local Practice = quick_class("Practice", BasePanel) local orginLayer local XinXianConfig = ConfigManager.GetConfig(ConfigName.XiuXianConfig) local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local oldPower = 0 local newPower = 0 local oldBigLevel = 0 local globalSystemConfig = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.FOURQUADRANT) local skillSystemConfig = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.PLAYER_SKILL) local xiuWeiSystemConfig = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.XIUWEI) local SkillBaseConfig= ConfigManager.GetConfig(ConfigName.PlayerSkillBasicTable) function Practice:InitComponent() self.spLoader = SpriteLoader.New() orginLayer = 0 if not self.playerInfoView then self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform) end self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.transform) self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform) self.Practice = Util.GetGameObject(self.gameObject, "Prectice") --Btns self.Btns = Util.GetGameObject(self.Practice, "Btns") self.helpBtn = Util.GetGameObject(self.Btns, "helpBtn") self.starBtn = Util.GetGameObject(self.Btns, "starBtn") self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition self.previewBtn = Util.GetGameObject(self.Btns, "leftGrid/previewBtn") self.additionBtn = Util.GetGameObject(self.Btns, "leftGrid/additionBtn") self.cultivationBtn = Util.GetGameObject(self.Btns, "leftGrid/cultivationBtn") self.cultivationRed = Util.GetGameObject(self.cultivationBtn, "redPoint") self.imprintBtn = Util.GetGameObject(self.Btns, "rightGrid/imprintBtn") self.imprintRedPoint = Util.GetGameObject(self.imprintBtn, "redPoint") self.gemBtn = Util.GetGameObject(self.Btns, "rightGrid/gemBtn") self.gemRedPoint = Util.GetGameObject(self.gemBtn, "redPoint") -- Util.GetGameObject(self.Btns, "rightGrid/gemBtn"):GetComponent("Image").sprite=self.spLoader:LoadSprite("x_xiuxing_mingge_zh") self.giftBtn = Util.GetGameObject(self.Btns, "rightGrid/giftBtn") self.giftRedPoint = Util.GetGameObject(self.giftBtn, "redPoint") self.giftRedPoint:SetActive(false) -- Util.GetGameObject(self.Btns, "rightGrid/giftBtn"):GetComponent("Image").sprite=self.spLoader:LoadSprite("s_gift_player_zh") self.fourQuadrantBtn = Util.GetGameObject(self.Btns, "rightGrid/yushenBtn") self.fourQuadrantRedPoint = Util.GetGameObject(self.fourQuadrantBtn, "redPoint") self.starNum = Util.GetGameObject(self.starBtn, "starNum"):GetComponent("Text") self.treeBtn = Util.GetGameObject(self.Btns, "rightGrid/treeBtn") self.treeRed = Util.GetGameObject(self.treeBtn, "redPoint") self.talsmanSoulBtn = Util.GetGameObject(self.Btns, "rightGrid/talsmanSoulBtm") self.talsmanSoulBtnRed = Util.GetGameObject(self.talsmanSoulBtn, "redPoint") self.incarnationBtn = Util.GetGameObject(self.Btns, "leftGrid/incarnationBtn") self.incarnationBtnRed = Util.GetGameObject(self.incarnationBtn, "redPoint") --MidPart self.mid = Util.GetGameObject(self.gameObject, "Mid") --self.levelName = Util.GetGameObject(self.mid, "LevelName"):GetComponent("Image") self.levelBigName =Util.GetGameObject(self.mid, "LevelName/LevelTxt"):GetComponent("Text") self.levelText = Util.GetGameObject(self.mid, "LevelTxt"):GetComponent("Text") self.levelTxt = Util.GetGameObject(self.mid, "LevelTxt"):GetComponent("Text") self.img = Util.GetGameObject(self.mid, "Man"):GetComponent("Image") self.ManCanvas = Util.GetGameObject(self.mid, "Man"):GetComponent("Canvas") --BottomPart self.bottom = Util.GetGameObject(self.Practice, "Bottom") self.items = Util.GetGameObject(self.bottom, "Items") self.PointPre = Util.GetGameObject(self.items, "PointPre") self.lines = Util.GetGameObject(self.bottom, "Lines") self.LinePre = Util.GetGameObject(self.lines, "LinePre") self.needs = Util.GetGameObject(self.bottom, "Needs") self.needPre = Util.GetGameObject(self.needs, "pre") self.button = Util.GetGameObject(self.bottom, "Button") self.buttonText = Util.GetGameObject(self.button, "Text"):GetComponent("Text") self.redPoint = Util.GetGameObject(self.button, "redPoint") self.content = Util.GetGameObject(self.bottom, "Content") self.textBtn = Util.GetGameObject(self.content, "Text") self.needStar = Util.GetGameObject(self.content, "num"):GetComponent("Text") self.noOpenTip = Util.GetGameObject(self.bottom, "noOpenTip") self.effect = Util.GetGameObject(self.mid, "Man/fx_ui_xiuxingshengxin") self.effect:SetActive(false) self.fx_ui_xiuxingshengxin_01 = Util.GetGameObject(self.gameObject, "Bg/fx_ui_xiuxingshengxin_01") self.fx_ui_xiuxingshengxin_02 = Util.GetGameObject(self.gameObject, "Bg/fx_ui_xiuxingshengxin_02") self.fx_ui_xiuxingshengxin_03 = Util.GetGameObject(self.gameObject, "Bg/fx_ui_xiuxingshengxin_03") self.fx_ui_xiuxingshengxin_cangzhu = Util.GetGameObject(self.gameObject, "Bg/fx_ui_xiuxingshengxin_cangzhu") self.fx_ui_xiuxingshengxin_01:SetActive(false) self.fx_ui_xiuxingshengxin_02:SetActive(false) self.fx_ui_xiuxingshengxin_03:SetActive(false) self.itemList = {} self.pointList = {} self.lineList = {} self.effectUpgradeList = {} self.effectPointsList = {} self.mask = Util.GetGameObject(self.gameObject, "mask") --主角技能 self.skillObj=Util.GetGameObject(self.Practice, "SkillObj") self.skillList={} for i = 1, 4 do table.insert(self.skillList,Util.GetGameObject(self.Practice, "SkillObj/skill"..i)) BindRedPointObject(5000+i*100,Util.GetGameObject(self.Practice, "SkillObj/skill"..i.."/red")) end --页签 self.tab = Util.GetGameObject(self.gameObject, "Tab") self.tab:SetActive(false) self.btnGem = Util.GetGameObject(self.tab, "tab2") self.practice_tab = Util.GetGameObject(self.tab, "tab1/Redpot") self.gem_tab = Util.GetGameObject(self.tab, "tab2/Redpot") end function Practice:BindEvent() --帮助按钮 Util.AddClick(self.helpBtn, function() UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Practice, self.helpPosition.x,self.helpPosition.y) end) Util.AddClick(self.previewBtn, function() UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.PracticeStatePreview) end) Util.AddClick(self.additionBtn, function() UIManager.OpenPanel(UIName.RoleProInfoPopup,PracticeManager.GetCurAllGetAddForShow(),nil,false,nil) end) Util.AddClick(self.giftBtn, function() UIManager.OpenPanel(UIName.PlayerGiftPanel) end) Util.AddClick(self.gemBtn, function() local isOpen= CheckFunctionOpen(FUNCTION_OPEN_TYPE.GemNew) if isOpen then UIManager.OpenPanel(UIName.GemPanel,1) else local tip=GetFunctionOpenTip(FUNCTION_OPEN_TYPE.GemNew) PopupTipPanel.ShowTip(tip) end end) Util.AddClick(self.imprintBtn, function() if PracticeManager.PracticeBigLevel > 1 then UIManager.OpenPanel(UIName.PracticeImprintPanel) else PopupTipPanel.ShowTip("到达筑基期后解锁!") end end) --四象心法按钮 Util.AddClick(self.fourQuadrantBtn, function() if not ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.FOURQUADRANT) then local tip = ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.FOURQUADRANT) PopupTipPanel.ShowTip(tip) else UIManager.OpenPanel(UIName.FourQuadrantPopup) end end) Util.AddClick(self.textBtn, function() UIManager.OpenPanel(UIName.FightLevelChapterPanel) end) Util.AddClick(self.starBtn, function() UIManager.OpenPanel(UIName.FightLevelChapterPanel) end) Util.AddClick(self.button, function() if self:UpgradeCheck() then return