883 lines
41 KiB
Lua
883 lines
41 KiB
Lua
--- 猎妖师详情弹窗(滚动条版本) ---
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require("Base/BasePanel")
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RoleInfoPopup = Inherit(BasePanel)
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local this = RoleInfoPopup
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local curHeroData
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local triggerCallBack
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local allSkillDatas = {}
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local soulPrintPreList={}--魂印预设容器
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local godPrintPreList={}--魂印预设容器
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local giftList={} --礼物预设容器
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local potencyList={} --潜能预设容器
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local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local heroRankupConfig=ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local jewelConfig=ConfigManager.GetConfig(ConfigName.JewelConfig)
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local formationId
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local pinjieImage={"r_hero_pinjiebiao_01","r_hero_pinjiebiao_02"} --该死的品阶图片 1是未激活 2是激活
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local choosedList
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local orginLayer2 = 0
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local orginLayer = 0
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local formationHeroNum = nil
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--初始化组件(用于子类重写)
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function RoleInfoPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.content = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content"):GetComponent("RectTransform")
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this.backBtn = Util.GetGameObject(self.transform, "Panel/BG/BackBtn")
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this.maskBtn = Util.GetGameObject(self.transform, "Mask")
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this.bg = Util.GetGameObject(self.transform, "Panel/BG")
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this.sc = Util.GetGameObject(self.transform, "Panel/Scroll View")
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this.roleInfo0 = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/RoleInfo0")
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this.head = Util.GetGameObject(this.roleInfo0, "Head")
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this.head_Frame = Util.GetGameObject(this.roleInfo0, "Frame"):GetComponent("Image")
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this.head_Icon = Util.GetGameObject(this.head, "Icon"):GetComponent("Image")
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this.head_Pro=Util.GetGameObject(this.head,"Pro"):GetComponent("Image")
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this.head_Lv = Util.GetGameObject(this.head, "Lv/Text"):GetComponent("Text")
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this.head_Star = Util.GetGameObject(this.head, "Star")
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this.roleName = Util.GetGameObject(this.roleInfo0, "RoleName"):GetComponent("Text")
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this.power = Util.GetGameObject(this.roleInfo0, "Power/PowerValue"):GetComponent("Text")
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this.radar = Util.GetGameObject(this.roleInfo0, "ProRadarImage/Radar"):GetComponent("RadarChart")
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this.talentBtn=Util.GetGameObject(this.roleInfo0,"Other/TalentBtn")
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this.talentProgress=Util.GetGameObject(this.roleInfo0,"Other/TalentBtn/Progress"):GetComponent("Text")
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this.talismanBtn=Util.GetGameObject(this.roleInfo0,"Other/TalismanBtn")
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this.talismanIcon = Util.GetGameObject(this.roleInfo0, "Other/TalismanBtn/Icon")
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this.talismanLock = Util.GetGameObject(this.roleInfo0, "Other/TalismanBtn/lockImage")
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this.talismanlv=Util.GetGameObject(this.roleInfo0,"Other/TalismanBtn/LvText")
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this.talismanlvText = Util.GetGameObject(this.roleInfo0, "Other/TalismanBtn/LvText/Text"):GetComponent("Text")
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this.roleInfo1 = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/RoleInfo1")
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this.atk = Util.GetGameObject(this.roleInfo1, "Pro/Atk/ProValue"):GetComponent("Text")
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this.hp = Util.GetGameObject(this.roleInfo1, "Pro/Hp/ProValue"):GetComponent("Text")
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this.phyDef = Util.GetGameObject(this.roleInfo1, "Pro/PhyDef/ProValue"):GetComponent("Text")
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this.magDef = Util.GetGameObject(this.roleInfo1, "Pro/MagDef/ProValue"):GetComponent("Text")
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this.skillGrid = Util.GetGameObject(this.roleInfo1, "Skill")
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this.skill1 = Util.GetGameObject(this.skillGrid, "S1")
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this.skill2 = Util.GetGameObject(this.skillGrid, "S2")
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this.selsectSkillImage = Util.GetGameObject(this.skillGrid, "SelsectSkillImage")
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this.posBgImage=Util.GetGameObject(this.roleInfo1,"Pos"):GetComponent("Image")
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this.posImage=Util.GetGameObject(this.roleInfo1,"Pos/PosImage"):GetComponent("Image")
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this.posText=Util.GetGameObject(this.roleInfo1,"Pos/PosText"):GetComponent("Text")
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--品阶
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this.pinjieList={}
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this.pinjieRoot=Util.GetGameObject(this.roleInfo1,"Pinjie")
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this.pinjiePre=Util.GetGameObject(this.roleInfo1,"Pre")
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this.proBtn=Util.GetGameObject(this.roleInfo1,"ProTitle/Btn")--基础属性
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this.equipInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/EquipInfo")
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this.equipTitle=Util.GetGameObject(this.equipInfo,"BG/EquipTitle")
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this.grid=Util.GetGameObject(this.equipInfo, "Grid")
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this.selsectEquipImage = Util.GetGameObject(this.equipInfo, "SelsectEquipImage")
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--装备
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this.equipGrid = Util.GetGameObject(this.grid, "EquipGrid")
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--宝物、 法相
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this.specialEquipInfo=Util.GetGameObject(this.transform, "Panel/Scroll View/Viewport/Content/specialEquipInfo")
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this.babyTitle=Util.GetGameObject(this.specialEquipInfo,"BG/BabyTitle")
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--宝物
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this.babyGrid=Util.GetGameObject(this.specialEquipInfo, "Grid/BabyGrid")
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--法相
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this.faXiangGrid=Util.GetGameObject(this.specialEquipInfo, "Grid/faXiangGrid")
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--魂印
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this.soulPrintInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/SoulPrintInfo")
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this.soulPrintGrid = Util.GetGameObject(this.soulPrintInfo, "Grid")
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this.soulPrintPre=Util.GetGameObject(this.soulPrintGrid,"SoulPrintPre")
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--神印
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this.godPrintInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/GodPrintInfo")
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this.godPrintGrid = Util.GetGameObject(this.godPrintInfo, "Grid")
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this.godPrintPre=Util.GetGameObject(this.godPrintGrid,"SoulPrintPre")
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--礼物
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this.giftInfo=Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/giftInfo")
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this.giftGrid = Util.GetGameObject(this.giftInfo, "Grid")
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this.giftPre=Util.GetGameObject(this.giftGrid,"giftPre")
