620 lines
24 KiB
Lua
620 lines
24 KiB
Lua
require("Base/BasePanel")
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HandBookHeroInfoPanel = Inherit(BasePanel)
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local this = HandBookHeroInfoPanel
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local tabs = {
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[RoleInfoPanelIndex.qingbao] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093], sub = SubUIConfig.HandBookRoleInfoLayout
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},
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[RoleInfoPanelIndex.shenhun] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "神魂",sub = SubUIConfig.RoleGodSoulLayout
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},
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[RoleInfoPanelIndex.chuanshuo] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095], sub = SubUIConfig.RoleStoryLayout
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},
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[RoleInfoPanelIndex.pifu] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816], sub = SubUIConfig.HandBookRoleSkinPanel
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},
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}
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local index = {1,2,3,4,5,6,9,10,11}
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local heroConFigData
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local leftHeroData
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local rightHeroData
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local heroLevelConfig = ConfigManager.GetConfig(ConfigName.HeroLevelConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local isClickLeftOrRightBtn = true
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local index=0
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local leftIndex=0
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local rightIndex=0
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local _leftStar=0
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local _curStar=0
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local _rightStar=0
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local heroStar=0
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local tabsList = {}
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local _CurPageIndex = 1
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--初始化组件(用于子类重写)
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function HandBookHeroInfoPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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self.btnBack = Util.GetGameObject(self.transform, "btnBack")
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this.bgImageList = {}
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for i = 1, 4 do
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this.bgImageList[i] = Util.GetGameObject(self.transform, "bg/di ("..i..")")
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end
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self.curObj= Util.GetGameObject(self.transform, "curObj")
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self.leftObj= Util.GetGameObject(self.transform, "leftObj")
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self.rightObj= Util.GetGameObject(self.transform, "rightObj")
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self.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
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self.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
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self.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
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self.dragView.transform:SetSiblingIndex(1)
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self.starGrid = Util.GetGameObject(self.transform, "info/sartAndLvLayout")
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self.heroName = Util.GetGameObject(self.transform, "info/nameAndPossLayout/heroName"):GetComponent("Text")
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self.profession = Util.GetGameObject(self.transform, "info/nameAndPossLayout/proImage/proImage"):GetComponent("Image")
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--定位描述
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self.layout=Util.GetGameObject(self.transform,"layout")
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self.PageList = {}
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this.trigger=Util.GetEventTriggerListener(self.dragView.gameObject)
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this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
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this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
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this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
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this.posBtn=Util.GetGameObject(self.gameObject,"btnGrid/posBtn")--定位按钮
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this.laiiyuanBtn=Util.GetGameObject(self.gameObject,"btnGrid/laiiyuanBtn")--定位按钮
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this.btnList = Util.GetGameObject(self.transform,"btnList")
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this.btnPre = Util.GetGameObject(self.transform,"btnInfo")
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this.select = Util.GetGameObject(self.transform, "selectBtn")
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this.btnMask = Util.GetGameObject(self.transform, "btnMask")
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this.btnMask.gameObject:SetActive(false)
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--神魂
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this.godSoulBtn=Util.GetGameObject(self.transform,"godSoulBtn")
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this.godSoulBtnIcon=Util.GetGameObject(this.godSoulBtn,"icon"):GetComponent("Image")
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self.talismanBtn=Util.GetGameObject(self.gameObject,"TalismanBtn")
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self.talismanIcon=Util.GetGameObject(self.gameObject,"TalismanBtn/Icon"):GetComponent("Image")
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self.talentBtn=Util.GetGameObject(self.gameObject,"talentBtn")
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self.talentProgress=Util.GetGameObject(self.gameObject,"talentBtn/progress"):GetComponent("Text")
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self.pizhiImg=Util.GetGameObject(self.gameObject,"pizhiImg"):GetComponent("Image")
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end
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--绑定事件(用于子类重写)
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function HandBookHeroInfoPanel:BindEvent()
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Util.AddOnceClick(this.laiiyuanBtn, function()
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout = true
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = true
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,heroConFigData.Id)
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end)
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.leftBtn, function()
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self:LeftBtnOnClick()
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end)
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Util.AddClick(this.rightBtn, function()
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self:RightBtnOnClick()
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end)
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Util.AddClick(this.posBtn, function()
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UIManager.OpenPanel(UIName.RolePosInfoPopup,heroConFigData,heroStar)
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end)
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Util.AddClick(this.godSoulBtn,function()
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UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData,heroStar)
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end)
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end
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local heroDatas = {}
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--界面打开时调用(用于子类重写) 第一个参数 英雄数据 第二个参数 属性id
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local breakId=0
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local upStarId=0
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local _curLv=0
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function HandBookHeroInfoPanel:OnOpen(...)
