120 lines
4.1 KiB
Lua
120 lines
4.1 KiB
Lua
require("Base/BasePanel")
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HongMengUnLoadPanel = Inherit(BasePanel)
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local this = HongMengUnLoadPanel
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local curSelectHeroList={}
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local heroDataList={}
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local curNeedRoleNum
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local openThisPanel
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local curHeroData = {}
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local TempData = nil;
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local SelectHero = nil
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--初始化组件(用于子类重写)
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function HongMengUnLoadPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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this.mask = Util.GetGameObject(self.transform, "mask")
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this.BtnYes = Util.GetGameObject(self.transform, "YesBtn")
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this.BtnNo = Util.GetGameObject(self.transform,"NoBtn")
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this.OneAll = Util.GetGameObject(self.transform,"TextOneAll")
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this.TwoAll = Util.GetGameObject(self.transform,"TextTwoAll")
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this.ItemOne = Util.GetGameObject(self.transform,"grid/Item")
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this.ItemTwo = Util.GetGameObject(self.transform,"grid/Item1")
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end
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--绑定事件(用于子类重写)
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function HongMengUnLoadPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.mask, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.BtnYes, function()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.UnLoadHongMengEnvoy,self.data)
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self:ClosePanel()
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-- local select = HarmonyManager:GetUnLoadData()
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NetManager.SendGongMingBox(self.data.heroId,self.data.gridId ,3,function (msg)
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self.data.time = msg.leftTime
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Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.UnLoadHongMengEnvoy,self.data)
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-- HarmonyManager:RemoveGongMingList(select)
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--
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self:ClosePanel()
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end)
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end)
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Util.AddClick(this.BtnNo, function()
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self:ClosePanel()
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end)
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end
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--添加事件监听(用于子类重写)
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function HongMengUnLoadPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function HongMengUnLoadPanel:RemoveListener()
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end
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function HongMengUnLoadPanel:OnOpen(data)
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self.data = data
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this:SetItem(this.ItemOne,data,0)
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this:SetItem(this.ItemTwo,data,1)
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end
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function HongMengUnLoadPanel:SetItem(go,data,index)
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-- body
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local heroSingleData = HeroManager.GetSingleHeroData(data.heroId)
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Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroSingleData.heroConfig.Quality,heroSingleData.star))
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if index == 0 then
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-- body
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local data = HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv)
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if heroSingleData.lv == data then
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-- body
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Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = string.format("<color=#ffbe22>%d</color>",heroSingleData.lv)
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else
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Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = string.format("<color=red>%d</color>",heroSingleData.lv)
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end
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--LUtil.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = string.format("<color=#ffbe22>%d</color>",heroSingleData.lv)
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else
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Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = string.format("%d",heroSingleData.oriLv)
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end
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Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroSingleData.icon)
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Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroSingleData.heroConfig.PropertyName))
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local starGrid = Util.GetGameObject(go.transform, "star")
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local star,starType = heroSingleData.GetStar(1)
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SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
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SetHeroFlyEffect(go,this.spLoader,heroSingleData.star,this.sortingOrder + 1,1.15,2)
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Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
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end
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--界面关闭时调用(用于子类重写)
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function HongMengUnLoadPanel:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function HongMengUnLoadPanel:OnDestroy()
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this.spLoader:Destroy()
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end
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return HongMengUnLoadPanel
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