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--潜能
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this.potentyInfo=Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/potentyInfo")
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this.potentyGrid = Util.GetGameObject(this.potentyInfo, "Grid")
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this.potentyPre=Util.GetGameObject(this.potentyGrid,"giftPre")
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--技能
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this.skillInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/skillInfo")
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this.trainlevel = Util.GetGameObject(this.skillInfo, "TitleBG/traininglv")
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this.trainBtn = Util.GetGameObject(this.skillInfo, "TitleBG/training")
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this.skillGrid = Util.GetGameObject(this.skillInfo, "Grid")
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this.skillPre=Util.GetGameObject(this.godPrintGrid,"S1")
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this.shenhunList = {}
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this.shenhunRoot = Util.GetGameObject(this.roleInfo1,"shenhun")
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for i = 1,5 do
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if not this.shenhunList[i] then
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this.shenhunList[i] = {}
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end
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this.shenhunList[i].go = Util.GetGameObject(this.shenhunRoot, "shenhunPre"..i)
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this.shenhunList[i].goItem = Util.GetGameObject(this.shenhunList[i].go, "godItem")
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this.shenhunList[i].fx_shenhun = Util.GetGameObject(this.shenhunList[i].go, "fx_shenhun")
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end
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this.ShenhunBtn = Util.GetGameObject(this.shenhunRoot,"ShenhunBtn")
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end
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--绑定事件(用于子类重写)
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function RoleInfoPopup:BindEvent()
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Util.AddClick(this.ShenhunBtn,function()
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local s = function()
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local pro = {}
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local lv = 0
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if this.isOther then
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lv = curHeroData.godSoulLv
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else
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lv = GodSoulManager.GetGodSoulLv(curHeroData.dynamicId)
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end
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local skillList = GodSoulManager.GetGodSoulDataByLv(curHeroData.heroConfig.Id,0)
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for i = 1,LengthOfTable(skillList) do
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local color = "B9AC97"
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if lv >= i then
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color = "00FF00"
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end
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table.insert(pro,string.format("<color=#%s>神魂%s:%s</color>",color,i,skillList[i].skill))
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end
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return pro
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end
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local data = {}
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local singData = {}
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singData.title = "神魂效果"
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singData.pro = s()
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table.insert(data,singData)
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ShenHunShuXing,data)
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end)
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Util.AddClick(this.talentBtn,function()
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UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
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end)
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Util.AddClick(this.backBtn, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.maskBtn, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.skill1, function()
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if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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end
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this:SetSkillSelectImage(this.skill1.transform, true)
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local star,starType = curHeroData.GetStar(1)
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if starType~=3 then--非神魂
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star=nil
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end
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local maxLv = HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id, allSkillDatas[1].skillConfig.Type)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup, allSkillDatas[1], 4, 10, maxLv, 1,nil,star)
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--this.skillGrid:GetComponent("Canvas").overrideSorting=true
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--this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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triggerCallBack = function(panelType, p)
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if panelType == UIName.SkillInfoPopup and p == panel then
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--监听到SkillInfoPopup关闭,把层级设回去
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--this.skillGrid:GetComponent("Canvas").overrideSorting=false
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--this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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this:SetSkillSelectImage(self.transform, false)
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end
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end
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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end)
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Util.AddClick(this.skill2, function()
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if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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end
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this:SetSkillSelectImage(this.skill2.transform, true)
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Log("===============22222 "..allSkillDatas[2].skillConfig.Type)
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local star,starType = curHeroData.GetStar(1)
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if starType~=3 then--非神魂
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star=nil
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end
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local maxLv = HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id, allSkillDatas[2].skillConfig.Type)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup, allSkillDatas[2], 4, 10, maxLv, 2,nil,star)
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--this.skillGrid:GetComponent("Canvas").overrideSorting=true
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--this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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triggerCallBack = function(panelType, p)
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if panelType == UIName.SkillInfoPopup and p == panel then
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--监听到SkillInfoPopup关闭,把层级设回去
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-- this.skillGrid:GetComponent("Canvas").overrideSorting=false
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--this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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this:SetSkillSelectImage(self.transform, false)
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end
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end
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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end)
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Util.AddClick(this.trainBtn,function ()
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UIManager.OpenPanel(UIName.SpecailTrainingInfoPopup,curHeroData,2)
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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 RoleInfoPopup: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 RoleInfoPopup: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 RoleInfoPopup:OnOpen(...)
