469 lines
23 KiB
Lua
469 lines
23 KiB
Lua
require("Base/BasePanel")
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RoleAwakeLayout = Inherit(BasePanel)
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local this = RoleAwakeLayout
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin)
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local isUpStarMaterials = true --升星 材料是否充足
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local curSelectUpStarData --当前选择升星坑位的数据
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local curSelectUpStarGo --当前选择升星坑位的预设
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local upStarConsumeMaterial = {} --升星消耗的英雄组 {{1坑位英雄信息}{2坑位英雄信息}{}}
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local upStarMaterialIsAll = {} --升星消耗的英雄组是否满足 {{1满足}{2不满足}{}}
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local isHeroUpStar = false --是否可升星
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local upStarRankUpConfig = {} --即将要升星的数据
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local curStarRankUpConfig = {} --当前升星的数据
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local curHeroData --当前英雄信息
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local parent = {}
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local upStarPreList = {}
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local heroDatas = {}
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local isUpZhen = false
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function RoleAwakeLayout:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = RoleAwakeLayout })
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return b
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end
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--初始化组件(用于子类重写)
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function RoleAwakeLayout:InitComponent()
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this.spLoader = SpriteLoader.New()
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Util.GetGameObject(self.gameObject, "content/Image/Text"):GetComponent("Text").text = Language[12691]
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Util.GetGameObject(self.gameObject, "content/Image (3)/Text"):GetComponent("Text").text = Language[12692]
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Util.GetGameObject(self.gameObject, "content/tip"):GetComponent("Text").text = Language[12693]
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this.roleUpStarLayoutTip1 = Util.GetGameObject(self.gameObject, "content/tip1"):GetComponent("Text")
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Util.GetGameObject(self.gameObject, "content/upStarBtn/Text"):GetComponent("Text").text = Language[12694]
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Util.GetGameObject(self.gameObject, "content/lvUp/Text"):GetComponent("Text").text = Language[12695]
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--天赋
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this.talent1Image = Util.GetGameObject(self.gameObject, "talent/talent (1)"):GetComponent("Image")
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this.talent1Progress = Util.GetGameObject(self.gameObject, "talent/talent (1)/progress"):GetComponent("Text")
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this.talent2Image = Util.GetGameObject(self.gameObject, "talent/talent (2)"):GetComponent("Image")
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this.talent2Progress = Util.GetGameObject(self.gameObject, "talent/talent (2)/progress"):GetComponent("Text")
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this.talentBtn = Util.GetGameObject(self.gameObject, "talent/talentBtn")
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this.curLvEnd = Util.GetGameObject(self.gameObject, "lvUp/curLvEnd"):GetComponent("Text")
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this.nextLvEnd = Util.GetGameObject(self.gameObject, "lvUp/nextLvEnd"):GetComponent("Text")
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--升星觉醒
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this.upStarPre = Util.GetGameObject(self.gameObject, "upStarPre")
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this.upStarGrid = Util.GetGameObject(self.gameObject, "grid")
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this.upStarBtnRedPoint = Util.GetGameObject(self.gameObject, "upStarBtn/redPoint")
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this.goldBtn = Util.GetGameObject(self.gameObject, "goldGrid/gold")
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this.goldText = Util.GetGameObject(self.gameObject, "goldGrid/gold/Text"):GetComponent("Text")
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this.goldImage = Util.GetGameObject(self.gameObject, "goldGrid/gold")
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this.gold2Btn = Util.GetGameObject(self.gameObject, "goldGrid/gold2")
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this.gold2Text = Util.GetGameObject(self.gameObject, "goldGrid/gold2/Text"):GetComponent("Text")
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this.gold2Image = Util.GetGameObject(self.gameObject, "goldGrid/gold2")
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this.upStarBtn = Util.GetGameObject(self.gameObject, "upStarBtn")
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end
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--绑定事件(用于子类重写)
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function RoleAwakeLayout:BindEvent()
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--升星
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Util.AddOnceClick(this.upStarBtn, function()
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self:StarUpClick()
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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 RoleAwakeLayout:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow, self)
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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 RoleAwakeLayout:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow, self)
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end
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function RoleAwakeLayout:OnShow()
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self.gameObject:SetActive(true)
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end
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function RoleAwakeLayout:SetData(_sortinglayer, _parent, _curHerodata, _isUpZhen, _heroDatas)
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this.sortingOrder = _sortinglayer
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curHeroData = _curHerodata
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parent = _parent
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heroDatas = _heroDatas
