594 lines
32 KiB
Lua
594 lines
32 KiB
Lua
require("Base/BasePanel")
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RoleGetInfoPopup = Inherit(BasePanel)
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local this = RoleGetInfoPopup
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
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local PassiveSkillLogicConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
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local skillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig)
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local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local HeroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local heroBackData
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local isGet
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local heroSId
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local heroStar
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local heroRunkup -- 英雄品阶
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local breakId
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local allSkillDatas = {}
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local _heroData
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--初始化组件(用于子类重写)
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function RoleGetInfoPopup:InitComponent()
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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this.liveRoot = Util.GetGameObject(self.transform, "RoleInfo/liveRoot")
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this.heroName = Util.GetGameObject(self.transform, "RoleInfo/name/heroName"):GetComponent("Text")
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this.starGrid = Util.GetGameObject(self.transform, "RoleInfo/name/starGrid")
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-- this.starPre = Util.GetGameObject(self.transform, "bg/NameButtom/starPre")
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-- this.starGrid = Util.GetGameObject(self.transform, "RoleInfo/sartAndLvLayout")
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--定位描述
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this.posText = Util.GetGameObject(self.transform,"RoleInfo/proIcon/Text"):GetComponent("Text")
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this.profession = Util.GetGameObject(self.transform, "RoleInfo/proIcon"):GetComponent("Image")
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this.proImage = Util.GetGameObject(self.transform, "RoleInfo/name/proImage"):GetComponent("Image")
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-- this.recommend = Util.GetGameObject(self.transform, "recommend")
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-- this.qualityImage = Util.GetGameObject(self.transform,"quality"):GetComponent("Image")
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-- this.quality = Util.GetGameObject(self.transform,"quality/qualityText")
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-- this.doubleQuality = Util.GetGameObject(self.transform,"quality/qualityDoubleText")
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-- this.heroTypeText = Util.GetGameObject(self.transform,"RoleInfo/heroTypeText"):GetComponent("Text")
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-- Util.GetGameObject(self.transform,"bg/RoleInfo/pro/atk/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[2].Info)
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-- Util.GetGameObject(self.transform,"bg/RoleInfo/pro/hp/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[1].Info)
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-- Util.GetGameObject(self.transform,"bg/RoleInfo/pro/phyDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[3].Info)
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-- Util.GetGameObject(self.transform,"bg/RoleInfo/pro/magDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[4].Info)
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-- Util.GetGameObject(self.transform,"bg/RoleInfo/pro/speed/proName"):GetComponent("Text").text = propertyConfig[5].Info
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this.atk = Util.GetGameObject(self.transform, "RoleInfo/pro/atk/proValue"):GetComponent("Text")
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this.hp = Util.GetGameObject(self.transform, "RoleInfo/pro/hp/proValue"):GetComponent("Text")
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this.phyDef = Util.GetGameObject(self.transform, "RoleInfo/pro/phyDef/proValue"):GetComponent("Text")
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-- this.magDef = Util.GetGameObject(self.transform, "RoleInfo/pro/magDef/proValue"):GetComponent("Text")
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this.speed = Util.GetGameObject(self.transform, "RoleInfo/pro/speed/proValue"):GetComponent("Text")
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this.skillPanel = Util.GetGameObject(self.transform, "RoleInfo/skill")
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-- this.skill1 = Util.GetGameObject(self.transform, "bg/RoleInfo/skill/s1")
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-- this.skill2 = Util.GetGameObject(self.transform, "bg/RoleInfo/skill/s2")
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-- this.selsectSkillImage = Util.GetGameObject(self.transform, "selsectSkillImage")