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local temp={...}
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heroDatas = {}
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heroConFigData = temp[1]
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if(temp[3]) then
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_curStar=temp[3]
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end
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if(temp[4]) then
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_curLv=temp[4]
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end
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if(temp[5]) then
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heroStar=temp[5]
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end
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_CurPageIndex = RoleInfoPanelIndex.qingbao
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heroDatas = PlayerManager.heroHandBookListData[_curStar]
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for i = 1, #heroDatas do
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if heroConFigData.Id == heroDatas[i].Id then
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index = i
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end
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end
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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 HandBookHeroInfoPanel:OnShow()
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--先清除之前的立绘
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if this.leftLiveObj then
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poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj)
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this.leftLiveObj = nil
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end
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if this.rightLiveObj then
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poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
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this.rightLiveObj = nil
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end
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if this.curLiveObj then
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poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
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this.curLiveObj = nil
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end
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Util.ClearChild(self.curObj.transform)
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Util.ClearChild(self.leftObj.transform)
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Util.ClearChild(self.rightObj.transform)
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self:RefreshHeroLive()
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if PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 then
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout = true
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = true
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,heroConFigData.Id)
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end
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end
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--刷新英雄界面信息
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function HandBookHeroInfoPanel:RefreshHeroLive()
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self:UpdateLiveList()
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--加载当前英雄的立绘
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this.leftLiveObj = self:LoadHerolive(leftHeroData,self.leftObj)
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this.rightLiveObj = self:LoadHerolive(rightHeroData,self.rightObj)
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this.curLiveObj = self:LoadHerolive(heroConFigData,self.curObj)
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if this.curLiveObj then
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self.dragView.gameObject:SetActive(false)
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self.dragView:SetDragGO(this.curLiveObj)
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else
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self.dragView.gameObject:SetActive(false)
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end
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self:UpdateHeroInfoData()
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end
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--刷新左右两边的英雄星级和index
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function HandBookHeroInfoPanel:UpdateLiveList()
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local starIndex = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) and 11 or 10
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if index - 1 > 0 then
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_leftStar = _curStar
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leftIndex = index - 1
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leftHeroData=heroDatas[leftIndex]
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else
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_leftStar = _curStar + 1
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while(not PlayerManager.heroHandBookListData[_leftStar] or #PlayerManager.heroHandBookListData[_leftStar] < 1) do
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if _leftStar >= starIndex then
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_leftStar = 0
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end
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_leftStar = _leftStar + 1
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end
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leftIndex = #PlayerManager.heroHandBookListData[_leftStar]
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leftHeroData = PlayerManager.heroHandBookListData[_leftStar][leftIndex]
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end
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if index + 1 <= #heroDatas then
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_rightStar = _curStar
