529 lines
25 KiB
Lua
529 lines
25 KiB
Lua
local GeneralBigPopup_RoleGodSoulUp = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local curList = {}
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local oldSelect = 0
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--初始化组件(用于子类重写)
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function GeneralBigPopup_RoleGodSoulUp:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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self.Scroll = Util.GetGameObject(gameObject,"Scroll")
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self.itemPre = Util.GetGameObject(gameObject,"itemPre")
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local rootHight = self.Scroll.transform.rect.height
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local width = self.Scroll.transform.rect.width
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.Scroll.transform,
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self.itemPre,nil, Vector2.New(width, rootHight), 1, 5,Vector2.New(20, 28))
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 2
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self.ScrollView.elastic = false
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self.costItemPre = Util.GetGameObject(gameObject, "costPre")
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self.costItem1 = Util.GetGameObject(gameObject, "costItem")
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self.costGrid = Util.GetGameObject(gameObject, "costItem/costGrid")
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self.oneKeyBtn = Util.GetGameObject(gameObject, "oneKey")
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self.sureBtn = Util.GetGameObject(gameObject, "sure")
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self.bglist = Util.GetGameObject(gameObject,"bglist")
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self.heroSelect = Util.GetGameObject(gameObject,"heroSelect")
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self.select = Util.GetGameObject(gameObject,"select")
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self.reSelectList = {}
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for i = 1,self.bglist.transform.childCount do
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if not self.reSelectList[i] then
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self.reSelectList[i] = {}
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end
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self.reSelectList[i].go = Util.GetGameObject(self.bglist,"itemPre"..i)
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self.reSelectList[i].btn = Util.GetGameObject(self.reSelectList[i].go,"HeroPre")
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self.reSelectList[i].frame = Util.GetGameObject(self.reSelectList[i].btn,"frame"):GetComponent("Image")
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self.reSelectList[i].icon = Util.GetGameObject(self.reSelectList[i].btn,"icon"):GetComponent("Image")
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self.reSelectList[i].posIcon = Util.GetGameObject(self.reSelectList[i].btn,"posIcon"):GetComponent("Image")
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self.reSelectList[i].proIcon = Util.GetGameObject(self.reSelectList[i].btn,"proIcon"):GetComponent("Image")
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self.reSelectList[i].star = Util.GetGameObject(self.reSelectList[i].btn,"star")
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self.reSelectList[i].name = Util.GetGameObject(self.reSelectList[i].btn,"name"):GetComponent("Text")
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end
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self.itemlist = {}
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self.costItemlist = {}
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self.choosedIdList = {}
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end
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--绑定事件(用于子类重写)
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function GeneralBigPopup_RoleGodSoulUp:BindEvent()
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-- Util.AddClick(self.oneKeyBtn,function ()
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-- local isenuough,enoughNums,enoughDatas,oldEnoughDatas = false,nil,nil,nil
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-- self.choosedIdList = {}
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-- for i = 1,#self.allDatas do
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-- table.insert(self.choosedIdList,self.allDatas[i].herodata.dynamicId)
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-- isenuough,enoughNums,enoughDatas = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList)
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-- if isenuough then
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-- self:RefreshCostItemNums()
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-- self:RefreshItemDatas()
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-- break
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-- else
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-- if not oldEnoughDatas then
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-- oldEnoughDatas = enoughDatas
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-- else
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-- local ismove = true
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-- for k,v in pairs(oldEnoughDatas) do
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-- if v ~= enoughDatas[k] then
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-- ismove = false
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-- break
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-- end
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-- end
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-- if ismove then
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-- table.remove(self.choosedIdList,#self.choosedIdList)
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-- end
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-- oldEnoughDatas = enoughDatas
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-- end
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-- end
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-- end
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-- if not isenuough then
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-- PopupTipPanel.ShowTip("无法满足激活条件!")
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-- return
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-- end
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-- end)
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Util.AddClick(self.sureBtn,function()
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local curLv = GodSoulManager.GetGodSoulLv(self.curHeroData.dynamicId)
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if self.lv > curLv + 1 then
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PopupTipPanel.ShowTip("需要激活上一个神魂才可解锁!")