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-- this.radar = Util.GetGameObject(self.transform, "bg/RoleInfo/proRadarImage/radar"):GetComponent("RadarChart")
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-- self.skillName = Util.GetGameObject(self.transform,"RoleInfo/skillName")
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-- self.skillLine = Util.GetGameObject(self.transform,"RoleInfo/skillLine")
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this.skillGrid = Util.GetGameObject(self.transform,"RoleInfo/skill/skillGroup")
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-- this.skill1 = Util.GetGameObject(this.skillGrid, "sBg1/SkillTypeImage")
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-- this.skill2 = Util.GetGameObject(this.skillGrid, "sBg2/SkillTypeImage")
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this.skill1 = Util.GetGameObject(this.skillGrid, "Skill1")
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this.skill2 = Util.GetGameObject(this.skillGrid, "Skill2")
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this.skill3 = Util.GetGameObject(this.skillGrid, "Skill3")
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this.skill4 = Util.GetGameObject(this.skillGrid, "Skill4")
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-- this.selsectSkillImage = Util.GetGameObject(self.transform,"RoleInfo/selsectSkillImage")
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-- this.talismanBtn = Util.GetGameObject(self.transform,"RoleInfo/Panel/Other/TalismanBtn")
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-- this.talismanFrame = Util.GetGameObject(self.transform,"RoleInfo/Panel/Other/TalismanBtn"):GetComponent("Image")
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-- this.talismanIcon = Util.GetGameObject(self.transform,"RoleInfo/Panel/Other/TalismanBtn/Icon"):GetComponent("Image")
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-- this.talentBtn = Util.GetGameObject(self.transform,"RoleInfo/Panel/Other/talentBtn")
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-- this.talentProgress = Util.GetGameObject(self.transform,"RoleInfo/Panel/Other/talentBtn/progress"):GetComponent("Text")
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this.btnGet = Util.GetGameObject(self.transform, "RoleInfo/btnGet")
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this.core = Util.GetGameObject(self.transform, "RoleInfo/core")
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this.btnComment = Util.GetGameObject(self.transform, "CommentBtn")
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end
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local heroSData
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local triggerCallBack
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--绑定事件(用于子类重写)
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function RoleGetInfoPopup:BindEvent()
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Util.AddClick(this.BtnBack, 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.btnGet, function ()
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UIManager.OpenPanel(UIName.JumpSelectPopup, false, heroSId)
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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 skillData=allSkillDatas[1]
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-- local maxLv= HeroManager.GetHeroSkillMaxLevel(heroSId, skillData.skillConfig.Type)
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-- local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,3,10,maxLv,1)
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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 --监听到SkillInfoPopup关闭,把层级设回去
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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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-- local skillData=allSkillDatas[2]
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-- local maxLv= HeroManager.GetHeroSkillMaxLevel(heroSId, skillData.skillConfig.Type)
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-- local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,3,10,maxLv,2)
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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 --监听到SkillInfoPopup关闭,把层级设回去
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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.btnComment, function ()
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UIManager.OpenPanel(UIName.CommentPanel, heroSData)
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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 RoleGetInfoPopup: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 RoleGetInfoPopup: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 RoleGetInfoPopup:OnOpen(...)
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local data = {...}
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isGet = data[1]
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if isGet then
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heroBackData = data[2]
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heroSId = heroBackData.heroId
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heroStar = heroBackData.star
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--heroRunkup = HeroRankupConfig[heroBackData.breakId].Phase[2]
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breakId = heroBackData.breakId
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else
