184 lines
8.6 KiB
Lua
184 lines
8.6 KiB
Lua
require("Base/BasePanel")
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RoleAwakeTalentPopup = Inherit(BasePanel)
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local this = RoleAwakeTalentPopup
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local heroConfig
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local passiveSkillLogicConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
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local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local heroRankupConfig=ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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--初始化组件(用于子类重写)
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function RoleAwakeTalentPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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Util.GetGameObject(self.transform, "bg1/name/text"):GetComponent("Text").text = Language[11793]
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Util.GetGameObject(self.transform, "bg2/name/text"):GetComponent("Text").text = Language[11794]
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self.BackMask = Util.GetGameObject(self.transform, "BackMask")
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this.prefab = Util.GetGameObject(self.gameObject, "pre")
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this.ScrollParentView1 = Util.GetGameObject(self.gameObject, "bg1/ScrollFitter")
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this.ScrollView1 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView1.transform,
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this.prefab, Vector2.New(417.8, 552.7), 1, 1)
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this.ScrollParentView2 = Util.GetGameObject(self.gameObject, "bg2/ScrollFitter")
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this.ScrollView2 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView2.transform,
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this.prefab, Vector2.New(417.8, 552.7), 1, 1)
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end
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--绑定事件(用于子类重写)
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function RoleAwakeTalentPopup:BindEvent()
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Util.AddClick(self.BackMask, 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 RoleAwakeTalentPopup: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 RoleAwakeTalentPopup: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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--传三个参数 是因为图鉴也要用
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function RoleAwakeTalentPopup:OnOpen(_heroConfig)
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heroConfig = _heroConfig
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function RoleAwakeTalentPopup:OnShow()
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local OldTalentData = this.GetOldTalentDataShow()
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local newTalentData = this.GetNewTalentDataShow()
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this.ScrollView1:SetData(OldTalentData, function(index, go)
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this.SingOldTalentDataShow(go, OldTalentData[index])
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end)
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this.ScrollView2:SetData(newTalentData, function(index, go)
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this.SingOldTalentDataShow(go, newTalentData[index])
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end)
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end
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function this.GetOldTalentDataShow()
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local breakSkillDataList = {}
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local upStarSkillDataList = {}
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if heroConfig.OpenPassiveSkillRules then
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for i = 1, #heroConfig.OpenPassiveSkillRules do
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local Desc = GetLanguageStrById(passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc)
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if heroConfig.OpenPassiveSkillRules[i][1] == 1 then--突破
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local titleStr = NumToSimplenessFont[heroRankupConfig[heroConfig.OpenPassiveSkillRules[i][2]].Phase[2]] .. Language[11795]
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local curBreakId = heroConfig.OpenPassiveSkillRules[i][2]
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if breakSkillDataList[curBreakId] then
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breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str = GetLanguageStrById(breakSkillDataList[curBreakId].str) .. " <color=#66FF00>"..Desc.."</color>"}
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else
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breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
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end
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else--升星
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local curUpStarId = heroConfig.OpenPassiveSkillRules[i][2]
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local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11792]
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local _passiveSkillId = passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Id
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if upStarSkillDataList[curUpStarId] then
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upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = GetLanguageStrById(upStarSkillDataList[curUpStarId].str) .. " <color=#66FF00>"..Desc.."</color>"}
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else
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upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
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end
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end
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end
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end
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local breakSkillDataList2 = {}
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for i, v in pairs(breakSkillDataList) do
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table.insert(breakSkillDataList2,v)
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end
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table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
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local upStarSkillDataList2 = {}
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for i, v in pairs(upStarSkillDataList) do
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table.insert(upStarSkillDataList2,v)
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end
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table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
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for i = 1, #upStarSkillDataList2 do
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table.insert(breakSkillDataList2,upStarSkillDataList2[i])
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end
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return breakSkillDataList2
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end
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function this.GetNewTalentDataShow()
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local breakSkillDataList = {}
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local upStarSkillDataList = {}
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if heroConfig.Awaken then
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local Awaken=heroConfig.Awaken
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Awaken=GetPassiveByMaxStar2(heroConfig,heroConfig.Awaken,11)
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for i = 1, #Awaken do
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local Desc = GetLanguageStrById(passiveSkillConfig[Awaken[i][3]].Desc)
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if heroConfig.Awaken[i][1] == 1 then--突破
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local titleStr = NumToSimplenessFont[heroRankupConfig[Awaken[i][2]].Phase[2]] .. Language[11795]
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local curBreakId = Awaken[i][2]
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if breakSkillDataList[curBreakId] then
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breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str = GetLanguageStrById(breakSkillDataList[curBreakId].str) .. " <color=#66FF00>"..Desc.."</color>"}
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else
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breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
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end
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else--升星
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local curUpStarId = Awaken[i][2]
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local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11792]
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local _passiveSkillId = passiveSkillConfig[Awaken[i][3]].Id
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if upStarSkillDataList[curUpStarId] then
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upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = GetLanguageStrById(upStarSkillDataList[curUpStarId].str) .. " <color=#66FF00>"..Desc.."</color>"}
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else
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upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
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end
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end
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end
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end
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local breakSkillDataList2 = {}
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for i, v in pairs(breakSkillDataList) do
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table.insert(breakSkillDataList2,v)
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end
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table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
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local upStarSkillDataList2 = {}
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for i, v in pairs(upStarSkillDataList) do
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table.insert(upStarSkillDataList2,v)
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end
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table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
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for i = 1, #upStarSkillDataList2 do
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table.insert(breakSkillDataList2,upStarSkillDataList2[i])
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end
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return breakSkillDataList2
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end
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function this.SingOldTalentDataShow(go,data)
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local breakGo = Util.GetGameObject(go, "breakSkillTextPre")
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local upStarGo = Util.GetGameObject(go, "upStarSkillTextPre")
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if data.type == 1 then--突破
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breakGo:SetActive(true)
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upStarGo:SetActive(false)
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breakGo:GetComponent("Text").text = data.str
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else
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breakGo:SetActive(false)
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upStarGo:SetActive(true)
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local kongStr = ""
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if passiveSkillLogicConfig[data.passiveSkillId].Judge == 1 then
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kongStr = " "
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else
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kongStr = ""
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end
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Util.GetGameObject(upStarGo.transform, "Image"):SetActive(passiveSkillLogicConfig[data.passiveSkillId].Judge == 1)
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upStarGo:GetComponent("Text").text = kongStr .. data.str
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end
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end
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function this.SingNewTalentDataShow(go,data)
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-- go:GetComponent("Text").text = breakSkillDataList2[i].str
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-- local kongStr = ""
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-- if passiveSkillLogicConfig[upStarSkillDataList2[i].passiveSkillId].Judge == 1 then
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-- kongStr = " "
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-- else
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-- kongStr = ""
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-- end
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-- Util.GetGameObject(go.transform, "Image"):SetActive(passiveSkillLogicConfig[upStarSkillDataList2[i].passiveSkillId].Judge == 1)
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-- go:GetComponent("Text").text = kongStr .. upStarSkillDataList2[i].str
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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 RoleAwakeTalentPopup: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 RoleAwakeTalentPopup:OnDestroy()
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this.spLoader:Destroy()
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end
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return RoleAwakeTalentPopup |