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return
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end
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if self:CheckEmptyList() then
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PopupTipPanel.ShowTip("请选择英雄!")
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return
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end
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if self:CheckHaveEmptyValue() then
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PopupTipPanel.ShowTip("所选英雄无法激活神魂效果!")
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return
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end
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local isSave = false
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--已激活
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if #curList > 0 then
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if #curList == LengthOfTable(self.choosedIdList) then
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for i = 1,#curList do
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if self:CheckIsChooseId(curList[i]) < 1 then
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isSave = true
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break
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end
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end
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else
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isSave = true
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end
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if isSave then
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NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
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parent:ClosePanel()
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end)
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else
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parent:ClosePanel()
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end
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else
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NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
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parent:ClosePanel()
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end)
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end
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end)
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for i = 1,self.bglist.transform.childCount do
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Util.AddClick(self.reSelectList[i].btn,function()
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if i == self.curPage then
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return
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end
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self.curPage = i
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self:SetSeclet(self.select,self.reSelectList[self.curPage].go.transform,Vector3.New(0,-75,0))
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self:Refresh(true,false)
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end)
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end
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end
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function GeneralBigPopup_RoleGodSoulUp:CheckHaveEmptyValue()
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for k,v in pairs(self.choosedIdList) do
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if not v or v == "" then
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return true
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end
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end
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return false
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end
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function GeneralBigPopup_RoleGodSoulUp:CheckEmptyList()
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for k,v in pairs(self.choosedIdList) do
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if v and v ~= "" then
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return false
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end
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end
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return true
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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 GeneralBigPopup_RoleGodSoulUp: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 GeneralBigPopup_RoleGodSoulUp:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function GeneralBigPopup_RoleGodSoulUp:OnShow(_parent,_Data)
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parent =_parent
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sortingOrder = _parent.sortingOrder
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self.costItems = _Data[1]
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self.curHeroData = _Data[2]
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self.lv = _Data[3]
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self.curPage = _Data[4] or 1
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self.choosedIdList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,self.lv)
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if LengthOfTable(self.choosedIdList) < 1 then
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for i = 1,#self.costItems do
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self.choosedIdList[i] = ""
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end
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end
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curList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,self.lv)
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self:Refresh(true,true)
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self:SetCostItem(true)
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self:SetSeclet(self.select,self.reSelectList[self.curPage].go.transform,Vector3.New(0,-75,0))
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end
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function GeneralBigPopup_RoleGodSoulUp:SetCostItem(isAllRefresh)
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for i = 1, math.max(#self.reSelectList,#self.costItems) do
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if not self.costItems[i] then
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self.reSelectList[i].go.gameObject:SetActive(false)
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else
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if not self.reSelectList[i] then
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self.reSelectList[i] = {}
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self.reSelectList[i].go = newObjToParent(self.reSelectList[1].go,self.bglist.transform)
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self.reSelectList[i].btn = Util.GetGameObject(self.reSelectList[i].go,"HeroPre")