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heroSId = data[2]
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heroStar = data[3]
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if heroStar > 6 then
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local heroRankupConfigs = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Type",2,"OpenStar",heroStar)
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if #heroRankupConfigs > 0 then
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local max = heroRankupConfigs[#heroRankupConfigs]
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breakId = max.Id
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else
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breakId = heroRankupConfigs[1].Id
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end
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else
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local heroRankupConfigs = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Type",1,"OpenStar",heroStar)
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if #heroRankupConfigs > 0 then
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local max = heroRankupConfigs[#heroRankupConfigs]
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breakId = max.Id
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end
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end
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end
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LogGreen("英雄ID:"..heroSId)
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heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
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end
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function RoleGetInfoPopup:OnShow()
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local isZero = ConfigManager.GetConfigData("HeroConfig",heroSId).PropertyName
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if isZero == 0 then
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this.skillPanel:SetActive(false)
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local heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
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this.ShowHeroLive(heroSData)
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SetHeroStars(this.starGrid, heroStar)
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--属性
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this.atk.text = 1
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this.hp.text = 1
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this.phyDef.text = 1
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-- this.magDef.text = 1
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this.speed.text = 1
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return
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end
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this.skillPanel:SetActive(true)
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allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(heroSId,heroStar)
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heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
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if isGet then
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this.GetShowPanelData()
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--天赋
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-- this.talentBtn:SetActive(heroSData.OpenPassiveSkillRules ~= nil)
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-- if heroSData.OpenPassiveSkillRules then
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-- local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroSData,0,0)
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-- this.talentProgress.text = #openlists - compoundOpenNum .."/"..#heroSData.OpenPassiveSkillRules - compoundNum
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-- end
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-- Util.AddOnceClick(this.talentBtn,function()
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-- UIManager.OpenPanel(UIName.RoleTalentPopup,heroSData,0,0)
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-- end)
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else
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this.NoGetShowPanelData()
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end
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--技能 布局变动
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-- self.skillLine.gameObject:SetActive(not (heroSData.OpenPassiveSkillRules == nil and heroSData.EquipTalismana==nil))
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-- if heroSData.OpenPassiveSkillRules == nil and heroSData.EquipTalismana==nil then
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-- -- Util.GetGameObject(self.transform,"RoleInfo/Panel/Skill"):GetComponent("LayoutElement").minWidth=500
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-- -- Util.GetGameObject(self.transform,"RoleInfo/Panel/Skill/skill"):GetComponent("GridLayoutGroup").startAxis=0
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-- self.skillName.transform:DOAnchorPos(Vector3.New(230,158,0),0)
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-- else
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-- -- Util.GetGameObject(self.transform,"RoleInfo/Panel/Skill"):GetComponent("LayoutElement").minWidth=150