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rightIndex = index + 1
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rightHeroData=heroDatas[rightIndex]
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else
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_rightStar = _curStar - 1
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while(not PlayerManager.heroHandBookListData[_rightStar] or #PlayerManager.heroHandBookListData[_rightStar] < 1) do
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if _rightStar < 1 then
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_rightStar = starIndex + 1
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end
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_rightStar = _rightStar - 1
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end
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rightIndex = 1
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rightHeroData=PlayerManager.heroHandBookListData[_rightStar][rightIndex]
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end
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end
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function HandBookHeroInfoPanel:SetPanelBg(heroData)
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for i = 1, 4 do
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if heroData.PropertyName == i then
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this.bgImageList[i]:SetActive(true)
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else
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this.bgImageList[i]:SetActive(false)
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end
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end
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if heroConFigData.MaxRank > 5 then
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this.laiiyuanBtn.gameObject:SetActive(true)
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else
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this.laiiyuanBtn.gameObject:SetActive(false)
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end
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end
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--刷新页签数据
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function this:UpdateHeroInfoData()
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for k,v in pairs(this.PageList) do
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v:OnHide()
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end
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--local starSize = Vector2.New(60,60)
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--SetHeroStars(this.spLoader, this.starGrid,heroConFigData.MaxRank)
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local starSize = Vector2.New(60,60)
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local starScale = -10
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local starType=2
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if heroConFigData.MaxRank > 11 then
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starSize = Vector2.New(1.2,1.84)
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starScale = 7
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end
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SetHeroStars(this.spLoader, this.starGrid,heroConFigData.MaxRank,starType,starSize,starScale)
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SetParticleSortLayer(this.starGrid,this.sortingOrder+1)
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this.heroName.text = GetLanguageStrById(heroConFigData.ReadingName)
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this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(heroConFigData.PropertyName))
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--定位描述相关
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heroStar=heroConFigData.MaxRank
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--self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(heroConFigData.Natural))
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self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(_curStar))
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self.pizhiImg:SetNativeSize()
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if _CurPageIndex == RoleInfoPanelIndex.pifu then
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local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
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local HeoSkin = {}
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for i = 1 ,#configs do
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if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
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HeoSkin[configs[i].Type] = configs[i]
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end
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end
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if LengthOfTable(HeoSkin) < 2 then
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_CurPageIndex = RoleInfoPanelIndex.qingbao
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end
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elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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and heroConFigData.IsSoulOpen == 1 and heroStar > 10 then
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_CurPageIndex = RoleInfoPanelIndex.qingbao
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else
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_CurPageIndex = RoleInfoPanelIndex.qingbao
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end
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end
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self:SetPanelBg(heroConFigData)
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self:UpdateBtnList()
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self:SetSelectBtn(_CurPageIndex)
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self:OnPageTabChange(_CurPageIndex)
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this.godSoulBtn.gameObject:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.shenhun) and heroConFigData.IsSoulOpen)