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self.reSelectList[i].frame = Util.GetGameObject(self.reSelectList[i].btn,"frame"):GetComponent("Image")
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self.reSelectList[i].icon = Util.GetGameObject(self.reSelectList[i].btn,"icon"):GetComponent("Image")
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self.reSelectList[i].posIcon = Util.GetGameObject(self.reSelectList[i].btn,"posIcon"):GetComponent("Image")
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self.reSelectList[i].proIcon = Util.GetGameObject(self.reSelectList[i].btn,"proIcon"):GetComponent("Image")
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self.reSelectList[i].star = Util.GetGameObject(self.reSelectList[i].btn,"star")
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self.reSelectList[i].name = Util.GetGameObject(self.reSelectList[i].btn,"name"):GetComponent("Text")
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end
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self.reSelectList[i].go.gameObject:SetActive(true)
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end
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end
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self:RefreshCostItemNums2(true)
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end
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function GeneralBigPopup_RoleGodSoulUp:SetSeclet(select,selectPar,pos)
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select.gameObject:SetActive(true)
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select.transform:SetParent(selectPar)
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select.gameObject:GetComponent("RectTransform").anchoredPosition3D = pos
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select.transform.localScale = Vector3.one
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end
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function GeneralBigPopup_RoleGodSoulUp:Refresh(isTop,isAni)
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self.allDatas = GodSoulManager.GetGodSoulData(self.curHeroData,self.lv,self.curPage)
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if self.choosedIdList[self.curPage] and self.choosedIdList[self.curPage] ~= "" then
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for i = 1,#self.allDatas do
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if self.allDatas[i].herodata.dynamicId == self.choosedIdList[self.curPage] then
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self.allDatas[i].state = 999
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end
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end
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table.sort(self.allDatas,function(a,b)
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if a.state == b.state then
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if a.herodata.star == b.herodata.star then
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return a.herodata.star > b.herodata.star
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end
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return a.herodata.heroConfig.Sort < b.herodata.heroConfig.Sort
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end
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return a.state > b.state
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end)
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end
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if not self.itemlist then
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self.itemlist = {}
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end
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for k,v in ipairs(self.itemlist) do
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v.go.gameObject:SetActive(false)
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end
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self.ScrollView:SetData(self.allDatas, function(index, go)
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self:SetSingleData(index,go,self.allDatas[index])
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end,not isTop,not isAni)
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end
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function GeneralBigPopup_RoleGodSoulUp:RefreshItemDatas()
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for k,v in ipairs(self.itemlist) do
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if self:CheckIsChooseId(v.data.dynamicId) > 0 then
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v.select.gameObject:SetActive(true)
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else
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v.select.gameObject:SetActive(false)
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end
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end
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end
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function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData)
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if not self.itemlist[index] then
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self.itemlist[index] = {}
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self.itemlist[index].go = go
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self.itemlist[index].mask = Util.GetGameObject(go,"mask")
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self.itemlist[index].allSelect = Util.GetGameObject(go,"allSelect")
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self.itemlist[index].select = Util.GetGameObject(go,"select")
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self.itemlist[index].using = Util.GetGameObject(go,"using")
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self.itemlist[index]._go = Util.GetGameObject(go,"HeroPre")
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self.itemlist[index].frame = Util.GetGameObject(self.itemlist[index]._go,"frame"):GetComponent("Image")
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self.itemlist[index].icon = Util.GetGameObject(self.itemlist[index]._go, "icon"):GetComponent("Image")
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self.itemlist[index].pos = Util.GetGameObject(self.itemlist[index]._go, "posIcon"):GetComponent("Image")
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self.itemlist[index].pro = Util.GetGameObject(self.itemlist[index]._go, "proIcon"):GetComponent("Image")
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self.itemlist[index].lv = Util.GetGameObject(self.itemlist[index]._go, "lv/Text"):GetComponent("Text")
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self.itemlist[index].name = Util.GetGameObject(self.itemlist[index]._go, "name"):GetComponent("Text")
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self.itemlist[index].starGrid = Util.GetGameObject(self.itemlist[index]._go, "star")
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end
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self.itemlist[index]._data = heroData
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self.itemlist[index].data = heroData.herodata