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-- -- Util.GetGameObject(self.transform,"RoleInfo/Panel/Skill/skill"):GetComponent("GridLayoutGroup").startAxis=1
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-- self.skillName.transform:DOAnchorPos(Vector3.New(90,158,0),0)
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-- end
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--技能点击特殊处理
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-- this.selsectSkillImage:SetActive(false)
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-- this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
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-- local triggerCallBack
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-- local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(heroSData.Id,heroSData.Star)
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-- for i = 1, this.skillGrid.transform.childCount do
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-- this.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
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-- end
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-- for i = 1, #skillList do
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-- if skillList[i] and skillList[i].skillConfig and skillList[i].skillConfig.Name then
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-- local go = this.skillGrid.transform:GetChild(i-1).gameObject
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-- go:SetActive(true)
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-- Util.GetGameObject(go.transform,"Icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon))
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-- Util.GetGameObject(go.transform,"skillNameTx"):GetComponent("Text").text=skillList[i].skillConfig.Name--GetLanguageStrById(10470).. 1(skillList[i].skillConfig.Id % 10)
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-- -- Util.GetGameObject(go.transform,"SkillTypeImage"):GetComponent("Image").sprite=Util.LoadSprite(GetSkillType(allSkillDatas[i]))
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-- if SkillLogicConfig[skillList[i].skillConfig.Id]~=nil then
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-- Util.GetGameObject(go.transform,"Lv/LvTx"):GetComponent("Text").text = SkillLogicConfig[skillList[i].skillConfig.Id].Level
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-- else
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-- Util.GetGameObject(go.transform,"Lv/LvTx"):GetComponent("Text").text = PassiveSkillLogicConfig[skillList[i].skillConfig.Id].Level
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-- end
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-- Util.AddOnceClick(Util.GetGameObject(go.transform,"frame"), 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.selsectSkillImage:SetActive(true)
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-- this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position
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-- local skillData = {}
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-- skillData.skillConfig = skillList[i].skillConfig
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-- local maxLv= HeroManager.GetHeroSkillMaxLevel(heroSData.Id,skillData.skillConfig.Type)
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-- local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
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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 panel == p then --监听到SkillInfoPopup关闭,把层级设回去
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-- this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
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-- Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- this.selsectSkillImage:SetActive(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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-- end
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-- end
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this.SkillInfo()
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--法宝
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-- self.talismanBtn.gameObject:SetActive(heroSData.EquipTalismana~=nil)
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-- if heroSData.EquipTalismana~=nil then
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-- -- self.talismanFrame.sprite=Util.LoadSprite(TalismanBubble[itemConfig[heroSData.EquipTalismana[2]].Quantity])
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-- this.talismanIcon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[heroSData.EquipTalismana[2]].ResourceID))
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-- end
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-- Util.AddOnceClick(this.talismanBtn.gameObject,function()
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-- UIManager.OpenPanel(UIName.TalismanInfoPopup,heroSData,1,1)
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-- end)
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end
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function this.SkillInfo()
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local heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
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local oldSkillList = HeroManager.GetSkillIdsByHeroRulesRole(heroSData.OpenSkillRules,heroStar,breakId)
