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