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this.selsectEquipImage:SetActive(false)
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this.selsectSkillImage:SetActive(false)
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local arg = { ... }
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curHeroData = arg[1]
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this.isOther = arg[2]
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choosedList = arg[3] or nil
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formationHeroNum = arg[4] or nil
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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 RoleInfoPopup:OnShow()
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this.content:DOAnchorPosY(566, 0)
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this.RoleInfo0()
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this.RoleInfo1()
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this.EquipInfo()
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this.SoulPrintInfo()
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this.GiftInfo()
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this.PotentyInfo()
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this.GodPrintInfo()
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this.SkillInfo()
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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 RoleInfoPopup: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 RoleInfoPopup:OnDestroy()
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for k,v in pairs(this.treasureDatas) do
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SubUIManager.Close(v)
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end
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this.treasureDatas = {}
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this.spLoader:Destroy()
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soulPrintPreList={}
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this.pinjieList={}
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godPrintPreList={}
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giftList={}
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potencyList={}
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orginLayer2=0
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this.shenhunList = {}
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orginLayer=0
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end
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--设置技能选中外框
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function this:SetSkillSelectImage(_goTran, _type)
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--_goTran父级 _type==true 显示 =false 隐藏
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this.selsectSkillImage:SetActive(_type)
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--this.selsectSkillImage.transform:SetParent(_goTran)
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--this.selsectSkillImage.transform.localScale = Vector3.one
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--this.selsectSkillImage.transform.localPosition=Vector3.zero
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this.selsectSkillImage.transform.position = _goTran.position
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end
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--设置装备选中外框
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function this:SetEquipSelectImage(_goTran, _type)
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--_goTran父级 _type==true 显示 =false 隐藏
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this.selsectEquipImage:SetActive(_type)
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this.selsectEquipImage.transform:SetParent(_goTran)
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this.selsectEquipImage.transform.localScale = Vector3.one
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this.selsectEquipImage.transform.localPosition = Vector3.zero
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end
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--RoleInfo0
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function this.RoleInfo0()
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LogBlue(curHeroData.id.." "..curHeroData.dynamicId)
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this.head_Frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality, curHeroData.star))
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this.head_Icon.sprite = this.spLoader:LoadSprite(curHeroData.icon)
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this.head_Pro.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
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this.head_Lv.text = curHeroData.lv
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local star,starType = curHeroData.GetStar(1)
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SetHeroStars(this.spLoader, this.head_Star, star,starType)
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SetHeroFlyEffect(this.head,this.spLoader,curHeroData.star,this.sortingOrder+1,1,2)
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Util.SetParticleSortLayer(this.head_Star,this.sortingOrder + 1)
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this.roleName.text = curHeroData.name
