlists - compoundOpenNum .. "/" .. #OpenPassiveSkillRules - compoundNum else this.tianfuBtn:SetActive(false) end end function this:ChangeCurentHeroSkinLive(herodata) if this.curLiveObj then poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj) this.curLiveObj = nil end if herodata then this.curLiveObj = HeroManager.LoadHerolive1(herodata, this.curObj) local toward = 0 local pos = nil if herodata.Type ~= 0 then LogError("type==" .. herodata.Type) local roleCon = ConfigManager.TryGetConfigData(ConfigName.RoleConfig, herodata.Type) if roleCon then LogError("type=====" .. herodata.Type) toward = roleCon.Toward end else toward = herodata.heroConfig.Toward end SetHEeroLiveToward(this.curLiveObj, toward, herodata.Position) -- 临时保存皮肤位置 curHeroPosition = herodata.Position else local WarPower 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) WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) -- allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) end this.force.text = WarPower local toward = 0 if curHeroData.skinId and curHeroData.skinId ~= 0 then local roleCon = ConfigManager.TryGetConfigData(ConfigName.RoleConfig, curHeroData.skinId) if roleCon then toward = roleCon.Toward end else toward = curHeroData.heroConfig.Toward end this.curLiveObj = HeroManager.LoadHerolive(curHeroData, this.curObj) SetHEeroLiveToward(this.curLiveObj, toward, curHeroData.position) -- 清空临时保存的皮肤位置 curHeroPosition = nil end this:SetDragView() end function this:SetDragView() if this.curLiveObj then this.dragView.gameObject:SetActive(true) this.dragView:SetDragGO(this.curLiveObj) else this.dragView.gameObject:SetActive(false) end end local beginV3 local endV3 local distance function RoleInfoPanel:OnBeginDrag(Pointgo, data) beginV3 = this.curLiveObj.transform.anchoredPosition end function RoleInfoPanel:OnDrag(Pointgo, data) distance = Vector2.Distance(beginV3, this.curLiveObj.transform.anchoredPosition) end function RoleInfoPanel:OnEndDrag(Pointgo, data) endV3 = this.curLiveObj.transform.anchoredPosition if distance > 250 and endV3.x < 0 then this:RightBtnOnClick() elseif distance > 250 and endV3.x > 0 then this:LeftBtnOnClick() else local pos = curHeroPosition or curHeroData.position this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(pos[1], pos[2]), 0.5, false):SetEase(Ease .Linear) end distance = 0 end --界面关闭时调用(用于子类重写) function RoleInfoPanel:OnClose() if this.leftLiveObj and leftHeroData then poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj) this.leftLiveObj = nil end if this.rightLiveObj and rightHeroData then poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj) this.rightLiveObj = nil end if this.curLiveObj and curHeroData then poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj) this.curLiveObj = nil end this.leftBtn:GetComponent("Button").enabled = true this.rightBtn:GetComponent("Button").enabled = true 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 this.btnMask.gameObject:SetActive(false) end --界面销毁时调用(用于子类重写) function RoleInfoPanel:OnDestroy() this.spLoader:Destroy() 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 k, v in pairs(this.PageList) do SubUIManager.Close(v) end isProChange = false end --跳转显示新手提示圈 function this.ShowGuideGo(type) --1 升级突破 2 进阶 if type == 1 then JumpManager.ShowGuide(UIName.RoleInfoPanel, this.upLvBtn) elseif type == 2 then -- 我要变强跳转过来显示小手 elseif type == -1 then JumpManager.ShowGuide(UIName.RoleInfoPanel, this.upLvBtn) elseif type == -2 then JumpManager.ShowGuide(UIName.RoleInfoPanel, this.equipBtn) elseif type == -3 then JumpManager.ShowGuide(UIName.RoleInfoPanel, this.soulPrintBtn) elseif type == -4 then JumpManager.ShowGuide(UIName.RoleInfoPanel, this.talismanClick) end end function this:HeroLockEvent() if curHeroData.lockState == 1 then curHeroData.lockState = 0 elseif curHeroData.lockState == 0 then curHeroData.lockState = 1 end NetManager.HeroLockEvent(curHeroData.dynamicId, curHeroData.lockState, function() if curHeroData.lockState == 1 then PopupTipPanel.ShowTip(Language[12757]) elseif curHeroData.lockState == 0 then PopupTipPanel.ShowTip(Language[12623]) end HeroManager.UpdateSingleHeroLockState(curHeroData.dynamicId, curHeroData.lockState) this.unlockImage:SetActive(curHeroData.lockState == 0) this.lockImage:SetActive(curHeroData.lockState == 1) for i, v in pairs(heroDatas) do if curHeroData == v then v.lockState = curHeroData.lockState end end end) end function this:ResolveUpdateHeroInfoData() curHeroData = HeroManager.GetSingleHeroData(curHeroData.dynamicId) for i = 1, #heroDatas do if curHeroData.dynamicId == heroDatas[i].dynamicId then heroDatas[i] = curHeroData end end this:UpdateHeroInfoData() --刷新界面方法 if isUpZhen then FormationManager.UserPowerChanged() end end return this