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self.itemlist[index].frame.sprite=self.spLoader:LoadSprite(GetHeroQuantityImageByquality(self.itemlist[index].data.heroConfig.Quality,self.itemlist[index].data.star))
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SetHeroIcon(self.spLoader,self.itemlist[index]._data,self.itemlist[index].icon,self.itemlist[index].data.heroConfig)
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self.itemlist[index].go.gameObject:SetActive(true)
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if HarmonyManager.IsChangeColor(self.itemlist[index].data.dynamicId) then
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self.itemlist[index].lv.text="<color=#0f0>"..self.itemlist[index].data.lv.."</color>"
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elseif HarmonyManager:IsEnvoy(self.itemlist[index].data.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
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self.itemlist[index].lv.text="<color=#ffbe22>"..self.itemlist[index].data.lv.."</color>"
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else
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self.itemlist[index].lv.text = self.itemlist[index].data.lv
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end
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self.itemlist[index].name.text = self.itemlist[index].data.heroConfig.ReadingName
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self.itemlist[index].pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(self.itemlist[index].data.changeProId))
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self.itemlist[index].pos.sprite = self.spLoader:LoadSprite(self.itemlist[index].data.professionIcon)
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local star,starType = self.itemlist[index].data.GetStar(1)
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local starSize = Vector2.New(30,30)
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local starScale = -8
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if starType == 3 then
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starSize = Vector2.New(1,-15.65)
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starScale = -13
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elseif starType == 2 then
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starSize = Vector2.New(60,57)
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end
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SetHeroStars(self.spLoader, self.itemlist[index].starGrid, star,starType,starSize,starScale)
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local effect=SetHeroFlyEffect(Util.GetGameObject(self.itemlist[index].go,"HeroPre"),self.spLoader,self.itemlist[index].data.star,sortingOrder+1,1,3)
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if effect then
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local meshs2=effect:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
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for key, value in pairs(meshs2:ToTable()) do
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if value.material.shader.name=="YXZ/Effect/TransparentRim" then
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value.material.shader=poolManager:LoadAsset("YXZ_Effect_TransparentRim_1",poolManager.AssetType.Other)
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end
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end
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end
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local meshs1=self.itemlist[index].starGrid:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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for key, value in pairs(meshs1:ToTable()) do
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local mat=value:GetComponent(typeof(UnityEngine.Renderer))
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if mat.material.shader.name=="UI Particles/Additive" then
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mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
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end
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end
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Util.SetParticleSortLayer(self.itemlist[index].starGrid, sortingOrder + 1)
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self.itemlist[index].mask.gameObject:SetActive(false)
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self.itemlist[index].using.gameObject:SetActive(false)
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self.itemlist[index].allSelect.gameObject:SetActive(false)
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self.itemlist[index].select.gameObject:SetActive(false)
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local location = self:CheckIsChooseId(self.itemlist[index].data.dynamicId)
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if location > 0 and location == self.curPage then
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oldSelect = index
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self:SetSeclet(self.itemlist[index].select,self.itemlist[index].go.transform,Vector3.New(0,-75,0))
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elseif location > 0 then
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self.itemlist[index].allSelect.gameObject:SetActive(true)
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elseif self.itemlist[index]._data.state == -1 then
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self.itemlist[index].mask.gameObject:SetActive(true)
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elseif self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then
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self.itemlist[index].using.gameObject:SetActive(true)
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self.itemlist[index].mask.gameObject:SetActive(true)
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else
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end
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-- 点击事件
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Util.AddOnceClick(self.itemlist[index]._go, function()
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if self.itemlist[index]._data.state == -1 then
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PopupTipPanel.ShowTip("该英雄无法放入所选格子中!")
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return
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end
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if self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then
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PopupTipPanel.ShowTip("该英雄已用于激活其他等级的神魂!")
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return
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end
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local isChoosed = self:CheckIsChooseId(self.itemlist[index].data.dynamicId)
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if isChoosed > 0 and isChoosed ~= self.curPage then
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PopupTipPanel.ShowTip("该英雄正处于其他格子中,无法选择!")