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local oldOpenPassiveSkillRules = HeroManager.GetPassiveSkillIdsByHeroRuleslock(heroSData.OpenPassiveSkillRules,heroStar,breakId)
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for key, value in pairs(oldOpenPassiveSkillRules) do
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table.insert(oldSkillList, value)
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end
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table.sort(oldSkillList,function(a,b)
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return a.skillConfig.Id < b.skillConfig.Id
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end)
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this.core:SetActive(heroSData.HeroValue == 1)
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this.SetSkillInfo(oldSkillList[2],this.skill1)
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this.SetSkillInfo(oldSkillList[3],this.skill2)
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this.SetSkillInfo(oldSkillList[4],this.skill3)
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this.SetSkillInfo(oldSkillList[5],this.skill4)
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end
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function this.SetSkillInfo(skillData,skillGo)
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if skillData and skillData.skillConfig and skillData.skillConfig.Name then
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skillGo:SetActive(true)
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local skillLevel = 0
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Util.GetGameObject(skillGo.transform,"icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(skillData.skillConfig.Icon))
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Util.GetGameObject(skillGo.transform,"skillName"):GetComponent("Text").text = GetLanguageStrById(skillData.skillConfig.Name)--GetLanguageStrById(10470).. 1(skillList[i].skillConfig.Id % 10)
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--Util.GetGameObject(skillGo.transform, "Text"):GetComponent("Text").text = skillData.skillConfig.Name--"lv." .. (skillData.skillId % 10)
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--Util.GetGameObject(skillGo.transform,"SkillTypeImage"):GetComponent("Image").sprite=Util.LoadSprite(GetSkillType(skillData))
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if SkillLogicConfig[skillData.skillConfig.Id] ~= nil then
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skillLevel = SkillLogicConfig[skillData.skillConfig.Id].Level
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else
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skillLevel = PassiveSkillLogicConfig[skillData.skillConfig.Id].Level
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end
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Util.GetGameObject(skillGo.transform,"Lv/LvTx"):GetComponent("Text").text = skillLevel
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Util.SetGray(Util.GetGameObject(skillGo.transform,"icon"),skillData.lock)
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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(skillGo.transform, true)
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Util.AddOnceClick(Util.GetGameObject(skillGo.transform,"frame"), 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.selsectSkillImage:SetActive(true)
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-- this.selsectSkillImage.transform.position=Util.GetGameObject(skillGo.transform,"icon").transform.position
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-- local skillData = {}
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-- skillData.skillConfig = skillData.skillConfig
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local skillLogicConfig_
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local isPassive
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local skillPos
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if skillLogicConfig_ == nil then
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skillLogicConfig_ = ConfigManager.TryGetConfigDataByKey(ConfigName.SkillLogicConfig,"Id",skillData.skillConfig.Id)
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isPassive = false
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end
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if skillLogicConfig_ == nil then
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skillLogicConfig_ = ConfigManager.TryGetConfigDataByKey(ConfigName.PassiveSkillLogicConfig,"Id",skillData.skillConfig.Id)
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isPassive = true
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end
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local heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
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if isPassive then
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for i = 1, #heroSData.OpenPassiveSkillRules do
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if heroSData.OpenPassiveSkillRules[i][2] == skillLogicConfig_.Group then
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skillPos = heroSData.OpenPassiveSkillRules[i][1]
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break
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end
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end
|
||
else
|
||
for i=1, #heroSData.OpenSkillRules do
|
||