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local allAddProVal = {}
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if this.isOther then
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this.power.text = curHeroData.actionPower
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else
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this.power.text = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, formationId)
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end
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this.radar:SetEdges({ curHeroData.heroConfig.AttackScale / 100, curHeroData.heroConfig.DefenseScale / 100, curHeroData.heroConfig.AssistScale / 100 })
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this.radar.color = Color.New(238 / 255, 211 / 255, 156 / 255, 102 / 255)
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--天赋
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this.talentBtn:SetActive(curHeroData.heroConfig.OpenPassiveSkillRules ~= nil)
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local talentBtnImage=""
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if curHeroData.star==HeroManager.awakeNextStarIndex then
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talentBtnImage="r_hero_tianfu2_zh"
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elseif curHeroData.star==12 then
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talentBtnImage="r_tongyong_tianfufeisheng1"
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elseif curHeroData.star==13 then
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talentBtnImage="r_tongyong_tianfufeisheng2"
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elseif curHeroData.star==14 then
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talentBtnImage="r_tongyong_tianfufeisheng3"
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else
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talentBtnImage="r_hero_tianfu1_zh"
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end
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--local talentBtnImage = curHeroData.star == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
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this.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
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local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
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OpenPassiveSkillRules=GetPassiveByMaxStar(curHeroData.heroConfig,OpenPassiveSkillRules)
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if OpenPassiveSkillRules then
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local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
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this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
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end
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--法宝
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this.TalismanInfo()
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end
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--RoleInfo1
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function this.RoleInfo1()
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--定位描述相关
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this.posBgImage.sprite=this.spLoader:LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
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this.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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this.posText.text=GetLanguageStrById(curHeroData.heroConfig.HeroLocation)
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SetTextVerTial(this.posText.gameObject,Vector3.New(64,0,0),"MiddleLeft")
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local star,starType = curHeroData.GetStar(1)
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if starType == 3 then
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this.pinjieRoot.gameObject:SetActive(false)
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this.shenhunRoot.gameObject:SetActive(true)
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for i = 1,#this.shenhunList do
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if i > star then
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this.shenhunList[i].fx_shenhun.gameObject:SetActive(false)
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this.shenhunList[i].goItem.gameObject:SetActive(true)
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else
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this.shenhunList[i].goItem.gameObject:SetActive(false)
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this.shenhunList[i].fx_shenhun.gameObject:SetActive(true)
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Util.SetParticleScale(this.shenhunList[i].fx_shenhun,1/this.shenhunList[i].fx_shenhun.transform.localScale.x)
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Util.SetParticleScale(this.shenhunList[i].fx_shenhun,1.2)
|
||
end
|
||
end
|
||
else
|
||
this.shenhunRoot.gameObject:SetActive(false)
|
||
this.pinjieRoot.gameObject:SetActive(true)
|
||
--品阶
|
||
local pId=0
|
||
if curHeroData.breakId~=0 then
|
||
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