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isUpZhen = _isUpZhen
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self:GetCurHeroUpLvOrUpStarSData()
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self:UpdateHeroUpStarData() --进阶
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local upStarRankUpConfig
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
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if v.Star == curHeroData.heroConfig.Star and v.LimitStar == curHeroData.star and v.OpenStar == curHeroData.star + 1 then
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upStarRankUpConfig = v
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break
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end
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end
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if upStarRankUpConfig then
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if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) >= upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
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this.upStarBtn.gameObject:SetActive(true)
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this.roleUpStarLayoutTip1.gameObject:SetActive(false)
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else
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this.upStarBtn.gameObject:SetActive(false)
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this.roleUpStarLayoutTip1.gameObject:SetActive(true)
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this.roleUpStarLayoutTip1.text = Language[12696] .. upStarRankUpConfig.LimitHongmengLevel
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end
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end
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end
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--更新英雄进阶数据
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function RoleAwakeLayout:UpdateHeroUpStarData()
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--进阶材料
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self:UpdateHeroUpStarMaterialShow()
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--进阶属性提升
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this.curLvEnd.text = HeroManager.GetCurHeroStarLvEnd(1, curHeroData)
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this.nextLvEnd.text = HeroManager.GetCurHeroStarLvEnd(2, curHeroData, curHeroData.breakId, upStarRankUpConfig.Id)
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local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or
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curHeroData.heroConfig.OpenPassiveSkillRules
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OpenPassiveSkillRules = GetPassiveByMaxStar(curHeroData.heroConfig, OpenPassiveSkillRules)
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local openlists, compoundOpenNum, compoundNum, allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(
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curHeroData.heroConfig, curHeroData.breakId, curHeroData.upStarId)
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this.talent1Progress.text = #openlists - compoundOpenNum .. "/" .. #OpenPassiveSkillRules - compoundNum
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this.talent2Progress.text = #openlists - compoundOpenNum .. "/" .. #OpenPassiveSkillRules - compoundNum
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Util.AddOnceClick(this.talentBtn, function()
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UIManager.OpenPanel(UIName.RoleAwakeTalentPopup, curHeroData.heroConfig)
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end)
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--进阶吞英雄条件
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Util.ClearChild(this.upStarGrid.transform)
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local curUpStarData = HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId)
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if curUpStarData and #curUpStarData > 0 then
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upStarConsumeMaterial = {}
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upStarMaterialIsAll = {}
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upStarPreList = {}
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for i = 1, #curUpStarData do
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local go = newObject(this.upStarPre)
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go.transform:SetParent(this.upStarGrid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero;
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go:SetActive(true)
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go.transform.name = "upStarPre" .. i
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upStarPreList[i] = go
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upStarConsumeMaterial[i] = {}
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upStarMaterialIsAll[i] = 2
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Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(false)
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if curUpStarData[i].upStarMaterialsData.Issame == 1 or curUpStarData[i].upStarMaterialsData.IsId > 0 then
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Util.GetGameObject(go.transform, "iconDefault"):SetActive(false)
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Util.GetGameObject(go.transform, "icon"):SetActive(true)
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Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true)
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Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite = this.spLoader
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:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
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if curUpStarData[i].upStarMaterialsData.Issame == 1 then
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Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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GetResourcePath(curHeroData.heroConfig.Icon))
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Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality,
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curUpStarData[i].upStarMaterialsData.StarLimit))
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Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite = this.spLoader
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:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
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elseif curUpStarData[i].upStarMaterialsData.IsId > 0 then
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,
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curUpStarData[i].upStarMaterialsData.IsId)