if heroSData.OpenSkillRules[i][2] == skillLogicConfig_.Group then
|
||
skillPos=heroSData.OpenSkillRules[i][1]
|
||
break
|
||
end
|
||
end
|
||
end
|
||
local maxLv= HeroManager.GetHeroSkillMaxLevel(heroSId,skillPos)
|
||
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,skillPos,skillLevel)
|
||
-- 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 = self.sortingOrder + 1
|
||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
-- this.selsectSkillImage:SetActive(false)
|
||
end
|
||
end
|
||
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
end)
|
||
|
||
-- Util.AddOnceClick(Util.GetGameObject(skillGo.transform,"frame"), function()
|
||
-- local maxLv = HeroManager.GetHeroSkillMaxLevel(heroSId, skillData.skillConfig.Type)
|
||
-- local panel = UIManager.OpenPanel(UIName.SkillInfoPopup, skillData, 4, 10, maxLv, 1)
|
||
-- --this.skillGrid:GetComponent("Canvas").overrideSorting=true
|
||
-- --this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
|
||
-- triggerCallBack = function(panelType, p)
|
||
-- if panelType == UIName.SkillInfoPopup and p == panel then
|
||
-- --监听到SkillInfoPopup关闭,把层级设回去
|
||
-- --this.skillGrid:GetComponent("Canvas").overrideSorting=false
|
||
-- --this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
|
||
-- Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
-- this:SetSkillSelectImage(self.transform, false)
|
||
-- end
|
||
-- end
|
||
-- Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
-- end)
|
||
else
|
||
skillGo:SetActive(false)
|
||
end
|
||
end
|
||
|
||
function this.ShowHeroLive(_heroSConfigData)
|
||
|
||
_heroData = _heroSConfigData
|
||
if _heroSConfigData.HeroSound then
|
||
SoundManager.PlaySound(_heroSConfigData.HeroSound)
|
||
end
|
||
|
||
this.liveName = GetResourcePath(_heroSConfigData.RoleImage)
|
||
this.liveObj = LoadHerolive(_heroSConfigData, this.liveRoot.transform)
|
||
-- this.liveNode = poolManager:LoadFrame(this.liveName, this.liveRoot.transform, Vector3.one * _heroSConfigData.Scale, Vector3.New(_heroSConfigData.Position[1], _heroSConfigData.Position[2]))
|
||
-- this.liveNode.transform.sizeDelta = Vector2.New(1000, 1000)
|
||
-- local SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
|
||
--资质相关
|
||
-- this.qualityImage.sprite=GetQuantityImage(_heroSConfigData.Natural)
|
||
-- this.quality:SetActive(_heroSConfigData.Natural < 10)
|
||
-- this.doubleQuality:SetActive(_heroSConfigData.Natural >= 10)
|
||
-- this.quality:GetComponent("Text").text = _heroSConfigData.Natural
|
||
-- this.doubleQuality:GetComponent("Text").text = _heroSConfigData.Natural
|
||
--定位描述相关
|
||
-- this.posBgImage.sprite=Util.LoadSprite(GetHeroPosBgStr(_heroSConfigData.Profession))
|
||
-- this.posImage.sprite=Util.LoadSprite(GetHeroPosStr(_heroSConfigData.Profession))
|
||
this.posText.text = GetLanguageStrById(_heroSConfigData.HeroLocation)
|
||
this.heroName.text = GetLanguageStrById(_heroSConfigData.ReadingName)
|
||
-- this.posText.text = HeroOccupationDef[_heroSConfigData.Profession]
|
||
-- this.posImage.sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(_heroSConfigData.Profession))
|
||
this.profession.sprite = Util.LoadSprite(GetBigProStrImageByProNum(_heroSConfigData.PropertyName))
|
||
this.proImage.sprite = Util.LoadSprite(GetBigProStrImageByProNum(_heroSConfigData.PropertyName))
|
||
-- for i = 1, 4, 1 do
|
||
-- Util.GetGameObject(this.recommend, "Image"..i):GetComponent("Image").sprite = Util.LoadSprite("N1_img_tanke_mingjiahui")
|
||
-- end
|
||
-- if _heroData.HeroValue > 0 then
|
||
-- this.recommend:SetActive(true)
|
||
-- for i = 1, _heroSConfigData.HeroValue, 1 do
|
||
-- Util.GetGameObject(this.recommend, "Image"..i):GetComponent("Image").sprite= Util.LoadSprite("N1_img_tanke_mingjia")
|
||
-- end
|
||
-- else
|
||
-- this.recommend:SetActive(false)
|
||
-- end
|
||
end
|
||
function this.GetShowPanelData()
|
||
local heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroBackData.heroId)
|
||
-- _heroData = heroBackData[heroSId]
|
||
this.ShowHeroLive(heroSData)
|
||
--星级
|
||
SetHeroStars(this.starGrid, heroBackData.star)
|
||
--属性
|
||
local allAddProVal = HeroManager.CalculateHeroAllProValList(1,heroBackData.id,false)
|
||
this.atk.text = allAddProVal[HeroProType.Attack]
|
||
this.hp.text = allAddProVal[HeroProType.Hp]
|
||
this.phyDef.text =allAddProVal[HeroProType.PhysicalDefence]
|
||
-- this.magDef.text = allAddProVal[HeroProType.MagicDefence]
|
||
this.speed.text = allAddProVal[HeroProType.Speed]
|
||
--技能
|
||
-- this.selsectSkillImage:SetActive(false)
|
||
-- this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
|
||
-- if allSkillDatas[1] and allSkillDatas[1].skillConfig and allSkillDatas[1].skillConfig.Name then
|
||
-- this.skill1:SetActive(true)
|
||
-- this.skill1.transform:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(allSkillDatas[1].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill1.transform,"Text"):GetComponent("Text").text = "等级"..(allSkillDatas[1].skillId % 10)
|
||
-- else
|
||
-- this.skill1:SetActive(false)
|
||
-- end
|
||
-- if allSkillDatas[2] and allSkillDatas[2].skillConfig and allSkillDatas[2].skillConfig.Name then
|
||
-- this.skill2:SetActive(true)
|
||
-- this.skill2.transform:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(allSkillDatas[2].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill2.transform,"Text"):GetComponent("Text").text = "等级"..(allSkillDatas[2].skillId % 10)
|
||
-- else
|
||
-- this.skill2:SetActive(false)
|
||
-- end
|
||
end
|
||
|
||