end if not self.curLevelConfig.LevelUpCost then--如果是破镜阶段 self.mask:SetActive(true) self.fx_ui_xiuxingshengxin_01:SetActive(true) if self.pointList and #self.pointList > 0 then for i = 1, #self.pointList do Util.GetGameObject(self.pointList[i],"looping"):SetActive(false) end end Timer.New(function () self.fx_ui_xiuxingshengxin_02:SetActive(true) Timer.New(function () self.fx_ui_xiuxingshengxin_03:SetActive(true) Timer.New(function () self.fx_ui_xiuxingshengxin_02:SetActive(false) self.fx_ui_xiuxingshengxin_01:SetActive(false) self.fx_ui_xiuxingshengxin_03:SetActive(false) self:BtnClickEvent() self.mask:SetActive(false) end,2):Start() end,1.5):Start() end,1):Start() else self:BtnClickEvent() end end) Util.AddClick(self.treeBtn, function() if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SACREDTREE) then UIManager.OpenPanel(UIName.SacredTreePanel) end end) Util.AddClick(self.cultivationBtn, function() UIManager.OpenPanel(UIName.CultivationPanel) end) Util.AddClick(self.talsmanSoulBtn, function() UIManager.OpenPanel(UIName.TailsManSouPanel) end) Util.AddClick(self.incarnationBtn, function() UIManager.OpenPanel(UIName.IncarnationPanel) end) Util.AddClick(self.btnGem, function() JumpManager.GoJump(40056) --self:ClosePanel() end) BindRedPointObject(RedPointType.tailsmanSoul,self.talsmanSoulBtnRed) BindRedPointObject(RedPointType.Practice_Cultivation,self.cultivationRed) BindRedPointObject(RedPointType.Practice_upgrade,self.redPoint) BindRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint) BindRedPointObject(RedPointType.Practice_fourQua,self.fourQuadrantRedPoint) BindRedPointObject(RedPointType.Sacred_roleInfo,self.treeRed) BindRedPointObject(RedPointType.incarnation,self.incarnationBtnRed) BindRedPointObject(RedPointType.Practice,self.practice_tab) BindRedPointObject(RedPointType.Gem,self.gemRedPoint) BindRedPointObject(RedPointType.playerGift,self.giftRedPoint) end function Practice:BtnClickEvent() NetManager.UpPracticeLevelRequest(function () newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower}) oldPower = newPower --名字颜色 Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName) local curNum = XinXianConfig[PracticeManager.PracticeLevel].RealmLevel if curNum ~= 0 then for i = 1, #self.effectUpgradeList do self.effectUpgradeList[i]:SetActive(false) end self.effectUpgradeList[curNum]:SetActive(true) else for i = 1, #self.effectUpgradeList do self.effectUpgradeList[i]:SetActive(false) end end --战力更改请求 Practice:SetSkillInfo() PracticeManager.ShowTipsOnUpgrade() NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL) if PracticeManager.PracticeBigLevel - oldBigLevel == 1 then UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice,XinXianConfig[PracticeManager.PracticeLevel]) if PracticeManager.PracticeBigLevel == 2 then Game.GlobalEvent:DispatchEvent(GameEvent.Practice.PracticeGuide) end end self:OnShow() end) end --Check function Practice:UpgradeCheck() if PracticeManager.StarNum < self.curLevelConfig.NeedStarNum then PopupTipPanel.ShowTip("无法破境,请前往山河社稷图获取更多星星!") return true end if self.curLevelConfig.LevelUpCost then for i = 1, #self.curLevelConfig.LevelUpCost do local data = self.curLevelConfig.LevelUpCost[i] if BagManager.GetTotalItemNum(data[1]) < data[2] then PopupTipPanel.ShowTip(string.format("%s不足!",ItemConfig[data[1]].Name)) return true end end end return false end function Practice:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.OnShow,self) end function Practice:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.OnShow,self) end --待功能扩展(试图打开某个状态) function Practice:OnOpen() self.