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Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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GetResourcePath(heroConfig.Icon))
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Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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GetHeroQuantityImageByquality(heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit))
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Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite = this.spLoader
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:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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end
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else
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if curUpStarData[i].upStarMaterialsData.IsSameClan == 1 then
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Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true)
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Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite = this.spLoader
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:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
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end
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Util.GetGameObject(go.transform, "iconDefault"):SetActive(true)
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Util.GetGameObject(go.transform, "icon"):SetActive(false)
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Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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GetHeroQuantityImageByquality(nil, curUpStarData[i].upStarMaterialsData.StarLimit))
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end
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local upStarHeroListData = HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,
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curHeroData)
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if upStarHeroListData.state > 0 then
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Util.GetGameObject(go.transform, "add/add"):SetActive(true)
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else
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Util.GetGameObject(go.transform, "add/add"):SetActive(false)
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end
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Util.GetGameObject(go.transform, "num"):GetComponent("Text").text = string.format(
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"<color=#FF0000FF>%s/%s</color>", 0, curUpStarData[i].upStarData[4])
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SetHeroStars(this.spLoader, Util.GetGameObject(go.transform, "iconbg/starGrid"),
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curUpStarData[i].upStarMaterialsData.StarLimit, 1, nil, -15.3)
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local addBtn = Util.GetGameObject(go.transform, "add")
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Util.AddOnceClick(addBtn, function()
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curSelectUpStarData = curUpStarData[i]
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curSelectUpStarGo = go
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local curShowHeroListData = self:SetShowHeroListData(upStarConsumeMaterial, upStarHeroListData.heroList)
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--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
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UIManager.OpenPanel(UIName.RoleUpStarListPanel, curShowHeroListData, curUpStarData[i]
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.upStarMaterialsData, curUpStarData[i].upStarData, this, upStarConsumeMaterial[i], curHeroData)
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end)
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end
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end
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self:AutoSelectUpStarHeroList(curUpStarData)
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end
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--获取当前英雄的下一突破 和 升星 静态数据
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function RoleAwakeLayout:GetCurHeroUpLvOrUpStarSData()
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isHeroUpStar = false
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upStarRankUpConfig = {}
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local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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for i, v in ConfigPairs(heroRankUpConfig) do
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if v.Star == curHeroData.heroConfig.Star then --初始星级相等
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if v.Show == 2 then -- 2 升星
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if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then
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--Log("升星 "..v.Id)
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upStarRankUpConfig = v
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isHeroUpStar = true
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end
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end
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end
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end
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end
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--更新英雄进阶材料显示
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function RoleAwakeLayout:UpdateHeroUpStarMaterialShow()
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--进阶金币 妖壶条件
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if upStarRankUpConfig then
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isUpStarMaterials = true
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local ConsumeMaterial = upStarRankUpConfig.ConsumeMaterial
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if ConsumeMaterial and #ConsumeMaterial >= 2 then
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if ConsumeMaterial[1][2] > 0 then
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this.goldImage:SetActive(true)
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this.goldImage:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig
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[ConsumeMaterial[1][1]].ResourceID))
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if BagManager.GetItemCountById(ConsumeMaterial[1][1]) < ConsumeMaterial[1][2] then
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isUpStarMaterials = false
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this.goldText.text = string.format("<color=#FF0000FF>%s</color>", ConsumeMaterial[1][2])
