68 lines
2.2 KiB
Lua
68 lines
2.2 KiB
Lua
local this = {}
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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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--初始化组件(用于子类重写)
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function this:InitComponent(gameObject)
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this.title = Util.GetGameObject(gameObject, "Title/Text"):GetComponent("Text")
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this.addList = Util.GetGameObject(gameObject, "AddList")
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this.TextPre = Util.GetGameObject(this.addList, "TextPre")
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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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 this: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 this: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 this:OnShow(_parent, ...)
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parent = _parent
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sortingOrder = _parent.sortingOrder
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local _args = { ... }
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local professionId = _args[1]
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local professionLv = _args[2]
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local professionName = _args[3]
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local index = 0
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this.title.text = string.format(Language[11115], GetLanguageStrById(professionName))
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local fourQuadConfigArr = ConfigManager.GetConfig(ConfigName.FourQuadrantConfig)
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for i, configInfo in ConfigPairs(fourQuadConfigArr) do
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if configInfo.Star > 0 then
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local propId = configInfo.Skill[professionId][1]
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local propAdd = configInfo.Skill[professionId][2] / 100
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local propertyConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyId", propId)
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local textObj = this.addList.transform:GetChild(index)
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index = index + 1
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local skillText = textObj:GetComponent("Text")
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if configInfo.Star == professionLv then
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skillText.text = string.format(Language[11116], fourQuadConfigArr[i].Star,
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GetLanguageStrById(propertyConfig.Info), propAdd)
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else
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skillText.text = string.format(Language[11117], fourQuadConfigArr[i].Star,
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GetLanguageStrById(propertyConfig.Info), propAdd)
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end
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textObj.gameObject:SetActive(true)
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end
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end
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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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end
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--界面销毁时调用(用于子类重写)
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function this:OnDestroy()
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end
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return this
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