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return
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end
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if isChoosed > 0 then
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self.choosedIdList[self.curPage] = ""
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self.itemlist[index].select.gameObject:SetActive(false)
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else
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self.choosedIdList[self.curPage] = self.itemlist[index].data.dynamicId
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if self.itemlist[oldSelect] then
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self.itemlist[oldSelect].select.gameObject:SetActive(false)
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end
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oldSelect = index
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self:SetSeclet(self.itemlist[index].select,self.itemlist[index].go.transform,Vector3.New(0,-72,0))
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end
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self:RefreshCostItemNums2(false)
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if self.choosedIdList[self.curPage] ~= "" then
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for m = self.curPage + 1,#self.costItems do
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if not self.choosedIdList[m] or self.choosedIdList[m] == "" then
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self.curPage = m
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self:SetSeclet(self.select,self.reSelectList[self.curPage].go.transform,Vector3.New(0,-75,0))
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self:Refresh(true,false)
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break
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end
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end
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end
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end)
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Util.AddLongPressClick(self.itemlist[index]._go, function()
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end, 0.5)
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end
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function GeneralBigPopup_RoleGodSoulUp:CheckIsChooseId(heroId)
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local index = 0
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for k,v in pairs(self.choosedIdList) do
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if heroId == v then
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index = k
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return index
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end
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end
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return index
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end
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function GeneralBigPopup_RoleGodSoulUp:UpdateCostItem()
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for i = 1,math.max(#self.costItemlist,#self.costItems) do
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if not self.costItems[i] then
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self.costItemlist[i].go.gameObject:SetActive(false)
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else
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if not self.costItemlist[i] then
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self.costItemlist[i] = {}
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self.costItemlist[i].go = newObjToParent(self.costItemPre,self.costGrid)
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self.costItemlist[i].frame = Util.GetGameObject(self.costItemlist[i].go,"frame"):GetComponent("Image")
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self.costItemlist[i].icon = Util.GetGameObject(self.costItemlist[i].frame.transform,"icon"):GetComponent("Image")
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self.costItemlist[i].num = Util.GetGameObject(self.costItemlist[i].go,"num"):GetComponent("Text")
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end
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self.costItemlist[i].go.gameObject:SetActive(true)
|
||
|
||
if self.costItems[i].id > 0 then
|
||
if self.costItems[i].star > 10 then
|
||
self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_zuanshitouxiangkuang")
|
||
else
|
||
self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_hong")
|
||
end
|
||
self.costItemlist[i].icon.gameObject:SetActive(true)
|
||
self.costItemlist[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.costItems[i].id].Icon))
|
||
elseif self.costItems[i].property > 0 then
|
||
self.costItemlist[i].icon.gameObject:SetActive(false)
|
||
self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(PropertySmallIcon[self.costItems[i].star][self.costItems[i].property])
|
||
elseif self.costItems[i].profession > 0 then
|
||
self.costItemlist[i].icon.gameObject:SetActive(false)
