miduo_client/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua

620 lines
24 KiB
Lua

require("Base/BasePanel")
HandBookHeroInfoPanel = Inherit(BasePanel)
local this = HandBookHeroInfoPanel
local tabs = {
[RoleInfoPanelIndex.qingbao] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093], sub = SubUIConfig.HandBookRoleInfoLayout
},
[RoleInfoPanelIndex.shenhun] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "神魂",sub = SubUIConfig.RoleGodSoulLayout
},
[RoleInfoPanelIndex.chuanshuo] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095], sub = SubUIConfig.RoleStoryLayout
},
[RoleInfoPanelIndex.pifu] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816], sub = SubUIConfig.HandBookRoleSkinPanel
},
}
local index = {1,2,3,4,5,6,9,10,11}
local heroConFigData
local leftHeroData
local rightHeroData
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroLevelConfig = ConfigManager.GetConfig(ConfigName.HeroLevelConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local isClickLeftOrRightBtn = true
local index=0
local leftIndex=0
local rightIndex=0
local _leftStar=0
local _curStar=0
local _rightStar=0
local heroStar=0
local tabsList = {}
local _CurPageIndex = 1
--初始化组件(用于子类重写)
function HandBookHeroInfoPanel:InitComponent()
this.spLoader = SpriteLoader.New()
self.btnBack = Util.GetGameObject(self.transform, "btnBack")
this.bgImageList = {}
for i = 1, 4 do
this.bgImageList[i] = Util.GetGameObject(self.transform, "bg/di ("..i..")")
end
self.curObj= Util.GetGameObject(self.transform, "curObj")
self.leftObj= Util.GetGameObject(self.transform, "leftObj")
self.rightObj= Util.GetGameObject(self.transform, "rightObj")
self.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
self.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
self.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
self.dragView.transform:SetSiblingIndex(1)
self.starGrid = Util.GetGameObject(self.transform, "info/sartAndLvLayout")
self.heroName = Util.GetGameObject(self.transform, "info/nameAndPossLayout/heroName"):GetComponent("Text")
self.profession = Util.GetGameObject(self.transform, "info/nameAndPossLayout/proImage/proImage"):GetComponent("Image")
--定位描述
self.layout=Util.GetGameObject(self.transform,"layout")
self.PageList = {}
this.trigger=Util.GetEventTriggerListener(self.dragView.gameObject)
this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
this.posBtn=Util.GetGameObject(self.gameObject,"btnGrid/posBtn")--定位按钮
this.laiiyuanBtn=Util.GetGameObject(self.gameObject,"btnGrid/laiiyuanBtn")--定位按钮
this.btnList = Util.GetGameObject(self.transform,"btnList")
this.btnPre = Util.GetGameObject(self.transform,"btnInfo")
this.select = Util.GetGameObject(self.transform, "selectBtn")
this.btnMask = Util.GetGameObject(self.transform, "btnMask")
this.btnMask.gameObject:SetActive(false)
--神魂
this.godSoulBtn=Util.GetGameObject(self.transform,"godSoulBtn")
this.godSoulBtnIcon=Util.GetGameObject(this.godSoulBtn,"icon"):GetComponent("Image")
self.talismanBtn=Util.GetGameObject(self.gameObject,"TalismanBtn")
self.talismanIcon=Util.GetGameObject(self.gameObject,"TalismanBtn/Icon"):GetComponent("Image")
self.talentBtn=Util.GetGameObject(self.gameObject,"talentBtn")
self.talentProgress=Util.GetGameObject(self.gameObject,"talentBtn/progress"):GetComponent("Text")
self.pizhiImg=Util.GetGameObject(self.gameObject,"pizhiImg"):GetComponent("Image")
end
--绑定事件(用于子类重写)
function HandBookHeroInfoPanel:BindEvent()
Util.AddOnceClick(this.laiiyuanBtn, function()
PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout = true
PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = true
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,heroConFigData.Id)
end)
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
Util.AddClick(this.leftBtn, function()
self:LeftBtnOnClick()
end)
Util.AddClick(this.rightBtn, function()
self:RightBtnOnClick()
end)
Util.AddClick(this.posBtn, function()
UIManager.OpenPanel(UIName.RolePosInfoPopup,heroConFigData,heroStar)
end)
Util.AddClick(this.godSoulBtn,function()
UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData,heroStar)
end)
end
local heroDatas = {}
--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
local breakId=0
local upStarId=0
local _curLv=0
function HandBookHeroInfoPanel:OnOpen(...)