|
||
end
|
||
local hruConfig= ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Star",curHeroData.heroConfig.Star,"Show",1) --动态获取不同英雄最大突破等阶
|
||
for i = 1, #hruConfig do --动态生成
|
||
local item=this.pinjieList[i]
|
||
if not item then
|
||
item= newObjToParent(this.pinjiePre,this.pinjieRoot)
|
||
item.name="Pre"..i
|
||
this.pinjieList[i]=item
|
||
end
|
||
this.pinjieList[i]:GetComponent("Image").sprite=this.spLoader:LoadSprite(i<=pId and pinjieImage[2] or pinjieImage[1])
|
||
end
|
||
for n = 1, this.pinjieRoot.transform.childCount - 1 do --超过品阶关闭显示
|
||
this.pinjieRoot.transform:GetChild(n).gameObject:SetActive(n<=#hruConfig)
|
||
end
|
||
end
|
||
|
||
--基础属性
|
||
local allAddProVal = {}
|
||
if (this.isOther) then
|
||
--this.atk.text = curHeroData.attack
|
||
--this.hp.text = curHeroData.hp
|
||
--this.phyDef.text = curHeroData.pDef
|
||
--this.magDef.text = curHeroData.mDef
|
||
allAddProVal = curHeroData.allAddProVal
|
||
else
|
||
-- allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, formationId)
|
||
if choosedList then
|
||
-- local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList,curHeroData.dynamicId)
|
||
-- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal,formationHeroNum)
|
||
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId,FormationTypeDef.FORMATION_NORMAL)
|
||
else
|
||
-- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,false,{},formationHeroNum)
|
||
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
|
||
end
|
||
end
|
||
this.atk.text = allAddProVal[HeroProType.Attack]
|
||
this.hp.text = allAddProVal[HeroProType.Hp]
|
||
this.phyDef.text = allAddProVal[HeroProType.PhysicalDefence]
|
||
this.magDef.text = allAddProVal[HeroProType.MagicDefence]
|
||
Util.AddOnceClick(this.proBtn,function()
|
||
local guildSkill = nil
|
||
if this.isOther then guildSkill = curHeroData.guildSkill end
|
||
UIManager.OpenPanel(UIName.RoleProInfoPopup,allAddProVal,curHeroData.heroConfig,true,guildSkill)
|
||
end)
|
||
|
||
|
||
--this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
|
||
-- allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(curHeroData.id,curHeroData.star)
|
||
-- if allSkillDatas[1] and allSkillDatas[1].skillConfig and allSkillDatas[1].skillConfig.Name then
|
||
-- this.skill1:SetActive(true)
|
||
-- Util.GetGameObject(this.skill1.transform,"Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[1].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill1.transform, "Text"):GetComponent("Text").text = GetLanguageStrById(allSkillDatas[1].skillConfig.Name)--"lv." .. (allSkillDatas[1].skillId % 10)
|
||
-- Util.GetGameObject(this.skill1.transform,"SkillTypeImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetSkillType(allSkillDatas[1]))
|
||
-- else
|
||
-- this.skill1:SetActive(false)
|
||
-- end
|
||
-- if allSkillDatas[2] and allSkillDatas[2].skillConfig and allSkillDatas[2].skillConfig.Name then
|
||
-- this.skill2:SetActive(true)
|
||
-- Util.GetGameObject(this.skill2.transform,"Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[2].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill2.transform, "Text"):GetComponent("Text").text = GetLanguageStrById(allSkillDatas[2].skillConfig.Name)--"lv." .. (allSkillDatas[2].skillId % 10)
|
||
-- Util.GetGameObject(this.skill2.transform,"SkillTypeImage"):GetComponent("Image").sprite= this.spLoader:LoadSprite(GetSkillType(allSkillDatas[2]))
|
||
-- else
|
||
-- this.skill2:SetActive(false)
|
||
-- end
|
||
|
||
for i = 1,#this.shenhunList do
|
||
Util.SetParticleSortLayer(this.shenhunList[i].fx_shenhun,this.sortingOrder + 1)
|
||
end
|
||
end
|
||
--装备
|
||
function this.EquipInfo()
|
||
if not this.treasureDatas then
|
||
this.treasureDatas = {}
|
||
end
|
||
for k,v in pairs(this.treasureDatas) do
|
||
v.gameObject:SetActive(false)
|
||
end
|
||
|
||
local curHeroEquipDatas = {}
|
||
for i = 1, #curHeroData.equipIdList do
|
||
--LogError("equip-----------------"..i)
|
||
local equipData = GoodFriendManager.GetSingleEquipData(curHeroData.equipIdList[i]) or EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
|
||
if equipData ~= nil then
|
||
curHeroEquipDatas[equipData.equipConfig.Position] = equipData
|
||
end
|
||
end
|
||
for i = 1, this.equipGrid.transform.childCount do
|
||
local go = this.equipGrid.transform:GetChild(i - 1).gameObject
|
||
local pos = Util.GetGameObject(go.transform, "pos")
|
||
local curEquipData
|
||
if curHeroEquipDatas[i] then
|
||
curEquipData = curHeroEquipDatas[i]
|
||
if not this.treasureDatas[pos] then
|
||
this.treasureDatas[pos] = SubUIManager.Open(SubUIConfig.ItemView,pos.transform)
|
||
end
|
||
this.treasureDatas[pos].gameObject:SetActive(true)
|
||
this.treasureDatas[pos].transform:SetAsFirstSibling()
|
||
-- LogRed(tostring(curEquipData.homeEquipLv[1]).." "..tostring(curEquipData.homeEquipLv[2]))
|
||
this.treasureDatas[pos]:OnOpen(false, {curEquipData.id,0}, 0.8, false, false, false,orginLayer,nil,curEquipData)
|
||
end
|
||
|
||
local frameBtn = Util.GetGameObject(pos, "mask")
|
||
Util.AddOnceClick(frameBtn, function()
|
||
if curEquipData then
|
||
-- UIManager.OpenPanel(UIName.RoleEquipChangePopup, this, 2, curHeroData, curHeroEquipDatas[i],0,nil,0)
|
||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,self, curHeroEquipDatas[i],5,false,false,curHeroData)
|
||
end
|
||
end)
|
||
end
|
||
|
||
--宝器
