----- 神应属性弹窗 ----- local this = {} local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) --传入父脚本模块 local parent local sortingOrder=0 local attriList = {} function this:InitComponent(gameObject) self.attriListGrid =Util.GetGameObject(gameObject, "bg/attriListGrid") self.attriPre =Util.GetGameObject(gameObject, "bg/attriPre") end function this:BindEvent() end function this:AddListener() end function this:RemoveListener() end function this:OnShow(_parent) parent=_parent sortingOrder = _parent.sortingOrder parent.BG:SetActive(false) local curNum = SacredTreeManager.GetTowerLevel() local data = SacredTreeManager.treeSettingData for i = 1, #data do local go = attriList[i] if not go then go = newObject(self.attriPre) go.transform:SetParent(self.attriListGrid.transform) go.transform.localScale = Vector3.one go.transform.localPosition = Vector3.zero attriList[i] = go end go.gameObject:SetActive(false) end for i = 1, #data do local go = attriList[i] go.gameObject:SetActive(true) local name = Util.GetGameObject(go,"name"):GetComponent("Text") local num = Util.GetGameObject(go,"num"):GetComponent("Text") num.gameObject:SetActive(false) local str = string.format("%s:四灵试炼通关%s层(%s/%s)",PropertyConfig[data[i].id].Info,data[i].allNum,curNum,data[i].allNum) if SacredTreeManager.GetTowerLevel() >= data[i].allNum then name.text = ""..str.."" else name.text = ""..str.."" end end end function this:OnClose() end function this:OnDestroy() attriList = {} end return this