----- 新副本战斗回放弹窗 ----- local this = {} --传入父脚本模块 local parent --传入特效层级 local sortingOrder=0 local fun local fightLevelId = 0 local prbGoGrid = {} function this:InitComponent(gameObject) -- this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text") -- this.backBtn=Util.GetGameObject(gameObject,"BackBtn") -- prbGoGrid = {} -- for i = 1, 2 do -- prbGoGrid[i] = Util.GetGameObject(gameObject,"rect/ItemPre (" .. i .. ")") -- end end function this:BindEvent() Util.AddClick(this.backBtn, function() parent:ClosePanel() end) end function this:AddListener() end function this:RemoveListener() end function this:OnShow(_parent,...) -- parent=_parent -- sortingOrder = _parent.sortingOrder -- --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参 -- local args = {...} -- fightLevelId = args[1] -- this.titleText.text="战斗回放" -- for i = 1, 2 do -- prbGoGrid[i]:SetActive(false) -- end -- NetManager.HeroNodeGetInfoRequest(monsterData.sortId,function (msg) -- for i = 1, 2 do -- local data = {} -- local root = prbGoGrid[i] -- this.SetInfo(root,data) -- end -- end) end --设置头像 function this.SetInfo(root,data,index) root:SetActive(true) --头像 local headObj=Util.GetGameObject(root,"HeadParent") if not this.playerScrollHead[root] then this.playerScrollHead[root]=CommonPool.CreateNode(POOL_ITEM_TYPE.PLAYER_HEAD,headObj) end this.playerScrollHead[root]:Reset() this.playerScrollHead[root]:SetHead(data.head) this.playerScrollHead[root]:SetFrame(data.frame) this.playerScrollHead[root]:SetLevel(data.level) this.playerScrollHead[root]:SetScale(Vector3.one*0.7) this.playerScrollHead[root]:SetLayer(this.sortingOrder) this.playerScrollHead[root]:SetEffectScale(0.75) Util.GetGameObject(root,"name"):GetComponent("Text").text = data.name Util.GetGameObject(root,"warPower/Text"):GetComponent("Text").text = data.warPower if index == 1 then Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "首次三星通关" else Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "最低战力三星通关" end Util.AddOnceClick(Util.GetGameObject(root,"ClickBtn"), function() UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.BACK, function() end) end) end function this:OnClose() end function this:OnDestroy() end return this