|
||
for m = 1, 2 do
|
||
Util.GetGameObject(this.babyGrid,"Pre"..m.."/Text"):GetComponent("RectTransform").sizeDelta = GetCurLanguage() == 0 and Vector2.New(48, 95) or Vector2.New(95, 95)
|
||
end
|
||
local b = #curHeroData.jewels>0
|
||
-- this.babyTitle.gameObject:SetActive(b)
|
||
-- this.babyGrid.gameObject:SetActive(b)
|
||
local v3 = b and Vector2.New(0,75) or Vector2.New(0,75)
|
||
this.equipTitle.transform:DOAnchorPos(v3,0)
|
||
|
||
|
||
for n = 1, #curHeroData.jewels do
|
||
local did=curHeroData.jewels[n]
|
||
local data = EquipTreasureManager.GetSingleTreasureByIdDyn(did)
|
||
if not data then
|
||
data = MonsterCampManager.GetSingleTreasureByIdDyn(did)
|
||
end
|
||
if not data then
|
||
data = ExpeditionManager.GetSingleTreasureByIdDyn(did)
|
||
end
|
||
if not data then
|
||
data = GoodFriendManager.GetSingleTreasureByIdDyn(did)
|
||
end
|
||
local pos = Util.GetGameObject(this.babyGrid,"Pre"..n.."/pos")
|
||
local btn = Util.GetGameObject(pos,"mask")
|
||
if not this.treasureDatas[pos] then
|
||
this.treasureDatas[pos] = SubUIManager.Open(SubUIConfig.ItemView,pos.transform)
|
||
end
|
||
this.treasureDatas[pos].gameObject:SetActive(true)
|
||
this.treasureDatas[pos].transform:SetAsFirstSibling()
|
||
this.treasureDatas[pos]:OnOpen(false, {data.id,0}, 0.8, false, false, false, 0,did)
|
||
Util.AddOnceClick(btn,function()
|
||
if did and data then
|
||
-- UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,data,nil,pos,0)
|
||
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,data,0,false,nil,curHeroData,5)
|
||
end
|
||
end)
|
||
end
|
||
|
||
for n = 1, #curHeroData.faxiang do
|
||
local did=curHeroData.faxiang[n]
|
||
local data = FaXiangManager.GetSingleTreasureByIdDyn(did)
|
||
if not data then
|
||
data = MonsterCampManager.GetSingleFaXiangByIdDyn(did)
|
||
end
|
||
if not data then
|
||
data = ExpeditionManager.GetSingleTreasureByIdDyn(did)
|
||
end
|
||
if not data then
|
||
data = GoodFriendManager.GetSingleFaXiangByIdDyn(did)
|
||
end
|
||
local pos = Util.GetGameObject(this.faXiangGrid,"Pre"..n.."/pos")
|
||
local btn = Util.GetGameObject(pos,"mask")
|
||
if not this.treasureDatas[pos] then
|
||
this.treasureDatas[pos] = SubUIManager.Open(SubUIConfig.ItemView,pos.transform)
|
||
end
|
||
this.treasureDatas[pos].gameObject:SetActive(true)
|
||
this.treasureDatas[pos].transform:SetAsFirstSibling()
|
||
this.treasureDatas[pos]:OnOpen(false, {data.id,0}, 0.8, false, false, false, 0,did)
|
||
Util.AddOnceClick(btn,function()
|
||
if did and data then
|
||
-- UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,data,nil,pos,0)
|
||
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,data,0,false,nil,curHeroData,n+6)
|
||
end
|
||
end)
|
||
end
|
||
end
|
||
--魂印
|
||
|
||
function this.SoulPrintInfo()
|
||
local curHeroSoulPrintDatas = {}
|
||
|
||
-- 没有魂印不显示
|
||
if #curHeroData.soulPrintList==0 then
|
||
this.soulPrintInfo.gameObject:SetActive(false)
|
||
--this.backBtn.transform.localPosition = Vector2.New(432.5, 590)
|
||
this.bg.transform.sizeDelta = Vector2.New(935, 1250)
|
||
this.sc.transform.sizeDelta = Vector2.New(935, 1132)
|
||
return
|
||
end
|
||
|
||
this.soulPrintInfo.gameObject:SetActive(true)
|
||
--this.backBtn.transform.localPosition = Vector2.New(432.5, 690)
|
||
this.bg.transform.sizeDelta = Vector2.New(935, 1450)
|
||
this.sc.transform.sizeDelta = Vector2.New(935, 1332)
|
||
for key, value in pairs(soulPrintPreList) do
|
||
if value then
|
||
value:SetActive(false)
|
||
end
|
||
end
|
||
for i,v in pairs(curHeroData.soulPrintList) do --生成预设
|
||
if not soulPrintPreList[i] then
|
||
soulPrintPreList[i]=newObjToParent(this.soulPrintPre,this.soulPrintGrid)
|
||
end
|
||
soulPrintPreList[i].name="Pre"..i
|
||
soulPrintPreList[i]:SetActive(true)
|
||
--特效层级重设
|
||
for i=1,#soulPrintPreList do
|
||
Util.AddParticleSortLayer(soulPrintPreList[i], this.sortingOrder- orginLayer2)
|
||
end
|
||
orginLayer2 = this.sortingOrder
|
||
orginLayer=this.sortingOrder
|
||
|
||
local frame=Util.GetGameObject(soulPrintPreList[i],"Frame"):GetComponent("Image")
|
||
local icon=Util.GetGameObject(soulPrintPreList[i],"circleFrameBg/Icon"):GetComponent("Image")
|
||
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[v.equipId].Quality))
|
||
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[v.equipId].ResourceID))
|
||
Util.GetGameObject(soulPrintPreList[i],"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[v.equipId].Quantity].circleBg2)
|
||
Util.GetGameObject(soulPrintPreList[i],"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[v.equipId].Quantity].circle)
|
||
Util.AddOnceClick(soulPrintPreList[i],function()
|
||
UIManager.OpenPanel(UIName.SoulPrintPopUp,3,curHeroData.dynamicId,v.equipId)
|
||
end)
|
||
end
|
||
end
|
||
|
||
function this.SkillInfo()
|
||
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(curHeroData.heroConfig.Id,curHeroData.heroConfig.MaxRank, curHeroData.star)
|
||
local skillList2
|
||
if curHeroData.heroConfig.MaxRank>9 then
|
||
skillList2 = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(curHeroData.heroConfig.Id,10,curHeroData.star)
|
||
end
|
||
this.trainlevel:GetComponent("Text").text=Language[12326]..NumToComplexFont[curHeroData.HeroTraining.trainingLv]..Language[10065]
|
||
for i = 1, this.skillGrid.transform.childCount do
|
||
this.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
|
||
end
|
