124 lines
4.7 KiB
Lua
124 lines
4.7 KiB
Lua
require("Base/BasePanel")
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local SpiritAnimal = ConfigManager.GetConfig(ConfigName.SpiritAnimal)
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local BattleBestPopup = Inherit(BasePanel)
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local this = BattleBestPopup
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local func2 = nil--此回调目前只有大闹天宫试炼节点用 当有没有事件时 关闭按钮不好使
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.firstPanel = Util.GetGameObject(self.transform, "first")
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this.firstRoleMask = Util.GetGameObject(this.firstPanel, "bg/role/mask"):GetComponent("RectMask2D")
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this.firstRole = Util.GetGameObject(this.firstPanel, "bg/role/mask/root")
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this.firstName = Util.GetGameObject(this.firstPanel, "Image/name"):GetComponent("Text")
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this.firstDamage = Util.GetGameObject(this.firstPanel, "Image/damage"):GetComponent("Text")
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this.firstRate = Util.GetGameObject(this.firstPanel, "Image/rate"):GetComponent("Text")
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this.MaskBtn = Util.GetGameObject(self.transform, "Mask")
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-- this.secondPanel = Util.GetGameObject(self.transform, "second")
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-- this.secondRole = Util.GetGameObject(this.secondPanel, "role")
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-- 初始位置
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-- this.aniCom = self.gameObject:GetComponent("Animator")
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-- this.aniCom.enabled = false
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-- this.firstRole.transform.localPosition = Vector3.New(-30, -195, 0)
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end
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--绑定事件(用于子类重写)
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function BattleBestPopup:BindEvent()
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Util.AddClick(this.MaskBtn, function()
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--LogBlue("ssssssssssssss1")
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if func2 then
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--LogBlue("ssssssssssssss2")
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self:ClosePanel()
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end
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end)
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end
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function this:OnOpen(heroTId, skinId, damageValue, allDamage, func,_func2)
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func2 = _func2
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-- 创建立绘
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local heroTData = {}
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local toward=0
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if heroTId > 0 then
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--如果有皮肤读取皮肤表里面的数据,没有读取hero表
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local data = nil
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if skinId and skinId>0 then
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data = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",skinId)
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local roleConfig= ConfigManager.TryGetConfigData(ConfigName.RoleConfig,skinId)
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if roleConfig then
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toward=roleConfig.Toward
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end
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else
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data= ConfigManager.GetConfigData(ConfigName.HeroConfig,heroTId)
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toward=data.Toward
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end
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heroTData.Live = GetResourcePath(data.Live)
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if heroTId==10016 then
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heroTData.Live=GetResourcePath(data.Painting)
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end
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heroTData.Scale = data.Scale
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heroTData.Position = data.Position
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heroTData.Name = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.HeroConfig,heroTId).ReadingName)
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else
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if NameManager.roleSex == ROLE_SEX.BOY then
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heroTData.Live = "live2d_npc_boy"
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heroTData.Scale = 0.6
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heroTData.Position = {127, -164}
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else
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heroTData.Live = "live2d_npc_girl"
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heroTData.Scale = 0.6
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heroTData.Position = {127, -340}
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end
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heroTData.Name = PracticeManager.SetNameColor(NameManager.roleName, PracticeManager.PracticeLevel)
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end
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this.liveName = heroTData.Live
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this.liveNode = poolManager:LoadLive(this.liveName, this.firstRole.transform, Vector3.one * heroTData.Scale, Vector3.New(heroTData.Position[1], heroTData.Position[2]))
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this.liveNode.transform.sizeDelta = Vector2.New(10, 10)
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SetHEeroLiveToward(this.liveNode,toward)
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local SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
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local idle = function()
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SkeletonGraphic.AnimationState:SetAnimation(0, heroTId==10016 and "animation" or"idle", true)
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end
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SkeletonGraphic.AnimationState:SetAnimation(0, heroTId==10016 and "animation" or"idle", true)
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(this.liveName, this.liveNode, function()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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end)
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-- 名称
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this.firstName.text = heroTData.Name
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-- 伤害数值
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this.firstDamage.text = damageValue
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-- 伤害占比
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local rateValue = allDamage == 0 and "0%" or string.format("(%s%%)", math.floor(damageValue/allDamage*10000)/100)
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this.firstRate.text = rateValue
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-- 结束回调
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this._OverFunc = func
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-- 开始播放动画
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Timer.New(function()
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if this._OverFunc then
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this._OverFunc(this)
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end
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-- this.firstRoleMask.enabled = true
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end, 1, 1, true):Start()
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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 this:OnClose()
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if this.liveNode then
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poolManager:UnLoadLive(this.liveName, this.liveNode)
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this.liveNode = nil
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end
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if func2 then
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func2()
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func2 = nil
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end
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-- this.firstRoleMask.enabled = false
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end
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return this |