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else
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this.goldText.text = string.format("<color=#FFFFFFFF>%s</color>", ConsumeMaterial[1][2])
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end
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Util.AddOnceClick(this.goldBtn, function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, ConsumeMaterial[1][1])
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end)
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else
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this.goldImage:SetActive(false)
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end
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if ConsumeMaterial[2][2] > 0 then
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this.gold2Image:SetActive(true)
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this.gold2Image:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig
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[ConsumeMaterial[2][1]].ResourceID))
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if BagManager.GetItemCountById(ConsumeMaterial[2][1]) < ConsumeMaterial[2][2] then
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isUpStarMaterials = false
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this.gold2Text.text = string.format("<color=#FF0000FF>%s</color>", ConsumeMaterial[2][2])
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else
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this.gold2Text.text = string.format("<color=#FFFFFFFF>%s</color>", ConsumeMaterial[2][2])
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end
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Util.AddOnceClick(this.gold2Btn, function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, ConsumeMaterial[2][1])
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end)
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else
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this.gold2Image:SetActive(false)
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end
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end
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end
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end
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--升星选择祭品后刷新界面
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function RoleAwakeLayout:AutoSelectUpStarHeroList(_curUpStarData)
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local curUpStarData = _curUpStarData
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if curUpStarData and #curUpStarData > 0 then
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for i = 1, #curUpStarData do
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curSelectUpStarData = curUpStarData[i]
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curSelectUpStarGo = upStarPreList[i]
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local upStarHeroListData = HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,
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curHeroData)
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local curSelectHeroList = {}
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if curUpStarData[i].upStarMaterialsData.Issame == 1
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or curUpStarData[i].upStarMaterialsData.IsId > 0
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or (curUpStarData[i].upStarMaterialsData.IsSameClan == 1
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and curUpStarData[i].upStarMaterialsData.StarLimit == 3
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and curHeroData.heroConfig.Qualiy ~= 3) then
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if LengthOfTable(upStarHeroListData.heroList) >= curUpStarData[i].upStarData[4] then
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for i = 1, curUpStarData[i].upStarData[4] do
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if upStarHeroListData.heroList[i].type == RoleUpStarMatType.item
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or upStarHeroListData.heroList[i].type == RoleUpStarMatType.hero
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and upStarHeroListData.heroList[i].lockState == 0
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and upStarHeroListData.heroList[i].isFormation == ""
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and not HarmonyManager.IsChangeColor(upStarHeroListData.heroList[i].dynamicId)
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and not HarmonyManager:IsEnvoy(upStarHeroListData.heroList[i].dynamicId)
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then
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table.insert(curSelectHeroList, upStarHeroListData.heroList[i])
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end
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end
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self:UpdateUpStarPosHeroData(curSelectHeroList)
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end
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end
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end
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end
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--进阶红点
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local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
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this.upStarBtnRedPoint:SetActive(upStarRedPointState)
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parent:CheckRedPointType(RoleInfoPanelIndex.juexing, upStarRedPointState)
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end
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--刷新当前升星坑位英雄的信息
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function RoleAwakeLayout:UpdateUpStarPosHeroData(curSelectHeroList)
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if LengthOfTable(curSelectHeroList) < curSelectUpStarData.upStarData[4] then
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upStarMaterialIsAll[curSelectUpStarData.upStarData[2]] = 2
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Util.GetGameObject(curSelectUpStarGo.transform, "add/add"):SetActive(true)
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local upStarHeroListData = HeroManager.GetUpStarHeroListData(curSelectUpStarData.upStarMaterialsData.Id,
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curHeroData)
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if upStarHeroListData.state <= 0 then
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Util.GetGameObject(curSelectUpStarGo.transform, "add/add"):SetActive(false)
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end
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Util.GetGameObject(curSelectUpStarGo.transform, "num"):GetComponent("Text").text = string.format(