||
for i = 1, #skillList do
|
||
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
|
||
local go = this.skillGrid.transform:GetChild(i-1).gameObject
|
||
go:SetActive(true)
|
||
Util.GetGameObject(go.transform,"Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon))
|
||
|
||
local typeImg=Util.GetGameObject(go.transform,"SkillTypeImage")
|
||
typeImg:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetSkillType(skillList[i]))
|
||
local sText = Util.GetGameObject(go.transform,"Text"):GetComponent("Text")
|
||
sText.text=GetLanguageStrById(skillList[i].skillConfig.Name)
|
||
sText.fontSize = GetCurLanguage() ~= 2 and 30 or 25
|
||
Util.SetGray(go,skillList[i].isOpen)
|
||
Util.AddOnceClick(go, function()
|
||
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
|
||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
end
|
||
this.selsectSkillImage:SetActive(true)
|
||
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"Icon").transform.position
|
||
local skillData = {}
|
||
skillData.skillConfig = skillList[i].skillConfig
|
||
skillData.isOpen=skillList[i].isOpen
|
||
skillData.needStar=skillList[i].needStar
|
||
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,skillData.skillConfig.Type)
|
||
--local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
|
||
if skillList2 and skillList2[i] and i>2 then
|
||
nextData=skillList2[i]
|
||
nextData.isOpen=skillList2[i].isOpen
|
||
nextData.needStar=skillList2[i].needStar
|
||
--飞升技能
|
||
if i==6 then
|
||
panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
|
||
else
|
||
panel = UIManager.OpenPanel(UIName.SkillInfoPopup,nextData,1,10,maxLv,i,skillData)
|
||
end
|
||
else
|
||
panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
|
||
end
|
||
this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
|
||
triggerCallBack = function (panelType, p)
|
||
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去
|
||
this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
|
||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
this.selsectSkillImage:SetActive(false)
|
||
end
|
||
end
|
||
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
|
||
|
||
--神印
|
||
function this.GodPrintInfo()
|
||
local curHeroSoulPrintDatas = {}
|
||
|
||
-- 没有魂印不显示
|
||
if curHeroData.godPrintList==nil or #curHeroData.godPrintList==0 then
|
||
this.godPrintInfo.gameObject:SetActive(false)
|
||
--this.backBtn.transform.localPosition = Vector2.New(432.5, 590)
|
||
this.bg.transform.sizeDelta = Vector2.New(935, 1250)
|
||
this.sc.transform.sizeDelta = Vector2.New(935, 1132)
|
||
return
|
||
end
|
||
|
||
this.godPrintInfo.gameObject:SetActive(true)
|
||
--this.backBtn.transform.localPosition = Vector2.New(432.5, 690)
|
||
this.bg.transform.sizeDelta = Vector2.New(935, 1450)
|
||
this.sc.transform.sizeDelta = Vector2.New(935, 1332)
|
||
for key, value in pairs(godPrintPreList) do
|
||
if value then
|
||
value:SetActive(false)
|
||
end
|
||
end
|
||
|
||
for i,v in pairs(curHeroData.godPrintList) do --生成预设
|
||
if not godPrintPreList[i] then
|
||
godPrintPreList[i]=newObjToParent(this.godPrintPre,this.godPrintGrid)
|
||
end
|
||
godPrintPreList[i].name="Pre"..i
|
||
godPrintPreList[i]:SetActive(true)
|
||
--特效层级重设
|
||
for i=1,#godPrintPreList do
|
||
Util.AddParticleSortLayer(godPrintPreList[i], this.sortingOrder- orginLayer2)
|
||
end
|
||
orginLayer2 = this.sortingOrder
|
||
orginLayer=this.sortingOrder
|
||
|
||
local frame=Util.GetGameObject(godPrintPreList[i],"Frame"):GetComponent("Image")
|
||
local icon=Util.GetGameObject(godPrintPreList[i],"circleFrameBg/Icon"):GetComponent("Image")
|
||
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[v.equipId].Quality))
|
||
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[v.equipId].ResourceID))
|
||
Util.GetGameObject(godPrintPreList[i],"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[v.equipId].Quantity].circleBg2)
|
||
Util.GetGameObject(godPrintPreList[i],"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[v.equipId].Quantity].circle)
|
||
Util.AddOnceClick(godPrintPreList[i],function()
|
||
UIManager.OpenPanel(UIName.GodPrintPopUp,0,curHeroData.dynamicId,v.equipId)
|
||
end)
|
||
end
|
||
end
|
||
|
||
function this.GiftInfo()
|
||
local curHeroSoulPrintDatas = {}
|
||
|
||
-- 没有魂印不显示
|
||
if curHeroData.giftIds==nil or #curHeroData.giftIds==0 then
|
||
this.giftInfo.gameObject:SetActive(false)
|
||
--this.backBtn.transform.localPosition = Vector2.New(432.5, 590)
|
||
this.bg.transform.sizeDelta = Vector2.New(935, 1250)
|
||
this.sc.transform.sizeDelta = Vector2.New(935, 1132)
|
||
return
|
||
end
|
||
|
||
this.giftInfo.gameObject:SetActive(true)
|
||
--this.backBtn.transform.localPosition = Vector2.New(432.5, 690)
|
||
this.bg.transform.sizeDelta = Vector2.New(935, 1450)
|
||
this.sc.transform.sizeDelta = Vector2.New(935, 1332)
|
||
for key, value in pairs(giftList) do
|
||
if value then
|
||
value:SetActive(false)
|
||
end
|
||
end
|
||
for i=1,#curHeroData.giftIds do
|
||
LogError("curHeroData.giftIds[i]==========="..curHeroData.giftIds[i])
|
||
end
|
||
for i=1,#curHeroData.giftIds do --生成预设
|
||
if not giftList[i] then
|
||
giftList[i]=newObjToParent(this.giftPre,this.giftGrid)
|
||
end
|
||
giftList[i].name="Pre"..i
|
||
giftList[i]:SetActive(true)
|
||
--特效层级重设
|
||
for i=1,#giftList do
|
||
Util.AddParticleSortLayer(giftList[i], this.sortingOrder- orginLayer2)