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--角色定位按钮
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this.posBtn.gameObject:SetActive(heroConFigData.ShowHeroLocation==1)
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this.posBtn.gameObject:SetActive(false)
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if heroConFigData.EquipTalismana then
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self.talismanBtn.gameObject:SetActive(true)
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else
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self.talismanBtn.gameObject:SetActive(false)
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end
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if heroConFigData.EquipTalismana~=nil then
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self.talismanIcon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[heroConFigData.EquipTalismana[2]].ResourceID))
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end
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for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
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if v.OpenStar == heroStar and v.Star==heroConFigData.Star then
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if v.Type == 1 then
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breakId = v.Id
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end
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if v.Type == 2 then
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upStarId = v.Id
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end
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end
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end
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if breakId==0 then
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breakId=6
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end
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--天赋
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self.talentBtn:SetActive(true)
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local talentBtnImage ="r_hero_tianfu_zh" -- heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
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self.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
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local OpenPassiveSkillRules = heroStar >= HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
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OpenPassiveSkillRules=GetPassiveByMaxStar(heroConFigData,OpenPassiveSkillRules)
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if OpenPassiveSkillRules then
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local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
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self.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
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end
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Util.AddOnceClick(self.talentBtn,function()
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if heroStar==11 then
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UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,heroConFigData)
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else
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UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
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end
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end)
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--法宝
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Util.AddOnceClick(self.talismanBtn.gameObject,function()
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-- if _starType == 1 then
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UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,1)
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-- else
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-- UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,75)
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-- end
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end)
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end
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--加载页签内容
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function HandBookHeroInfoPanel:UpdateBtnList()
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if not tabsList then
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tabsList = {}
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end
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for k,v in pairs(tabsList) do
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tabsList[k].gameObject:SetActive(false)
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end
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for k = 1,10 do
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if tabs[k] then
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if not tabsList[k] then
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tabsList[k] = newObjToParent(this.btnPre,this.btnList)
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end
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if k == RoleInfoPanelIndex.pifu then
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local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
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local HeoSkin = {}
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for i = 1 ,#configs do
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if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
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HeoSkin[configs[i].Type] = configs[i]
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end
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end
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if LengthOfTable(HeoSkin) > 1 then
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tabsList[k].gameObject:SetActive(true)
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else
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tabsList[k].gameObject:SetActive(false)
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end