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"<color=#FF0000FF>%s/%s</color>", LengthOfTable(curSelectHeroList), curSelectUpStarData.upStarData[4])
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else
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upStarMaterialIsAll[curSelectUpStarData.upStarData[2]] = 1
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Util.GetGameObject(curSelectUpStarGo.transform, "add/add"):SetActive(false)
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Util.GetGameObject(curSelectUpStarGo.transform, "num"):GetComponent("Text").text = string.format(
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"<color=#FFFFFFFF>%s/%s</color>", LengthOfTable(curSelectHeroList), curSelectUpStarData.upStarData[4])
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end
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local curUpStarConsumeMaterial = {}
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for i, v in pairs(curSelectHeroList) do
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table.insert(curUpStarConsumeMaterial, v)
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end
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upStarConsumeMaterial[curSelectUpStarData.upStarData[2]] = curUpStarConsumeMaterial
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end
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--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
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function RoleAwakeLayout:SetShowHeroListData(upStarConsumeMaterial, curHeroList) --1 消耗的总消耗组 2 当前坑位可选择的所有英雄
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--Log("#curHeroList "..#curHeroList)
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local curEndShowHeroListData2 = {}
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for i = 1, #curHeroList do
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table.insert(curEndShowHeroListData2, curHeroList[i])
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end
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local curEndShowHeroListData = {}
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for i, v in pairs(curEndShowHeroListData2) do
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v.isSelect = 2
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table.insert(curEndShowHeroListData, v)
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end
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for j = 1, #upStarConsumeMaterial do
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if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j] > 0 then
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for k = 1, #upStarConsumeMaterial[j] do
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if j == curSelectUpStarData.upStarData[2] then --curSelectUpStarData 当前坑位选择的英雄信息
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for _, v in pairs(curEndShowHeroListData) do
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if v.type == RoleUpStarMatType.hero and v.dynamicId == upStarConsumeMaterial[j][k].dynamicId then
|
|
v.isSelect = 1
|
|
elseif v.type == RoleUpStarMatType.item and v.id == upStarConsumeMaterial[j][k].id and v.index == upStarConsumeMaterial[j][k].index then
|
|
v.isSelect = 1
|
|
end
|
|
end
|
|
else
|
|
for i, v in pairs(curEndShowHeroListData) do
|
|
if v.type == RoleUpStarMatType.hero and v.dynamicId == upStarConsumeMaterial[j][k].dynamicId then
|
|
curEndShowHeroListData[i] = nil
|
|
elseif v.type == RoleUpStarMatType.item and v.id == upStarConsumeMaterial[j][k].id and v.index == upStarConsumeMaterial[j][k].index then
|
|
curEndShowHeroListData[i] = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
local curList = {}
|
|
for _, v in pairs(curEndShowHeroListData) do
|
|
table.insert(curList, v)
|
|
end
|
|
return curList
|
|
end
|
|
|
|
--进阶按钮点击事件处理
|
|
function RoleAwakeLayout:StarUpClick()
|
|
if curHeroData.oriLv >= HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
|
|
PopupTipPanel.ShowTip(Language[12697])
|
|
return
|
|
end
|
|
if curHeroData.lv < upStarRankUpConfig.LimitLevel then
|
|
PopupTipPanel.ShowTip(Language[12698] .. upStarRankUpConfig.LimitLevel)
|
|
return
|
|
end
|
|
local isUpStarMaterialsHero = true
|
|
for i = 1, #upStarMaterialIsAll do
|
|
if upStarMaterialIsAll[i] == 2 then
|
|
isUpStarMaterialsHero = false
|
|
end
|
|
end
|
|
if isUpStarMaterials and isUpStarMaterialsHero then
|
|
NetManager.HeroUpStarEvent(curHeroData.dynamicId, upStarConsumeMaterial, function(msg)
|
|
self:DeleteUpStarMaterials()
|
|
UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel, curHeroData, upStarRankUpConfig.Id,
|
|
upStarRankUpConfig.OpenLevel, function()
|
|
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
|
|
if #dropItemTabs > 0 then
|
|
BagManager.SetDropIsSHowEquipPrint(false)
|
|
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function()
|
|
end)
|
|
end
|
|
end)
|
|
CheckRedPointStatus(RedPointType.ShengXingYouLi)
|
|
CheckRedPointStatus(RedPointType.HongMeng_UpTower)
|
|
end)
|
|
-- 进阶音效
|
|
PlaySoundWithoutClick(SoundConfig.Sound_Recruit3)
|
|
else
|
|
PopupTipPanel.ShowTip(Language[12699])
|
|
end
|
|
end
|
|
|
|
--扣除升星 消耗的材料 更新英雄数据
|
|
function RoleAwakeLayout:DeleteUpStarMaterials()
|
|
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId, curHeroData.oriLv, curHeroData.star + 1, curHeroData
|
|
.breakId, upStarRankUpConfig.Id, true)
|
|
HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
|
|
for i, v in pairs(heroDatas) do
|
|
if curHeroData == v then
|
|
curHeroData = HeroManager.GetSingleHeroData(curHeroData.dynamicId)
|
|
v = curHeroData
|
|
end
|
|
end
|
|
--本地数据删除材料英雄
|
|
local curDelHeroDids = {}
|
|
for i = 1, #upStarConsumeMaterial do
|
|
for j = 1, #upStarConsumeMaterial[i] do
|
|
if upStarConsumeMaterial[i][j].type == RoleUpStarMatType.hero then
|
|
table.insert(curDelHeroDids, upStarConsumeMaterial[i][j].dynamicId)
|
|
end
|
|
end
|
|
end
|
|
if curDelHeroDids and #curDelHeroDids > 0 then
|
|
HeroManager.DeleteHeroDatas(curDelHeroDids)
|
|
end
|
|
if HeroManager.heroListPanelProID ~= ProIdConst.All then
|
|
heroDatas = HeroManager.GetHeroDataByProperty(HeroManager.heroListPanelProID)
|
|
else
|
|
heroDatas = HeroManager.GetAllHeroDatas()
|
|
end
|
|
if UIManager.IsOpen(UIName.RoleInfoPanel) then --当界面存在时需要刷新当前界面
|
|
HeroManager.SortHeroDatas(heroDatas)
|
|
parent:OnOpen(curHeroData, heroDatas, isUpZhen)
|
|
parent:OnShow()
|
|
end
|
|
end
|
|
|
|
function RoleAwakeLayout:OnSortingOrderChange()
|
|
|
|
end
|
|
|
|
function RoleAwakeLayout:OnHide()
|
|
self.gameObject:SetActive(false)
|
|
end
|
|
|
|
function RoleAwakeLayout:OnClose()
|
|
upStarPreList = {}
|
|
end
|
|
|
|
function RoleAwakeLayout:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
upStarPreList = {}
|
|
end
|
|
|
|
return this
|