|
||
end
|
||
orginLayer2 = this.sortingOrder
|
||
orginLayer=this.sortingOrder
|
||
local id=curHeroData.giftIds[i]
|
||
--LogError("v==============="..id)
|
||
local frame=Util.GetGameObject(giftList[i],"Frame"):GetComponent("Image")
|
||
local icon=Util.GetGameObject(giftList[i],"Icon"):GetComponent("Image")
|
||
Util.GetGameObject(giftList[i],"Name"):SetActive(false)
|
||
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[id].Quality))
|
||
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[id].ResourceID))
|
||
|
||
Util.AddOnceClick(giftList[i],function()
|
||
local data={}
|
||
data.id=id
|
||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,data,0)
|
||
end)
|
||
end
|
||
end
|
||
|
||
|
||
--潜能信息
|
||
function this.PotentyInfo()
|
||
local curHeroSoulPrintDatas = {}
|
||
|
||
-- 没有潜能不显示
|
||
if curHeroData.potential==nil or #curHeroData.potential==0 then
|
||
this.potentyInfo.gameObject:SetActive(false)
|
||
--this.backBtn.transform.localPosition = Vector2.New(432.5, 590)
|
||
this.bg.transform.sizeDelta = Vector2.New(935, 1250)
|
||
this.sc.transform.sizeDelta = Vector2.New(935, 1132)
|
||
return
|
||
end
|
||
-- for i=1,#curHeroData.potential do
|
||
-- LogError("curHeroData.potential[i]===========" .. curHeroData.potential[i])
|
||
-- end
|
||
this.potentyInfo.gameObject:SetActive(true)
|
||
--this.backBtn.transform.localPosition = Vector2.New(432.5, 690)
|
||
this.bg.transform.sizeDelta = Vector2.New(935, 1450)
|
||
this.sc.transform.sizeDelta = Vector2.New(935, 1332)
|
||
for key, value in pairs(potencyList) do
|
||
if value then
|
||
value:SetActive(false)
|
||
end
|
||
end
|
||
|
||
for i=1,#curHeroData.potential do --生成预设
|
||
if not potencyList[i] then
|
||
potencyList[i]=newObjToParent(this.potentyPre,this.potentyGrid)
|
||
end
|
||
potencyList[i].name="Pre"..i
|
||
potencyList[i]:SetActive(true)
|
||
--特效层级重设
|
||
for i=1,#potencyList do
|
||
Util.AddParticleSortLayer(potencyList[i], this.sortingOrder- orginLayer2)
|
||
end
|
||
orginLayer2 = this.sortingOrder
|
||
orginLayer=this.sortingOrder
|
||
local poten=curHeroData.potential[i]
|
||
--LogError("v==============="..id)
|
||
local frame=Util.GetGameObject(potencyList[i],"Frame"):GetComponent("Image")
|
||
local icon=Util.GetGameObject(potencyList[i],"Icon"):GetComponent("Image")
|
||
Util.GetGameObject(potencyList[i],"Name"):SetActive(false)
|
||
--frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[id].Quality))
|
||
local config=ConfigManager.GetConfigData(ConfigName.PotentialNewConfig,i)
|
||
icon.sprite=this.spLoader:LoadSprite(config.Icon)
|
||
LogError("poten.type==============================="..poten.lv)
|
||
--LogError("poten.type==============================="..poten.type.." uplv=="..poten.upLv.." poten.giftLv==="..poten.giftLv)
|
||
Util.AddOnceClick(potencyList[i],function()
|
||
local data={}
|
||
data.id=id
|
||
UIManager.OpenPanel(UIName.HeroPotencyInfoPopup,i,poten.lv,poten.giftLv)
|
||
end)
|
||
end
|
||
end
|
||
|
||
|
||
|
||
--法宝
|
||
function this.TalismanInfo()
|
||
--法宝表数据
|
||
if not curHeroData.heroConfig.EquipTalismana or curHeroData.talismanList == 0 then
|
||
this.talismanBtn:SetActive(false)
|
||
this.talismanLock:SetActive(true)
|
||
this.talismanlvText.text = ""
|
||
return
|
||
end
|
||
local curTalisman = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",curHeroData.heroConfig.EquipTalismana[2],"Level",10)
|
||
if curTalisman ~= nil then
|
||
this.talismanBtn:SetActive(true)
|
||
|
||
local isOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData)
|
||
this.talismanLock:SetActive(not isOpen)
|
||
local data=FaLingManager.GetEquipDataByDid(curHeroData.baublesId)
|
||
--他人法宝数据
|
||
if data==nil then
|
||
data=curHeroData.faLingData
|
||
end
|
||
if data then
|
||
this.talismanIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(data.icon)
|
||
this.talismanlv.gameObject:SetActive(true)
|
||
this.talismanlvText.text = data.lv
|
||
else
|
||
this.talismanlv.gameObject:SetActive(false)
|
||
this.talismanIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,curTalisman.TalismanaId).ResourceID))
|
||
end
|
||
Util.AddOnceClick(this.talismanBtn.gameObject, function()
|
||
-- if isOpen then
|
||
-- UIManager.OpenPanel(UIName.TalismanInfoPopup, curHeroData.heroConfig, 1, curHeroData.talismanList)
|
||
-- else
|
||
-- PopupTipPanel.ShowTip(Language[11523])
|
||
-- end
|
||
if curHeroData.baublesId then
|
||
if data then
|
||
UIManager.OpenPanel(UIName.FaLingSingleShowPopup,this,data,0,false,false,curHeroData)
|
||
end
|
||
end
|
||
end)
|
||
end
|
||
end
|
||
|
||
function this.OnSortingOrderChange()
|
||
--特效层级重设
|
||
for i=1,#soulPrintPreList do
|
||
Util.AddParticleSortLayer(soulPrintPreList[i], this.sortingOrder- orginLayer)
|
||
end
|
||
for i=1,#godPrintPreList do
|
||
Util.AddParticleSortLayer(godPrintPreList[i], this.sortingOrder- orginLayer)
|
||
end
|
||
for i=1,#giftList do
|
||
Util.AddParticleSortLayer(giftList[i], this.sortingOrder- orginLayer)
|
||
end
|
||
|
||
for i=1,#potencyList do
|
||
Util.AddParticleSortLayer(potencyList[i], this.sortingOrder- orginLayer)
|
||
end
|
||
for i = 1,#this.shenhunList do
|
||
Util.SetParticleSortLayer(this.shenhunList[i].fx_shenhun,this.sortingOrder + 1)
|
||
end
|
||
Util.SetParticleSortLayer(this.head_Star,this.sortingOrder + 1)
|
||
orginLayer = this.sortingOrder
|
||
end
|
||
|
||
return RoleInfoPopup
|
||
|