require("Base/BasePanel") RoleUpLvBreakSuccessPanel = Inherit(BasePanel) local this=RoleUpLvBreakSuccessPanel --初始化组件(用于子类重写) function RoleUpLvBreakSuccessPanel:InitComponent() this.spLoader = SpriteLoader.New() this.BtnBack = Util.GetGameObject(self.transform, "mask") this.lvEndInfo=Util.GetGameObject(self.transform, "proInfo/lvEndText"):GetComponent("Text") this.upLvMaskPanleProAtk=Util.GetGameObject(self.transform,"proInfo/curPros/mainPro/curProVale"):GetComponent("Text") this.upLvMaskPanleProHp=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro1/curProVale"):GetComponent("Text") this.upLvMaskPanleProPhyDef=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro2/curProVale"):GetComponent("Text") this.upLvMaskPanleProMagDef=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro3/curProVale"):GetComponent("Text") -- this.upLvMaskPanleProSpeed=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro4/curProVale"):GetComponent("Text") this.upLvMaskPanleNextProAtk=Util.GetGameObject(self.transform,"proInfo/nextPros/mainPro/nextProVale"):GetComponent("Text") this.upLvMaskPanleNextProHp=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro1/nextProVale"):GetComponent("Text") this.upLvMaskPanleNextProPhyDef=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro2/nextProVale"):GetComponent("Text") this.upLvMaskPanleNextProMagDef=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro3/nextProVale"):GetComponent("Text") -- this.upLvMaskPanleNextProSpeed=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro4/nextProVale"):GetComponent("Text") end --绑定事件(用于子类重写) function RoleUpLvBreakSuccessPanel:BindEvent() Util.AddClick(this.BtnBack, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) end --添加事件监听(用于子类重写) function RoleUpLvBreakSuccessPanel:AddListener() end --移除事件监听(用于子类重写) function RoleUpLvBreakSuccessPanel:RemoveListener() end --界面打开时调用(用于子类重写) function RoleUpLvBreakSuccessPanel:OnOpen(...) local args = {...} local curHeroData=args[1] local nextHeroBreakId=args[2] local curHeroRankUpConfigOpenLevel=args[3] this.lvEndInfo.text=string.format(Language[11791],curHeroRankUpConfigOpenLevel) --计算面板属性old local oldLvAllAddProVal= HeroPropManager.GetHeroProp(curHeroData.dynamicId) this.upLvMaskPanleProAtk.text=oldLvAllAddProVal[HeroProType.Attack] this.upLvMaskPanleProHp.text=oldLvAllAddProVal[HeroProType.Hp] this.upLvMaskPanleProPhyDef.text=oldLvAllAddProVal[HeroProType.PhysicalDefence] this.upLvMaskPanleProMagDef.text=oldLvAllAddProVal[HeroProType.MagicDefence] -- this.upLvMaskPanleProSpeed.text= oldLvAllAddProVal[HeroProType.Speed] --计算面板属性cur -- local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,nextHeroBreakId,curHeroData.upStarId) -- local curLvAllAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,nextHeroBreakId ,curHeroData.upStarId) -- 生成一个临时英雄数据,使用完成后需主动清理 local tempDId, tempData = HeroTempPropManager.CreateTempHero(curHeroData.dynamicId) tempData.upStarId = curHeroData.upStarId tempData.breakId = nextHeroBreakId local curLvAllAddProVal = HeroTempPropManager.GetTempHeroProp(tempDId) HeroTempPropManager.ClearTempHero(tempDId)-- 清理 this.upLvMaskPanleNextProAtk.text=curLvAllAddProVal[HeroProType.Attack] this.upLvMaskPanleNextProHp.text=curLvAllAddProVal[HeroProType.Hp] this.upLvMaskPanleNextProPhyDef.text=curLvAllAddProVal[HeroProType.PhysicalDefence] this.upLvMaskPanleNextProMagDef.text=curLvAllAddProVal[HeroProType.MagicDefence] -- this.upLvMaskPanleNextProSpeed.text= curLvAllAddProVal[HeroProType.Speed] end --界面关闭时调用(用于子类重写) function RoleUpLvBreakSuccessPanel:OnClose() end --界面销毁时调用(用于子类重写) function RoleUpLvBreakSuccessPanel:OnDestroy() this.spLoader:Destroy() end return RoleUpLvBreakSuccessPanel