local temp={...}
heroDatas = {}
heroConFigData = temp[1]
if(temp[3]) then
_curStar=temp[3]
end
if(temp[4]) then
_curLv=temp[4]
end
if(temp[5]) then
heroStar=temp[5]
end
_CurPageIndex = RoleInfoPanelIndex.qingbao
heroDatas = PlayerManager.heroHandBookListData[_curStar]
for i = 1, #heroDatas do
if heroConFigData.Id == heroDatas[i].Id then
index = i
end
end
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HandBookHeroInfoPanel:OnShow()
--先清除之前的立绘
if this.leftLiveObj then
poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj)
this.leftLiveObj = nil
end
if this.rightLiveObj then
poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
this.rightLiveObj = nil
end
if this.curLiveObj then
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
this.curLiveObj = nil
end
Util.ClearChild(self.curObj.transform)
Util.ClearChild(self.leftObj.transform)
Util.ClearChild(self.rightObj.transform)
self:RefreshHeroLive()
if PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 then
PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout = true
PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = true
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,heroConFigData.Id)
end
end
--刷新英雄界面信息
function HandBookHeroInfoPanel:RefreshHeroLive()
self:UpdateLiveList()
--加载当前英雄的立绘
this.leftLiveObj = self:LoadHerolive(leftHeroData,self.leftObj)
this.rightLiveObj = self:LoadHerolive(rightHeroData,self.rightObj)
this.curLiveObj = self:LoadHerolive(heroConFigData,self.curObj)
if this.curLiveObj then
self.dragView.gameObject:SetActive(false)
self.dragView:SetDragGO(this.curLiveObj)
else
self.dragView.gameObject:SetActive(false)
end
self:UpdateHeroInfoData()
end
--刷新左右两边的英雄星级和index
function HandBookHeroInfoPanel:UpdateLiveList()
local starIndex = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) and 11 or 10
if index - 1 > 0 then
_leftStar = _curStar
leftIndex = index - 1
leftHeroData=heroDatas[leftIndex]
else
_leftStar = _curStar + 1
while(not PlayerManager.heroHandBookListData[_leftStar] or #PlayerManager.heroHandBookListData[_leftStar] < 1) do
if _leftStar >= starIndex then
_leftStar = 0
end
_leftStar = _leftStar + 1
end
leftIndex = #PlayerManager.heroHandBookListData[_leftStar]
leftHeroData = PlayerManager.heroHandBookListData[_leftStar][leftIndex]
end
if index + 1 <= #heroDatas then
_rightStar = _curStar
rightIndex = index + 1
rightHeroData=heroDatas[rightIndex]
else
_rightStar = _curStar - 1
while(not PlayerManager.heroHandBookListData[_rightStar] or #PlayerManager.heroHandBookListData[_rightStar] < 1) do
if _rightStar < 1 then
_rightStar = starIndex + 1
end
_rightStar = _rightStar - 1
end
rightIndex = 1
rightHeroData=PlayerManager.heroHandBookListData[_rightStar][rightIndex]
end
end
function HandBookHeroInfoPanel:SetPanelBg(heroData)
for i = 1, 4 do
if heroData.PropertyName == i then
this.bgImageList[i]:SetActive(true)
else
this.bgImageList[i]:SetActive(false)
end
end
if heroConFigData.MaxRank > 5 then
this.laiiyuanBtn.gameObject:SetActive(true)
else
this.laiiyuanBtn.gameObject:SetActive(false)
end
end
--刷新页签数据
function this:UpdateHeroInfoData()
for k,v in pairs(this.PageList) do
v:OnHide()
end
--local starSize = Vector2.New(60,60)
--SetHeroStars(this.spLoader, this.starGrid,heroConFigData.MaxRank)
local starSize = Vector2.New(60,60)
local starScale = -10
local starType=2
if heroConFigData.MaxRank > 11 then
starSize = Vector2.New(1.2,1.84)
starScale = 7
end
SetHeroStars(this.spLoader, this.starGrid,heroConFigData.MaxRank,starType,starSize,starScale)
SetParticleSortLayer(this.starGrid,this.sortingOrder+1)
this.heroName.text = GetLanguageStrById(heroConFigData.ReadingName)
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(heroConFigData.PropertyName))
--定位描述相关
heroStar=heroConFigData.MaxRank
--self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(heroConFigData.Natural))
self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(_curStar))
self.pizhiImg:SetNativeSize()
if _CurPageIndex == RoleInfoPanelIndex.pifu then
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
local HeoSkin = {}
for i = 1 ,#configs do
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
HeoSkin[configs[i].Type] = configs[i]
end
end
if LengthOfTable(HeoSkin) < 2 then
_CurPageIndex = RoleInfoPanelIndex.qingbao
end
elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
and heroConFigData.IsSoulOpen == 1 and heroStar > 10 then
_CurPageIndex = RoleInfoPanelIndex.qingbao
else