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.XiuXing }) self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice }) self.mask:SetActive(false) self.skillObj:SetActive(skillSystemConfig.IsOpen==1) self.cultivationBtn:SetActive(xiuWeiSystemConfig.IsOpen==1) Practice:SetSkillInfo() end --设置技能信息显示 function Practice:SetSkillInfo() if skillSystemConfig.IsOpen==1 then CheckRedPointStatus(RedPointType.playerSkill1) CheckRedPointStatus(RedPointType.playerSkill2) CheckRedPointStatus(RedPointType.playerSkill3) CheckRedPointStatus(RedPointType.playerSkill4) end local list=PracticeManager.GetSkillInfo() local index=1 for i = 100, 400,100 do local item=self.skillList[index] Util.GetGameObject(item, "icon"):GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(tonumber(SkillBaseConfig[i].Icon))) --Util.GetGameObject(item, "red"):SetActive(false) if list[i] and list[i]~=0 then Util.GetGameObject(item, "mask"):SetActive(false) Util.GetGameObject(item, "Text"):SetActive(true) Util.GetGameObject(item, "Image"):SetActive(true) Util.GetGameObject(item, "Text"):GetComponent("Text").text=list[i] else Util.GetGameObject(item, "mask"):SetActive(true) Util.GetGameObject(item, "Image"):SetActive(false) Util.GetGameObject(item, "Text"):SetActive(false) end Util.AddOnceClick(item,function() UIManager.OpenPanel(UIName.PracticeSkillInfoPanel,i,list[i]) end) index=index+1 end end function Practice:OnFocus() Practice:SetSkillInfo() -- 设置蓝点层级 self.items:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1 end function Practice:OnSortingOrderChange() orginLayer = self.sortingOrder self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice }) Util.SetParticleSortLayer(self.effect, self.sortingOrder+1) Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_01, self.sortingOrder+1) Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_02, self.sortingOrder+1) Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_03, self.sortingOrder+1) Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_cangzhu, self.sortingOrder+1) self.ManCanvas.sortingOrder = self.sortingOrder + 2 if self.effectPointsList then for i = 1, #self.effectPointsList do Util.SetParticleSortLayer(self.effectPointsList[i], self.sortingOrder+2) end end -- 头像层级 if self.playerInfoView then self.playerInfoView:SetLayer(self.sortingOrder) end -- 设置蓝点层级 self.items:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1 end function Practice:OnShow() self.treeBtn:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SACREDTREE)) self.treeBtn:SetActive(false) self.playerInfoView:OnShow() CheckRedPointStatus(RedPointType.Practice_imprint) CheckRedPointStatus(RedPointType.Practice_upgrade) CheckRedPointStatus(RedPointType.Practice_fourQua) CheckRedPointStatus(RedPointType.Practice_Cultivation) CheckRedPointStatus(RedPointType.Gem) CheckRedPointStatus(RedPointType.Gem_1) CheckRedPointStatus(RedPointType.Gem_2) CheckRedPointStatus(RedPointType.playerGift) FormationManager.RefreshMainFormationPower() self.curLevelConfig = PracticeManager.GetCurConfigData() oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) oldBigLevel = PracticeManager.PracticeBigLevel self.pointData = PracticeManager.GetPointsData() self.lineData = PracticeManager.GetLinesData() self:RefreshMid() self:RefreshPoints() self:RefreshLines() self:RefreshBtn() self:RefreshTabs() Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_01, self.sortingOrder+1) Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_02, self.sortingOrder+1) Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_03, self.sortingOrder+1) Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_cangzhu, self.sortingOrder+1) self.ManCanvas.sortingOrder = self.sortingOrder + 2 end function Practice:RefreshTabs() local funcType = { [1] = FUNCTION_OPEN_TYPE.PRACTICE, [2] = FUNCTION_OPEN_TYPE.Gem, } local num = 0 for i = 1,self.tab.transform.childCount do self.tab.transform:GetChild(i-1).gameObject:SetActive(false) if ActTimeCtrlManager.SingleFuncState(funcType[i]) then self.tab.transform:GetChild(i-1).gameObject:SetActive(true) num = num + 1 end end self.tab:SetActive(false) end function Practice:RefreshMid() --self.levelName.sprite = self.spLoader:LoadSprite(self.curLevelConfig.NamePic1) self.levelBigName.text=self.curLevelConfig.RealmName self.levelText.text = self.curLevelConfig.Name self.levelTxt.text="-"..self.curLevelConfig.Name.."-" self.starNum.text = PracticeManager.StarNum local playerImg = NameManager.roleSex == 0 and "UI_hz_zhonghe05_80" or "UI_hz_zhonghe03_58" self.img.sprite = self.spLoader:LoadSprite(playerImg) self.img:SetNativeSize() -- Util.SetParticleSortLayer(self.effect, self.sortingOrder+1) end --刷新点 function Practice:RefreshPoints() if not self.pointList then self.pointList = {} end for k,v in ipairs(self.pointList) do v.gameObject:SetActive(false) end for i = 1, #self.pointData do local data = self.pointData[i] if not self.pointList[i] then self.pointList[i] = newObject(self.PointPre) self.pointList[i].transform:SetParent(self.items.transform) self.pointList[i].transform.localScale = Vector3.one self.pointList[i].transform.localPosition = Vector3.zero end self.pointList[i]:SetActive(true) self.pointList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(data.Img) self.pointList[i]:GetComponent("RectTransform").localPosition = data.Pos self.effectPointsList[i] = Util.GetGameObject(self.pointList[i],"looping") self.effectPointsList[i]:SetActive(data.State == 1) self.effectUpgradeList[i] = Util.GetGameObject(self.pointList[i],"Fx_xiuxing_qiu_brust") -- LogGreen("self.sortingOrder:"..tostring(self.sortingOrder)) Util.SetParticleSortLayer(self.effectPointsList[i], self.sortingOrder+2) Util.SetParticleSortLayer(self.effectUpgradeList[i], self.sortingOrder+2) -- self.effectUpgradeList[i]:SetActive(false) Util.AddOnceClick(self.pointList[i],function () UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.PracticeLevel,data) -- 设置蓝点层级 self.items:GetComponent("Canvas").sortingOrder = self.sortingOrder + 101 end) end end --刷新 点间的线 function Practice:RefreshLines() if not self.lineList then self.lineList = {} end for k,v in ipairs(self.lineList) do v.gameObject:SetActive(false) end for i = 1, #self.lineData do local data = self.lineData[i] if not self.lineList[i] then self.lineList[i] = newObject(self.LinePre) self.lineList[i].transform:SetParent(self.lines.transform) self.lineList[i].transform.localScale = Vector3.one self.lineList[i].transform.localPosition = Vector3.zero end self.lineList[i]:SetActive(true) local imgName = data.State == 1 and "x_xiuxing_xian_01" or "x_xiuxing_xian_02" self.lineList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(imgName) self.lineList[i]:GetComponent("RectTransform").localPosition = data.Pos self.lineList[i]:GetComponent("RectTransform").rotation = Quaternion.Euler(data.Rota) end end function Practice:RefreshBtn() --神印按钮筑基期后开启 Util.SetGray(self.imprintBtn,PracticeManager.PracticeBigLevel < 2) --屏蔽紫府神印入口 self.imprintBtn:SetActive(false) Util.SetGray(self.fourQuadrantBtn,not ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.FOURQUADRANT)) self.fourQuadrantBtn:SetActive(globalSystemConfig.IsOpen==1) self.talsmanSoulBtn:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TailsmanSoul)) self.incarnationBtn:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Incarnation)) self.giftBtn:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)) self.noOpenTip:SetActive(false) if XinXianConfig[PracticeManager.PracticeLevel + 1] then self.button:SetActive(true) if self.curLevelConfig.LevelUpCost then--如果下级消耗不为空则为突破阶段 if not self.itemList then self.itemList = {} end for k,v in ipairs(self.itemList) do v.gameObject:SetActive(false) end for i = 1, #self.curLevelConfig.LevelUpCost do local data = self.curLevelConfig.LevelUpCost[i] if not self.itemList[i] then self.itemList[i] = newObject(self.needPre) self.itemList[i].transform:SetParent(self.needs.transform) self.itemList[i].transform.localScale = Vector3.one self.itemList[i].transform.localPosition = Vector3.zero end local icon = Util.GetGameObject(self.itemList[i],"icon"):GetComponent("Image") local num = Util.GetGameObject(self.itemList[i],"num"):GetComponent("Text") icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data[1])) num.text = data[2] if BagManager.GetTotalItemNum(data[1]) < data[2] then num.text = string.format("%s",data[2]) end self.itemList[i]:SetActive(true) end self.needs:SetActive(true) self.content:SetActive(false) self.buttonText.text = Language[11805] else self.needs:SetActive(false) self.needStar.text = self.curLevelConfig.NeedStarNum if self.curLevelConfig.NeedStarNum > PracticeManager.StarNum then self.needStar.text = string.format("%s",self.curLevelConfig.NeedStarNum) end self.buttonText.text = "破 境" local nextConFig = XinXianConfig[PracticeManager.PracticeLevel + 1] LogYellow("self.curLevelConfig "..nextConFig.Id) if nextConFig.IsOpen == 0 then--未开启 self.noOpenTip:GetComponent("Text").text = string.format("【%s期】暂未开放,请等待后续更新",nextConFig.NameFontColor,nextConFig.RealmName) Util.SetGray(self.button,true) self.button:GetComponent("Button").enabled = false self.noOpenTip:SetActive(true) elseif nextConFig.IsOpen == 1 then--开启 Util.SetGray(self.button,false) self.content:SetActive(true) self.button:GetComponent("Button").enabled = true end end else self.button:SetActive(false) self.needs:SetActive(false) self.content:SetActive(true) Util.GetGameObject(self.content,"Text"):SetActive(false) Util.GetGameObject(self.content,"Image"):SetActive(false) self.needStar.text = "恭喜你已修行至世间巅峰" end end function Practice:OnClose() for i = 1, #self.effectUpgradeList do self.effectUpgradeList[i]:SetActive(false) end end function Practice:OnDestroy() self.spLoader:Destroy() SubUIManager.Close(self.UpView) SubUIManager.Close(self.BtView) self.UpView = nil self.BtView = nil if self.playerInfoView then SubUIManager.Close(self.playerInfoView) self.playerInfoView = nil end ClearRedPointObject(RedPointType.Sacred_roleInfo,self.treeRed) ClearRedPointObject(RedPointType.Practice_upgrade,self.redPoint) ClearRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint) ClearRedPointObject(RedPointType.Practice_fourQua,self.fourQuadrantRedPoint) ClearRedPointObject(RedPointType.Practice_Cultivation,self.cultivationRed) ClearRedPointObject(RedPointType.tailsmanSoul,self.talsmanSoulBtnRed) ClearRedPointObject(RedPointType.incarnation,self.incarnationBtnRed) ClearRedPointObject(RedPointType.Practice,self.practice_tab) ClearRedPointObject(RedPointType.Gem,self.gemRedPoint) ClearRedPointObject(RedPointType.playerGift,self.giftRedPoint) for i = 1, 4 do ClearRedPointObject(500+i*100,Util.GetGameObject(self.Practice, "SkillObj/skill"..i.."/red")) end self.itemList = {} self.skillList={} self.pointList = {} self.lineList = {} self.effectUpgradeList = {} end return Practice