require("Base/BasePanel") HelpFightListPanel = Inherit(BasePanel) local this = HelpFightListPanel local curSelectHeroList={} local heroDataList={} local curNeedRoleNum local openThisPanel local curHeroData = {} local isChange=false --初始化组件(用于子类重写) function HelpFightListPanel:InitComponent() this.spLoader = SpriteLoader.New() this.BtnBack = Util.GetGameObject(self.gameObject, "btnBack") this.title=Util.GetGameObject(self.gameObject, "bg/title"):GetComponent("Text") this.mask = Util.GetGameObject(self.gameObject, "mask") this.cardPre = Util.GetGameObject(self.gameObject, "item") this.upHero=Util.GetGameObject(self.gameObject, "upObj/upHero") local v = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect this.Scrollbar= Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar") this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(self.gameObject, "scroll").transform, this.cardPre, this.Scrollbar, Vector2.New(v.width, v.height), 1, 2, Vector2.New(10,20)) this.ScrollView.moveTween.MomentumAmount = 1 this.ScrollView.moveTween.Strength = 1 this.NoneImage= Util.GetGameObject(self.gameObject, "NoneImage") this.NoneImage.gameObject:SetActive(false) end --绑定事件(用于子类重写) function HelpFightListPanel:BindEvent() Util.AddClick(this.BtnBack, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) Util.AddClick(this.mask, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) end --添加事件监听(用于子类重写) function HelpFightListPanel:AddListener() end --移除事件监听(用于子类重写) function HelpFightListPanel:RemoveListener() end --界面打开时调用(用于子类重写) local curPos=0 local limitQua=0 local limitPro=0 local openPanel=nil function HelpFightListPanel:OnOpen(data,_openPanel) openPanel=_openPanel this.title.text=data.title curPos=data.pos limitQua=data.limitQua limitPro=data.limitPro this.RefreshWindow(data) end function HelpFightListPanel:OnShow() isChange=false end local upHeroData=nil function this.RefreshWindow(data) local heroDataList=HeroManager.GetHeroDatasByNaturalAndProfession(limitQua,limitPro) -- this.HeroSortData(heroDataList) if not heroDataList or #heroDataList < 1 then this.NoneImage.gameObject:SetActive(true) else this.NoneImage.gameObject:SetActive(false) end upHeroData=data.hero this.upHero:SetActive(data.hero~=nil) this.ScrollView:SetData(heroDataList, function (index, go) this.OnShowSingleCardData(go, heroDataList[index],curPos,false) end,false,false) if data.hero then this.OnShowSingleCardData(this.upHero,data.hero,data.pos,true) end end function this.OnShowSingleCardData(go,heroData,index,isUp)--isSelect 1选择 2 没选择 Util.GetGameObject(go.transform, "posIcon"):SetActive(false) local frame = Util.GetGameObject(go.transform, "frame"):GetComponent("Image") local lvGo = Util.GetGameObject(go.transform, "lv") local icon = Util.GetGameObject(go.transform, "icon"):GetComponent("Image") local proIcon = Util.GetGameObject(go.transform, "proIcon") local name = Util.GetGameObject(go.transform, "name"):GetComponent("Text") local starGrid = Util.GetGameObject(go.transform, "star") local cardBtn = Util.GetGameObject(go.transform, "icon") local proTxt=Util.GetGameObject(go.transform, "proList/pro1"):GetComponent("Text") frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Natural)) lvGo:SetActive(true) Util.GetGameObject(lvGo.transform, "Text"):GetComponent("Text").text = heroData.lv icon.sprite = this.spLoader:LoadSprite(heroData.icon) proIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId)) name.text = SubString2(GetLanguageStrById(heroData.heroConfig.ReadingName),8) local star,starType = heroData.GetStar(1) SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1)) LogError("hero star=="..star) local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.AssistanceProperty,"Quality",heroData.heroConfig.Natural,"Star",heroData.star) local str="" if config then for i = 1, #config.Property do local k=config.Property[i][1] local v=config.Property[i][2] str=str..GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.PropertyConfig,i).Info).." +"..v.."\n" end proTxt.text=str end Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1) local btn_up=Util.GetGameObject(go.transform, "btn_up") Util.GetGameObject(go.transform, "btn_up/Text"):GetComponent("Text").text="上阵" local btn_down=Util.GetGameObject(go.transform, "btn_down") Util.GetGameObject(go.transform, "btn_down/Text"):GetComponent("Text").text="下阵" btn_up:SetActive(isUp==false and upHeroData==nil) btn_down:SetActive(isUp) Util.AddOnceClick(btn_up, function() NetManager.AssistUpDownRequest(curPos,heroData.dynamicId,1,function () local data={} data.hero=heroData data.limitQua=limitQua data.limitPro=limitPro data.pos=curPos this.RefreshWindow(data) isChange=true end) end) Util.AddOnceClick(btn_down, function() LogError("heroData.dynamicId==="..heroData.dynamicId) LogError("curpos==================="..curPos) NetManager.AssistUpDownRequest(curPos,heroData.dynamicId,2,function() local data={} data.hero=nil data.limitQua=limitQua data.limitPro=limitPro data.pos=curPos this.RefreshWindow(data) isChange=true end) end) end function this.HeroSortData(heroData) end --界面关闭时调用(用于子类重写) function HelpFightListPanel:OnClose() if isChange then openPanel:OnShow() end end --界面销毁时调用(用于子类重写) function HelpFightListPanel:OnDestroy() this.spLoader:Destroy() this.ScrollView = nil end return HelpFightListPanel