RoleStoryLayout = {} local curHeroData--当前英雄信息 local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin) function RoleStoryLayout:New(gameObject) local b = {} b.gameObject = gameObject b.transform = gameObject.transform setmetatable(b, { __index = RoleStoryLayout }) return b end --初始化组件(用于子类重写) function RoleStoryLayout:InitComponent() self.spLoader = SpriteLoader.New() self.infoTextStory = Util.GetGameObject(self.gameObject ,"infoBg/infoRect/infoText"):GetComponent("Text") end --绑定事件(用于子类重写) function RoleStoryLayout:BindEvent() end --添加事件监听(用于子类重写) function RoleStoryLayout:AddListener() end --移除事件监听(用于子类重写) function RoleStoryLayout:RemoveListener() end function RoleStoryLayout:OnSortingOrderChange() end function RoleStoryLayout:OnShow() self.gameObject:SetActive(true) end function RoleStoryLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas) curHeroData = _curHerodata local story = curHeroData.heroConfig and curHeroData.heroConfig.HeroStory or curHeroData.HeroStory self.infoTextStory.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(-2, 0) local stroyStr = string.gsub(GetLanguageStrById(story),"#","\n") self.infoTextStory.text = string.gsub(stroyStr,"|","  ")--传记 end function RoleStoryLayout:OnHide() self.gameObject:SetActive(false) end function RoleStoryLayout:OnClose() end function RoleStoryLayout:OnDestroy() self.spLoader:Destroy() end return RoleStoryLayout