_CurPageIndex = RoleInfoPanelIndex.qingbao
end
end
self:SetPanelBg(heroConFigData)
self:UpdateBtnList()
self:SetSelectBtn(_CurPageIndex)
self:OnPageTabChange(_CurPageIndex)
this.godSoulBtn.gameObject:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.shenhun) and heroConFigData.IsSoulOpen)
--角色定位按钮
this.posBtn.gameObject:SetActive(heroConFigData.ShowHeroLocation==1)
this.posBtn.gameObject:SetActive(false)
if heroConFigData.EquipTalismana then
self.talismanBtn.gameObject:SetActive(true)
else
self.talismanBtn.gameObject:SetActive(false)
end
if heroConFigData.EquipTalismana~=nil then
self.talismanIcon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[heroConFigData.EquipTalismana[2]].ResourceID))
end
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
if v.OpenStar == heroStar and v.Star==heroConFigData.Star then
if v.Type == 1 then
breakId = v.Id
end
if v.Type == 2 then
upStarId = v.Id
end
end
end
if breakId==0 then
breakId=6
end
--天赋
self.talentBtn:SetActive(true)
local talentBtnImage ="r_hero_tianfu_zh" -- heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
self.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
local OpenPassiveSkillRules = heroStar >= HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
OpenPassiveSkillRules=GetPassiveByMaxStar(heroConFigData,OpenPassiveSkillRules)
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
self.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
end
Util.AddOnceClick(self.talentBtn,function()
if heroStar==11 then
UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,heroConFigData)
else
UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
end
end)
--法宝
Util.AddOnceClick(self.talismanBtn.gameObject,function()
-- if _starType == 1 then
UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,1)
-- else
-- UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,75)
-- end
end)
end
--加载页签内容
function HandBookHeroInfoPanel:UpdateBtnList()
if not tabsList then
tabsList = {}
end
for k,v in pairs(tabsList) do
tabsList[k].gameObject:SetActive(false)
end
for k = 1,10 do
if tabs[k] then
if not tabsList[k] then
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
end
if k == RoleInfoPanelIndex.pifu then
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
local HeoSkin = {}
for i = 1 ,#configs do
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
HeoSkin[configs[i].Type] = configs[i]
end
end
if LengthOfTable(HeoSkin) > 1 then
tabsList[k].gameObject:SetActive(true)
else
tabsList[k].gameObject:SetActive(false)
end
elseif k == RoleInfoPanelIndex.shenhun then
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
and heroConFigData.IsSoulOpen == 1 and heroStar > 10 then
tabsList[k].gameObject:SetActive(false)
else
tabsList[k].gameObject:SetActive(false)
end
else
tabsList[k].gameObject:SetActive(true)
end
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
title.text = GetCurLanguage() == 0 and tabs[k].title or "<size=45>"..tabs[k].title.."</size>"
Util.AddOnceClick(tabsList[k],function()
if k == _CurPageIndex then
else
self:SetSelectBtn(k)
self:OnPageTabChange(k)
end
end)
end
end
end
--页签选中效果设置
function HandBookHeroInfoPanel:SetSelectBtn(index)
this.select.transform:SetParent(tabsList[index].transform)
this.select.transform.localScale = Vector3.one
this.select.transform.localPosition=Vector3.zero
this.select.transform:SetAsFirstSibling()
end
-- tab改变事件
function HandBookHeroInfoPanel:OnPageTabChange(index)
self:ChangeCurentHeroSkinLive()
if this.PageList[_CurPageIndex] then
this.PageList[_CurPageIndex]:OnHide()
end
_CurPageIndex = index
if not this.PageList[index] then
this.PageList[index] = SubUIManager.Open(tabs[index].sub,self.layout.transform)
end
this.PageList[index]:OnShow()
local showStar=heroConFigData.MaxRank
if _curStar==6 then
showStar=11
end
this.PageList[index]:SetData(this.sortingOrder,self,heroConFigData,showStar,_curLv)
end
function HandBookHeroInfoPanel:ChangeCurentHeroSkinLive(herodata)
if this.curLiveObj then
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
this.curLiveObj = nil
end
if herodata then
this.curLiveObj=self:LoadHerolive(herodata,this.curObj)
else
this.curLiveObj=self:LoadHerolive(heroConFigData,this.curObj)
end
self:SetDragView()
end
function HandBookHeroInfoPanel:SetDragView()
if this.curLiveObj then
this.dragView.gameObject:SetActive(false)
this.dragView:SetDragGO(this.curLiveObj)
else
this.dragView.gameObject:SetActive(false)
end
end
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