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elseif k == RoleInfoPanelIndex.shenhun then
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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and heroConFigData.IsSoulOpen == 1 and heroStar > 10 then
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tabsList[k].gameObject:SetActive(false)
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else
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tabsList[k].gameObject:SetActive(false)
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end
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else
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tabsList[k].gameObject:SetActive(true)
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end
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local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
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title.text = GetCurLanguage() == 0 and tabs[k].title or "<size=45>"..tabs[k].title.."</size>"
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Util.AddOnceClick(tabsList[k],function()
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if k == _CurPageIndex then
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else
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self:SetSelectBtn(k)
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self:OnPageTabChange(k)
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end
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end)
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end
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end
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end
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--页签选中效果设置
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function HandBookHeroInfoPanel:SetSelectBtn(index)
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this.select.transform:SetParent(tabsList[index].transform)
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this.select.transform.localScale = Vector3.one
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this.select.transform.localPosition=Vector3.zero
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this.select.transform:SetAsFirstSibling()
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end
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-- tab改变事件
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function HandBookHeroInfoPanel:OnPageTabChange(index)
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self:ChangeCurentHeroSkinLive()
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if this.PageList[_CurPageIndex] then
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this.PageList[_CurPageIndex]:OnHide()
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end
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_CurPageIndex = index
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if not this.PageList[index] then
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this.PageList[index] = SubUIManager.Open(tabs[index].sub,self.layout.transform)
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end
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this.PageList[index]:OnShow()
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local showStar=heroConFigData.MaxRank
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if _curStar==6 then
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showStar=11
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end
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this.PageList[index]:SetData(this.sortingOrder,self,heroConFigData,showStar,_curLv)
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end
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function HandBookHeroInfoPanel:ChangeCurentHeroSkinLive(herodata)
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if this.curLiveObj then
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poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
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this.curLiveObj = nil
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end
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if herodata then
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this.curLiveObj=self:LoadHerolive(herodata,this.curObj)
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else
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this.curLiveObj=self:LoadHerolive(heroConFigData,this.curObj)
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end
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self:SetDragView()
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end
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function HandBookHeroInfoPanel:SetDragView()
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if this.curLiveObj then
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this.dragView.gameObject:SetActive(false)
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this.dragView:SetDragGO(this.curLiveObj)
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else
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this.dragView.gameObject:SetActive(false)
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end
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end
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function this:OnSortingOrderChange()
|
|
this.sortingOrder = this.sortingOrder
|
|
end
|
|
--根据界面数据加载动态立绘
|
|
function HandBookHeroInfoPanel:LoadHerolive(_heroData, _objPoint)
|
|
--TODO:动态加载立绘
|
|
local toward
|
|
if _heroData.Type and _heroData.Type~=0 then
|
|
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,_heroData.Type)
|
|
if roleCon then
|
|
toward=roleCon.Toward
|
|
end
|
|
else
|
|
toward=_heroData.Toward
|
|
end
|
|
local icon = GetResourcePath(_heroData.Live)
|
|
local testLive = poolManager:LoadLive(GetResourcePath(_heroData.Painting), _objPoint.transform,
|
|
Vector3.one * _heroData.Scale, Vector3.New(_heroData.Position[1], _heroData.Position[2], 0))
|
|
local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic")
|
|
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
|
|
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
|
|
