require("Base/BasePanel") HeroPotencyInfoPopup = Inherit(BasePanel) local this = HeroPotencyInfoPopup --长按升级状态 local _isReqLvUp=false local oldPower = 0 local newPower = 0 local oldPropMap={} local barWidth=700 local dynamicId="" local type=0 local config=nil local curIndex=0 local data local preList={} local curTabIndex=0 local parPanel=nil local isCan=true local lv=0 local giftLv=0 --初始化组件(用于子类重写)FourQuadrantPopup function this:InitComponent() this.spLoader = SpriteLoader.New() this.mask = Util.GetGameObject(self.gameObject, "mask") this.backBtn = Util.GetGameObject(self.gameObject, "bg/btnBack") this.titleText = Util.GetGameObject(self.gameObject, "bg/titleText"):GetComponent("Text") this.limitHint = Util.GetGameObject(self.gameObject, "bg/limitHint"):GetComponent("Text") this.griftLv = Util.GetGameObject(self.gameObject, "bg/giftLv"):GetComponent("Text") this.lvTxt = Util.GetGameObject(self.gameObject, "bg/lvTxt"):GetComponent("Text") this.upBtn = Util.GetGameObject(self.gameObject, "bg/upBtn") this.upStarBtn = Util.GetGameObject(self.gameObject, "bg/oneKeyBtn") this.proUpInfo=Util.GetGameObject(self.gameObject, "bg/proUpInfo"):GetComponent("Text") this.propWinCloseBtn = Util.GetGameObject(self.gameObject, "upStarPropWin/closeBtn") this.professionIcon = Util.GetGameObject(self.gameObject, "bg/professionIcon"):GetComponent("Image") this.jianTou = Util.GetGameObject(self.gameObject, "bg/jiantou") end --绑定事件(用于子类重写) function this:BindEvent() Util.AddClick(this.backBtn, function() self:ClosePanel() end) Util.AddClick(this.mask, function() self:ClosePanel() end) 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:OnOpen(_type,_lv,_giftLv) type=_type lv=_lv giftLv=_giftLv this.SwitchView(_type) end --切换视图 function this.SwitchView(index) curTabIndex=index --ConfigManager.getcon config=ConfigManager.TryGetConfigDataByKey(ConfigName.PotentialNewConfig,"Type",type) this.professionIcon.sprite=this.spLoader:LoadSprite(config.Icon) local curLv=lv+giftLv local lvEquipConfig= ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",type,"Level",lv) local curEquipConfig= ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",type,"Level",curLv) local nextEquipConfig= ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",type,"Level",curLv+1) this.limitHint.text=lv.."级" this.griftLv.text="+"..giftLv if nextEquipConfig then this.lvTxt.gameObject:SetActive(true) this.jianTou:SetActive(true) this.proUpInfo.text=PoTencyTypeName[index].."基础属性提升"..curEquipConfig.Attribute/100 .."%" this.lvTxt.text=nextEquipConfig.Attribute/100 .."%" else this.lvTxt.gameObject:SetActive(false) this.jianTou:SetActive(false) this.proUpInfo.text=PoTencyTypeName[index].."基础属性提升"..curEquipConfig.Attribute/100 .."%" end this.titleText.text=config.Name end --界面关闭时调用(用于子类重写) function this:OnClose() if parPanel then parPanel.RefreshWindowData() end end function this:OnDestroy() this.spLoader:Destroy() preList={} end return HeroPotencyInfoPopup