|
||
self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[self.costItems[i].star][self.costItems[i].profession])
|
||
else
|
||
self.costItemlist[i].icon.gameObject:SetActive(false)
|
||
self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(StarImage[self.costItems[i].star])
|
||
end
|
||
end
|
||
end
|
||
self:RefreshCostItemNums()
|
||
end
|
||
|
||
function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums()
|
||
self.isenuough,self.enoughNums = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList)
|
||
for i = 1,#self.enoughNums do
|
||
if self.isenuough then
|
||
self.costItemlist[i].num.text = string.format("<color=#00FF00>×%s</color>",self.costItems[i].num)
|
||
else
|
||
if self.enoughNums[i] >= self.costItems[i].num then
|
||
self.costItemlist[i].num.text = string.format("<color=#00FF00>×%s</color>",self.costItems[i].num)
|
||
else
|
||
self.costItemlist[i].num.text = string.format("<color=#FF0000>×%s</color>",self.costItems[i].num)
|
||
end
|
||
end
|
||
end
|
||
ForceRebuildLayout(self.costItem1.transform)
|
||
end
|
||
|
||
function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh)
|
||
for i = 1, #self.costItems do
|
||
if isAllRefresh or (not isAllRefresh and i == self.curPage) then
|
||
local str = ""
|
||
if self.costItems[i].star > 10 then
|
||
str = "觉醒"
|
||
else
|
||
str = "十星"
|
||
end
|
||
if self.costItems[i].id > 0 then
|
||
str = str..heroConfig[self.costItems[i].id].ReadingName
|
||
elseif self.costItems[i].property > 0 then
|
||
str = PropertyType[self.costItems[i].property]..str.."英雄"
|
||
elseif self.costItems[i].profession > 0 then
|
||
str = str..ProfessionType[self.costItems[i].profession].."英雄"
|
||
else
|
||
str = "任意"..str.."英雄"
|
||
end
|
||
if self.choosedIdList[self.curPage] and self.choosedIdList[self.curPage] ~= "" then
|
||
self.reSelectList[i].name.text = string.format("<color=#00FF00>%s</color>",str)
|
||
self.reSelectList[i].posIcon.gameObject:SetActive(true)
|
||
self.reSelectList[i].proIcon.gameObject:SetActive(true)
|
||
local tempHeroData = HeroManager.GetSingleHeroData(self.choosedIdList[i])
|
||
self.reSelectList[i].frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(tempHeroData.heroConfig.Quality,tempHeroData.star))
|
||
SetHeroIcon(self.spLoader,tempHeroData,self.reSelectList[i].icon,tempHeroData.heroConfig)
|
||
local star,starType = tempHeroData.GetStar(1)
|
||
local starSize = Vector2.New(60,60)
|
||
local starScale = -8
|
||
if starType == 3 then
|
||
starSize = Vector2.New(1,-15.63)
|
||
starScale = -14.64
|
||
elseif starType == 2 then
|
||
starSize = Vector2.New(60,57)
|
||
end
|
||
SetHeroStars(self.spLoader,self.reSelectList[i].star,star,starType,starSize,starScale)
|
||
SetHeroFlyEffect(self.reSelectList[i].btn,self.spLoader,tempHeroData.star,sortingOrder+1,1,3)
|
||
Util.SetParticleSortLayer(self.reSelectList[i].star,sortingOrder + 1)
|
||
self.reSelectList[i].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(tempHeroData.changeProId))
|
||
self.reSelectList[i].posIcon.sprite = self.spLoader:LoadSprite(tempHeroData.professionIcon)
|
||
Util.SetGray(self.reSelectList[i].icon.gameObject,false)
|
||
Util.SetGray(self.reSelectList[i].name.gameObject,false)
|
||
else
|
||
self.reSelectList[i].name.text = string.format("<color=#FFE18D>%s</color>",str)
|
||
self.reSelectList[i].frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(self.costItems[i].star,self.costItems[i].star))
|
||
SetHeroStars(self.spLoader,self.reSelectList[i].star,self.costItems[i].star,1,Vector2.New(60,57))
|
||
SetHeroFlyEffect(self.reSelectList[i].btn,self.spLoader,0,sortingOrder+1,1,3)
|
||
self.reSelectList[i].posIcon.gameObject:SetActive(false)
|
||
self.reSelectList[i].proIcon.gameObject:SetActive(false)
|
||
if self.costItems[i].id > 0 then
|
||
self.reSelectList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.costItems[i].id].Icon))
|
||
Util.SetGray(self.reSelectList[i].icon.gameObject,true)
|
||
else
|
||
self.reSelectList[i].icon.sprite = self.spLoader:LoadSprite("r_hero_jinjie-touxiang2")
|
||
if self.costItems[i].property > 0 then
|
||
self.reSelectList[i].proIcon.gameObject:SetActive(true)
|
||
self.reSelectList[i].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(self.costItems[i].property))
|
||
elseif self.costItems[i].profession > 0 then
|
||
self.reSelectList[i].posIcon.gameObject:SetActive(true)
|
||
self.reSelectList[i].posIcon.sprite = self.spLoader:LoadSprite(GetHeroPosStr(self.costItems[i].profession))
|
||
else
|
||
end
|
||
Util.SetGray(self.reSelectList[i].icon.gameObject,false)
|
||
end
|
||
Util.SetGray(self.reSelectList[i].name.gameObject,true)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function GeneralBigPopup_RoleGodSoulUp:OnClose()
|
||
self.heroSelect.gameObject:SetActive(false)
|
||
self.select.gameObject:SetActive(false)
|
||
self.choosedIdList = {}
|
||
Game.GlobalEvent:DispatchEvent(GameEvent.Role.RefreshSodSoulLayoutEffectMask)
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function GeneralBigPopup_RoleGodSoulUp:OnDestroy()
|
||
self.spLoader:Destroy()
|
||
self.itemlist = {}
|
||
self.costItemlist = {}
|
||
end
|
||
|
||
return GeneralBigPopup_RoleGodSoulUp |