require("Base/BasePanel") HongMengUnLoadPanel = Inherit(BasePanel) local this = HongMengUnLoadPanel local curSelectHeroList={} local heroDataList={} local curNeedRoleNum local openThisPanel local curHeroData = {} local TempData = nil; local SelectHero = nil --初始化组件(用于子类重写) function HongMengUnLoadPanel:InitComponent() this.spLoader = SpriteLoader.New() this.BtnBack = Util.GetGameObject(self.transform, "btnBack") this.mask = Util.GetGameObject(self.transform, "mask") this.BtnYes = Util.GetGameObject(self.transform, "YesBtn") this.BtnNo = Util.GetGameObject(self.transform,"NoBtn") this.OneAll = Util.GetGameObject(self.transform,"TextOneAll") this.TwoAll = Util.GetGameObject(self.transform,"TextTwoAll") this.ItemOne = Util.GetGameObject(self.transform,"grid/Item") this.ItemTwo = Util.GetGameObject(self.transform,"grid/Item1") end --绑定事件(用于子类重写) function HongMengUnLoadPanel:BindEvent() Util.AddClick(this.BtnBack, function() self:ClosePanel() end) Util.AddClick(this.mask, function() self:ClosePanel() end) Util.AddClick(this.BtnYes, function() -- Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.UnLoadHongMengEnvoy,self.data) self:ClosePanel() -- local select = HarmonyManager:GetUnLoadData() NetManager.SendGongMingBox(self.data.heroId,self.data.gridId ,3,function (msg) self.data.time = msg.leftTime Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.UnLoadHongMengEnvoy,self.data) -- HarmonyManager:RemoveGongMingList(select) -- self:ClosePanel() end) end) Util.AddClick(this.BtnNo, function() self:ClosePanel() end) end --添加事件监听(用于子类重写) function HongMengUnLoadPanel:AddListener() end --移除事件监听(用于子类重写) function HongMengUnLoadPanel:RemoveListener() end function HongMengUnLoadPanel:OnOpen(data) self.data = data this:SetItem(this.ItemOne,data,0) this:SetItem(this.ItemTwo,data,1) end function HongMengUnLoadPanel:SetItem(go,data,index) -- body local heroSingleData = HeroManager.GetSingleHeroData(data.heroId) Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroSingleData.heroConfig.Quality,heroSingleData.star)) if index == 0 then -- body local data = HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) if heroSingleData.lv == data then -- body Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = string.format("%d",heroSingleData.lv) else Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = string.format("%d",heroSingleData.lv) end --LUtil.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = string.format("%d",heroSingleData.lv) else Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = string.format("%d",heroSingleData.oriLv) end Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroSingleData.icon) Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroSingleData.changeProId)) local starGrid = Util.GetGameObject(go.transform, "star") local star,starType = heroSingleData.GetStar(1) SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1)) SetHeroFlyEffect(go,this.spLoader,heroSingleData.star,this.sortingOrder + 1,1,2,20) Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1) end --界面关闭时调用(用于子类重写) function HongMengUnLoadPanel:OnClose() end --界面销毁时调用(用于子类重写) function HongMengUnLoadPanel:OnDestroy() this.spLoader:Destroy() end return HongMengUnLoadPanel