local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
--初始化组件(用于子类重写)
function this:InitComponent(gameObject)
this.title = Util.GetGameObject(gameObject, "Title/Text"):GetComponent("Text")
this.addList = Util.GetGameObject(gameObject, "AddList")
this.TextPre = Util.GetGameObject(this.addList, "TextPre")
end
--绑定事件(用于子类重写)
function this:BindEvent()
end
--添加事件监听(用于子类重写)
function this:AddListener()
end
--移除事件监听(用于子类重写)
function this:RemoveListener()
end
--界面打开时调用(用于子类重写)
function this:OnShow(_parent,...)
parent=_parent
sortingOrder = _parent.sortingOrder
local _args = {...}
local professionId=_args[1]
local professionLv=_args[2]
local professionName=_args[3]
local index=0
this.title.text=string.format("四象心法-%s",professionName)
local fourQuadConfigArr = ConfigManager.GetConfig(ConfigName.FourQuadrantConfig)
for i, configInfo in ConfigPairs(fourQuadConfigArr) do
if configInfo.Star>0 then
local propId=configInfo.Skill[professionId][1]
local propAdd=configInfo.Skill[professionId][2]/100
local propertyConfig= ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig,"PropertyId",propId)
local textObj =this.addList.transform:GetChild(index)
index=index+1
local skillText=textObj:GetComponent("Text")
if configInfo.Star==professionLv then
skillText.text=string.format("%s级:全体英雄%s+%s%%",fourQuadConfigArr[i].Star,propertyConfig.Info,propAdd)
else
skillText.text=string.format("%s级:全体英雄%s+%s%%",fourQuadConfigArr[i].Star,propertyConfig.Info,propAdd)
end
textObj.gameObject:SetActive(true)
end
end
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
end
return this