89 lines
4.2 KiB
Lua
89 lines
4.2 KiB
Lua
require("Base/BasePanel")
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RoleUpLvBreakSuccessPanel = Inherit(BasePanel)
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local this=RoleUpLvBreakSuccessPanel
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--初始化组件(用于子类重写)
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function RoleUpLvBreakSuccessPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.BtnBack = Util.GetGameObject(self.transform, "mask")
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this.lvEndInfo=Util.GetGameObject(self.transform, "proInfo/lvEndText"):GetComponent("Text")
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this.upLvMaskPanleProAtk=Util.GetGameObject(self.transform,"proInfo/curPros/mainPro/curProVale"):GetComponent("Text")
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this.upLvMaskPanleProHp=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro1/curProVale"):GetComponent("Text")
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this.upLvMaskPanleProPhyDef=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro2/curProVale"):GetComponent("Text")
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this.upLvMaskPanleProMagDef=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro3/curProVale"):GetComponent("Text")
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-- this.upLvMaskPanleProSpeed=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro4/curProVale"):GetComponent("Text")
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this.upLvMaskPanleNextProAtk=Util.GetGameObject(self.transform,"proInfo/nextPros/mainPro/nextProVale"):GetComponent("Text")
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this.upLvMaskPanleNextProHp=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro1/nextProVale"):GetComponent("Text")
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this.upLvMaskPanleNextProPhyDef=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro2/nextProVale"):GetComponent("Text")
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this.upLvMaskPanleNextProMagDef=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro3/nextProVale"):GetComponent("Text")
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-- this.upLvMaskPanleNextProSpeed=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro4/nextProVale"):GetComponent("Text")
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end
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--绑定事件(用于子类重写)
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function RoleUpLvBreakSuccessPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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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 RoleUpLvBreakSuccessPanel: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 RoleUpLvBreakSuccessPanel: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 RoleUpLvBreakSuccessPanel:OnOpen(...)
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local args = {...}
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local curHeroData=args[1]
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local nextHeroBreakId=args[2]
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local curHeroRankUpConfigOpenLevel=args[3]
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this.lvEndInfo.text=string.format(Language[11791],curHeroRankUpConfigOpenLevel)
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--计算面板属性old
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local oldLvAllAddProVal= HeroPropManager.GetHeroProp(curHeroData.dynamicId)
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this.upLvMaskPanleProAtk.text=oldLvAllAddProVal[HeroProType.Attack]
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this.upLvMaskPanleProHp.text=oldLvAllAddProVal[HeroProType.Hp]
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this.upLvMaskPanleProPhyDef.text=oldLvAllAddProVal[HeroProType.PhysicalDefence]
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this.upLvMaskPanleProMagDef.text=oldLvAllAddProVal[HeroProType.MagicDefence]
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-- this.upLvMaskPanleProSpeed.text= oldLvAllAddProVal[HeroProType.Speed]
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--计算面板属性cur
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-- local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,nextHeroBreakId,curHeroData.upStarId)
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-- local curLvAllAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,nextHeroBreakId ,curHeroData.upStarId)
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-- 生成一个临时英雄数据,使用完成后需主动清理
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local tempDId, tempData = HeroTempPropManager.CreateTempHero(curHeroData.dynamicId)
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tempData.upStarId = curHeroData.upStarId
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tempData.breakId = nextHeroBreakId
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local curLvAllAddProVal = HeroTempPropManager.GetTempHeroProp(tempDId)
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HeroTempPropManager.ClearTempHero(tempDId)-- 清理
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this.upLvMaskPanleNextProAtk.text=curLvAllAddProVal[HeroProType.Attack]
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this.upLvMaskPanleNextProHp.text=curLvAllAddProVal[HeroProType.Hp]
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this.upLvMaskPanleNextProPhyDef.text=curLvAllAddProVal[HeroProType.PhysicalDefence]
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this.upLvMaskPanleNextProMagDef.text=curLvAllAddProVal[HeroProType.MagicDefence]
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-- this.upLvMaskPanleNextProSpeed.text= curLvAllAddProVal[HeroProType.Speed]
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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 RoleUpLvBreakSuccessPanel: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 RoleUpLvBreakSuccessPanel:OnDestroy()
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this.spLoader:Destroy()
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end
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return RoleUpLvBreakSuccessPanel |