require("Base/BasePanel") HandBookEquipInfoPanel = Inherit(BasePanel) local skillGos = {} local curSuitProGo = {} local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) --初始化组件(用于子类重写) function HandBookEquipInfoPanel:InitComponent() self.BtnBack = Util.GetGameObject(self.transform, "btnBack") --装备详情 self.equipName = Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/name/text"):GetComponent("Text") self.icon = Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/icon"):GetComponent("Image") self.frame = Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/frame"):GetComponent("Image") self.equipType=Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/proGrid/equipTypeText"):GetComponent("Text") self.equipPos=Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/proGrid/equipPosText"):GetComponent("Text") --self.equipRebuildLv=Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/proGrid/equipLvText") self.equipQuaText=Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/qualityText"):GetComponent("Text") self.equipInfoText=Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/equipInfoText"):GetComponent("Text") --装备属性 self.mainPro=Util.GetGameObject(self.transform, "Content/bg/mainPro") self.mainProName=Util.GetGameObject(self.transform, "Content/bg/mainPro/GameObject/curProName"):GetComponent("Text") self.mainProVale=Util.GetGameObject(self.transform, "Content/bg/mainPro/GameObject/curProVale"):GetComponent("Text") self.equipOtherProPre=Util.GetGameObject(self.transform, "Content/bg/proPre") self.equipProGrid = Util.GetGameObject(self.transform, "Content/bg/proRect/GameObject/proGrid") --装备被动技能 self.skillGrid=Util.GetGameObject(self.transform, "Content/bg/skillGrid") self.skillObject=Util.GetGameObject(self.transform, "Content/bg/skillObject") for i = 1, 7 do skillGos[i] = Util.GetGameObject(self.transform, "Content/bg/skillGrid/skillGrid1 ("..i..")") end end --绑定事件(用于子类重写) function HandBookEquipInfoPanel:BindEvent() Util.AddClick(self.BtnBack, function() --PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) end --添加事件监听(用于子类重写) function HandBookEquipInfoPanel:AddListener() end --移除事件监听(用于子类重写) function HandBookEquipInfoPanel:RemoveListener() end --界面打开时调用(用于子类重写) function HandBookEquipInfoPanel:OnOpen(equipSId) --装备基础信息 local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, equipSId) local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, equipSId) self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality)) self.equipName.text=GetStringByEquipQua(equipConfigData.Quality,equipConfigData.Name) --if equipConfigData.IfClear==0 then -- self.equipRebuildLv:GetComponent("Text").text="不可重铸" --elseif equipConfigData.IfClear==1 then -- self.equipRebuildLv:GetComponent("Text").text="重铸等级:"..equipConfigData.InitialLevel --end self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(equipConfigData.Quality)) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID)) self.equipInfoText.text=itemConfigData.ItemDescribe self.equipType.text=Language[11093]..GetEquipPosStrByEquipPosNum(equipConfigData.Position) self.equipPos.text=string.format(Language[11094],GetJobStrByJobNum(equipConfigData.ProfessionLimit)) EquipManager.SetEquipStarShow(Util.GetGameObject(self.transform, "Content/bg/equipInfo/GameObject/star"),itemConfigData.Id) --装备属性 self.mainProName.text=ConfigManager.GetConfigData(ConfigName.PropertyConfig, equipConfigData.PropertyMin[1]).Info self.mainProVale.text=equipConfigData.Property[1][2]--"【"..equipConfigData.PropertyMin[2].."-"..equipConfigData.PropertyMax[2].."】" --套装属性 if equipConfigData.SuiteID and equipConfigData.SuiteID > 0 then Util.GetGameObject(self.transform, "Content/bg/proRect"):SetActive(true) local curSuitConFig = ConfigManager.GetConfigData(ConfigName.EquipSuiteConfig,equipConfigData.SuiteID) if curSuitConFig then for i = 1, math.max(#curSuitConFig.SuiteValue, #curSuitProGo) do local go = curSuitProGo[i] if not go then go = newObject(self.equipOtherProPre) go.transform:SetParent(self.equipProGrid.transform) go.transform.localScale = Vector3.one go.transform.localPosition = Vector3.zero curSuitProGo[i] = go end go.gameObject:SetActive(false) end for i = 1, #curSuitConFig.SuiteValue do local go = curSuitProGo[i] go.gameObject:SetActive(true) Util.GetGameObject(go.transform, "proName"):GetComponent("Text").text = "" .. propertyConfig[curSuitConFig.SuiteValue[i][2]].Info .."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]) .. "" Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "(" .. curSuitConFig.SuiteValue[i][1] .. Language[11095] end end else Util.GetGameObject(self.transform, "Content/bg/proRect"):SetActive(false) end local passiveSkill = {} if equipConfigData.SkillPoolId and #equipConfigData.SkillPoolId > 0 then for i = 1, #equipConfigData.SkillPoolId do local curSkillId = equipConfigData.SkillPoolId[i] for i, v2 in ConfigPairs(ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)) do if v2.PoolNum == curSkillId then table.insert(passiveSkill,ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig,v2.Id)) end end end for i = 1, #skillGos do if i > #passiveSkill then skillGos[i]:SetActive(false) else skillGos[i]:SetActive(true) Util.GetGameObject(skillGos[i].transform, "skillInfoText"):GetComponent("Text").text = GetSkillConfigDesc(passiveSkill[i]) end end self.skillGrid:SetActive(true) self.skillObject:SetActive(true) else self.skillGrid:SetActive(false) self.skillObject:SetActive(false) end 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 HandBookEquipInfoPanel:OnShow() end --界面关闭时调用(用于子类重写) function HandBookEquipInfoPanel:OnClose() end --界面销毁时调用(用于子类重写) function HandBookEquipInfoPanel:OnDestroy() curSuitProGo = {} end return HandBookEquipInfoPanel