poolManager:SetLiveClearCall(_heroData.Painting, testLive, function ()
|
|
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
|
|
end)
|
|
SetHEeroLiveToward(testLive,toward,_heroData.Position)
|
|
return testLive
|
|
end
|
|
|
|
--右切换按钮点击
|
|
function HandBookHeroInfoPanel:RightBtnOnClick()
|
|
if isClickLeftOrRightBtn == false then
|
|
return
|
|
end
|
|
this.btnMask.gameObject:SetActive(true)
|
|
isClickLeftOrRightBtn = false
|
|
self.rightBtn:GetComponent("Button").enabled = false
|
|
local oldIndexConfigData = heroDatas[index]
|
|
index =rightIndex
|
|
if _curStar ~= _rightStar then
|
|
_curStar = _rightStar
|
|
heroDatas = PlayerManager.heroHandBookListData[_curStar]
|
|
end
|
|
heroConFigData = heroDatas[index]
|
|
if this.leftLiveObj then
|
|
poolManager:UnLoadLive(GetResourcePath(leftHeroData.Live), this.leftLiveObj)
|
|
this.leftLiveObj = nil
|
|
end
|
|
this.curLiveObj.transform:SetParent(self.leftObj.transform)
|
|
this.curLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0.2)
|
|
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.Position[1],oldIndexConfigData.Position[2]), 0.5, false):SetEase(Ease.Linear)
|
|
this.rightLiveObj.transform:SetParent(this.curObj.transform)
|
|
this.rightLiveObj:GetComponent("RectTransform").anchoredPosition = Vector2.New(rightHeroData.Position[1]+200,rightHeroData.Position[2])
|
|
this.rightLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0)
|
|
this.rightLiveObj:GetComponent("SkeletonGraphic"):DOFade(1, 0.3):SetDelay(0.2)
|
|
this.rightLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(rightHeroData.Position[1],rightHeroData.Position[2]), 0.3, false):SetDelay(0.2):OnComplete(function ()
|
|
this:UpdateLiveList()
|
|
if this.curLiveObj then
|
|
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
|
this.curLiveObj = nil
|
|
end
|
|
Util.ClearChild(self.leftObj.transform)
|
|
this.leftLiveObj = this:LoadHerolive(leftHeroData,self.leftObj)
|
|
this.curLiveObj = this.rightLiveObj
|
|
this.rightLiveObj = this:LoadHerolive(rightHeroData,self.rightObj)
|
|
local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", false)
|
|
this.rightBtn:GetComponent("Button").enabled = true
|
|
isClickLeftOrRightBtn = true
|
|
this:UpdateHeroInfoData()
|
|
this.btnMask.gameObject:SetActive(false)
|
|
end):SetEase(Ease.Linear)
|
|
end
|
|
|
|
--左切换按钮点击
|
|
function HandBookHeroInfoPanel:LeftBtnOnClick()
|
|
if isClickLeftOrRightBtn == false then
|
|
return
|
|
end
|
|
this.btnMask.gameObject:SetActive(true)
|
|
isClickLeftOrRightBtn = false
|
|
self.leftBtn:GetComponent("Button").enabled = false
|
|
local oldIndexConfigData = heroDatas[index]
|
|
index =leftIndex
|
|
if _curStar~= _leftStar then
|
|
_curStar = _leftStar
|
|
heroDatas = PlayerManager.heroHandBookListData[_curStar]
|
|
end
|
|
heroConFigData = heroDatas[index]
|
|
if this.rightLiveObj then
|
|
poolManager:UnLoadLive(GetResourcePath(rightHeroData.Live), this.rightLiveObj)
|
|
this.rightLiveObj = nil
|
|
end
|
|
this.curLiveObj.transform:SetParent(self.rightObj.transform)
|
|
this.curLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0.2)
|
|
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.Position[1],oldIndexConfigData.Position[2]), 0.5, false):SetEase(Ease.Linear)
|
|
this.leftLiveObj.transform:SetParent(this.curObj.transform)
|
|
this.leftLiveObj:GetComponent("RectTransform").anchoredPosition = Vector2.New(leftHeroData.Position[1]-200,leftHeroData.Position[2])
|
|
this.leftLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0)
|
|
this.leftLiveObj:GetComponent("SkeletonGraphic"):DOFade(1, 0.3):SetDelay(0.2)
|
|
this.leftLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(leftHeroData.Position[1],leftHeroData.Position[2]), 0.3, false):SetDelay(0.2):OnComplete(function ()
|
|
this:UpdateLiveList()
|
|
if this.curLiveObj then
|
|
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
|
this.curLiveObj = nil
|
|
end
|
|
Util.ClearChild(self.rightObj.transform)
|
|
this.rightLiveObj = this:LoadHerolive(rightHeroData,self.rightObj)
|
|
this.curLiveObj = this.leftLiveObj
|
|
this.leftLiveObj = this:LoadHerolive(leftHeroData,self.leftObj)
|
|
local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", false)
|
|
this.leftBtn:GetComponent("Button").enabled = true
|
|
isClickLeftOrRightBtn = true
|
|
this:UpdateHeroInfoData()
|
|
this.btnMask.gameObject:SetActive(false)
|
|
end):SetEase(Ease.Linear)
|
|
end
|
|
|
|
--手指滑动
|
|
local beginV3
|
|
local endV3
|
|
local distance
|
|
|
|
function HandBookHeroInfoPanel:OnBeginDrag(Pointgo, data)
|
|
beginV3=this.curLiveObj.transform.anchoredPosition
|
|
end
|
|
|
|
function HandBookHeroInfoPanel:OnDrag(Pointgo, data)
|
|
distance=Vector2.Distance(beginV3,this.curLiveObj.transform.anchoredPosition)
|
|
end
|
|
|
|
function HandBookHeroInfoPanel:OnEndDrag(Pointgo, data)
|
|
endV3=this.curLiveObj.transform.anchoredPosition
|
|
if distance>250 and endV3.x<0 then
|
|
this:RightBtnOnClick()
|
|
elseif distance>250 and endV3.x>0 then
|
|
this:LeftBtnOnClick()
|
|
else
|
|
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(heroConFigData.Position[1],heroConFigData.Position[2]), 0.5, false):SetEase(Ease.Linear)
|
|
end
|
|
distance=0
|
|
end
|
|
|
|
--界面关闭时调用(用于子类重写)
|
|
function HandBookHeroInfoPanel:OnClose()
|
|
for k,v in pairs(this.PageList) do
|
|
v:OnHide()
|
|
end
|
|
if this.leftLiveObj then
|
|
poolManager:UnLoadLive(GetResourcePath(leftHeroData.Live), this.leftLiveObj)
|
|
this.leftLiveObj = nil
|
|
end
|
|
if this.rightLiveObj then
|
|
poolManager:UnLoadLive(GetResourcePath(rightHeroData.Live), this.rightLiveObj)
|
|
this.rightLiveObj = nil
|
|
end
|
|
if this.curLiveObj then
|
|
poolManager:UnLoadLive(GetResourcePath(heroConFigData.Live), this.curLiveObj)
|
|
this.curLiveObj = nil
|
|
end
|
|
this.leftBtn:GetComponent("Button").enabled = true
|
|
this.rightBtn:GetComponent("Button").enabled = true
|
|
Util.ClearChild(this.curObj.transform)
|
|
Util.ClearChild(this.leftObj.transform)
|
|
Util.ClearChild(this.rightObj.transform)
|
|
end
|
|
|
|
--界面销毁时调用(用于子类重写)
|
|
function HandBookHeroInfoPanel:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
SubUIManager.Close(SubUIConfig.DragView, self.dragView)
|
|
for k,v in pairs(this.PageList) do
|
|
SubUIManager.Close(v)
|
|
end
|
|
tabsList = {}
|
|
end
|
|
|
|
return HandBookHeroInfoPanel
|
|
|