sk-client/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleStartPopup.lua

55 lines
1.6 KiB
Lua

require("Base/BasePanel")
local BattleStartPopup = Inherit(BasePanel)
local this = BattleStartPopup
local fightStartAssetName = "FightStart"
local fightStart = nil
--更换多语言资源
local material
local newName
function this:InitComponent()
end
--绑定事件(用于子类重写)
function BattleStartPopup:BindEvent()
end
function this:OnOpen(func)
--战斗开始动画
fightStart = poolManager:LoadAsset(fightStartAssetName, PoolManager.AssetType.GameObject)
fightStart.transform:SetParent(this.gameObject.transform)
fightStart.transform.localScale = Vector3.New(1, 1, 1)
fightStart.transform.localPosition = Vector3.New(0, 0, 0)
fightStart:SetActive(true)
local logo = Util.GetGameObject(fightStart.gameObject, "logo"):GetComponent("MeshRenderer").materials[0]
local name = logo:GetTexture("_TextureSample0").name
newName = GetPictureFont(string.sub(name, 1, #(name)-3))
material = poolManager:LoadAsset(newName, PoolManager.AssetType.Other)
logo:SetTexture("_TextureSample0", material)
Timer.New(function ()
--动画结束,关闭本窗口
UIManager.ClosePanel(UIName.BattleStartPopup, true)
end, 1.42)
:Start()
--全合上的时候执行方法
Timer.New(func, 0.66666):Start()
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
if fightStart ~= nil then
poolManager:UnLoadAsset(fightStartAssetName, fightStart, PoolManager.AssetType.GameObject)
fightStart = nil
end
if material ~= nil then
poolManager:UnLoadAsset(newName, material, PoolManager.AssetType.Other)
material = nil
end
end
return this