function this.NoGetShowPanelData()
|
||
local heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
|
||
-- _heroData = heroConfig[heroSId]
|
||
this.ShowHeroLive(heroSData)
|
||
--星级
|
||
--Util.ClearChild(this.starGrid.transform)
|
||
SetHeroStars(this.starGrid, heroStar)
|
||
--属性
|
||
local allAddProVal = this.CalculateHeroAllProValList(heroSData,heroStar,heroStar ~= heroSData.Star)
|
||
this.atk.text = allAddProVal[HeroProType.Attack]
|
||
this.hp.text = allAddProVal[HeroProType.Hp]
|
||
this.phyDef.text = allAddProVal[HeroProType.PhysicalDefence]
|
||
-- this.magDef.text = allAddProVal[HeroProType.MagicDefence]
|
||
this.speed.text = heroSData.Speed
|
||
--技能
|
||
|
||
-- this.selsectSkillImage:SetActive(false)
|
||
-- this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
|
||
-- if allSkillDatas[1] and allSkillDatas[1].skillConfig and allSkillDatas[1].skillConfig.Name then
|
||
-- this.skill1:SetActive(true)
|
||
-- this.skill1.transform:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(allSkillDatas[1].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill1.transform,"Text"):GetComponent("Text").text="等级"..(allSkillDatas[1].skillId % 10)
|
||
-- else
|
||
-- this.skill1:SetActive(false)
|
||
-- end
|
||
-- if allSkillDatas[2] and allSkillDatas[2].skillConfig and allSkillDatas[2].skillConfig.Name then
|
||
-- this.skill2:SetActive(true)
|
||
-- this.skill2.transform:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(allSkillDatas[2].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill2.transform,"Text"):GetComponent("Text").text="等级"..(allSkillDatas[2].skillId % 10)
|
||
-- else
|
||
-- this.skill2:SetActive(false)
|
||
-- end
|
||
|
||
end
|
||
function this:SetSkillSelectImage(_goTran,_type)--_goTran父级 _type==true 显示 =false 隐藏
|
||
-- this.selsectSkillImage:SetActive(_type)
|
||
--this.selsectSkillImage.transform:SetParent(_goTran)
|
||
--this.selsectSkillImage.transform.localScale = Vector3.one
|
||
--this.selsectSkillImage.transform.localPosition=Vector3.zero
|
||
-- this.selsectSkillImage.transform.position=_goTran.position
|
||
end
|
||
local heroLevelConfig = ConfigManager.GetConfig(ConfigName.HeroLevelConfig)
|
||
--计算英雄属性 1 初始 2 满星
|
||
function this.CalculateHeroAllProValList(heroConFigData,_starNum,isCalculateStarVal)
|
||
local allAddProVal = {}
|
||
for i, v in ConfigPairs(propertyConfig) do
|
||
allAddProVal[i] = 0
|
||
end
|
||
-- local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
|
||
-- local curLvNum = 1
|
||
-- local breakId = 0
|
||
-- local upStarId = 0
|
||
-- if isCalculateStarVal then
|
||
-- curLvNum = heroLevelConfig[heroRankupConfig.OpenLevel].CharacterLevelPara
|
||
-- for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
|
||
-- if 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
|
||
-- end
|
||
local heroRankupConfig
|
||
if heroConFigData.Star == _starNum then
|
||
local heroRankuplist = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroRankupConfig,"Star",heroConFigData.Star)
|
||
local starlv = 1
|
||
for key, value in pairs(heroRankuplist) do
|
||
if value.OpenLevel > starlv then
|
||
starlv = value.OpenLevel
|
||
heroRankupConfig = value
|
||
end
|
||
end
|
||
else
|
||
heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
|
||
end
|
||
local curLvNum = 1
|
||
local breakId = 0
|
||
local upStarId = 0
|
||
if isCalculateStarVal then
|
||
--等级
|
||
curLvNum = heroRankupConfig.OpenLevel
|
||
--解锁天赋
|
||
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
|
||
if v.OpenStar == _starNum 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
|
||
end
|
||
allAddProVal[HeroProType.Attack] = HeroManager.CalculateProVal(heroConFigData.Attack, curLvNum, breakId,upStarId,HeroProType.Attack,heroConFigData)
|
||
allAddProVal[HeroProType.Hp] = HeroManager.CalculateProVal(heroConFigData.Hp, curLvNum, breakId,upStarId,HeroProType.Hp,heroConFigData)
|
||
allAddProVal[HeroProType.PhysicalDefence] = HeroManager.CalculateProVal(heroConFigData.PhysicalDefence, curLvNum, breakId,upStarId,HeroProType.PhysicalDefence,heroConFigData)
|
||
-- allAddProVal[HeroProType.MagicDefence] = HeroManager.CalculateProVal(heroConFigData.MagicDefence, curLvNum, breakId,upStarId,HeroProType.MagicDefence,heroConFigData)
|
||
--allAddProVal[HeroProType.Speed]= math.floor(((curSpeedFormulaData[1] * math.pow(breakId, 3) + curSpeedFormulaData[2] * math.pow(breakId, 2) + curSpeedFormulaData[3] * breakId + curSpeedFormulaData[4]) + heroConFigData.Speed * speedNum))
|
||
-- for i = 1, #heroConFigData.SecondaryFactor do
|
||
-- local proId = heroConFigData.SecondaryFactor[i][1]
|
||
-- if propertyConfig[proId].Style ==2 then
|
||
-- allAddProVal[heroConFigData.SecondaryFactor[i][1]] = heroConFigData.SecondaryFactor[i][2]/10000
|
||
-- else
|
||
-- allAddProVal[heroConFigData.SecondaryFactor[i][1]] = heroConFigData.SecondaryFactor[i][2]
|
||
-- end
|
||
-- end
|
||
-- Util.AddOnceClick(this.talentBtn,function()
|
||
-- UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
|
||
-- end)
|
||
-- if heroConFigData.OpenPassiveSkillRules then
|
||
-- local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
|
||
-- this.talentProgress.text = #openlists - compoundOpenNum .."/"..#heroConFigData.OpenPassiveSkillRules - compoundNum
|
||
-- end
|
||
return allAddProVal
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function RoleGetInfoPopup:OnClose()
|
||
-- if this.liveNode then
|
||
-- poolManager:UnLoadFrame(this.liveName, this.liveNode)
|
||
-- this.liveNode = nil
|
||
-- end
|
||
UnLoadHerolive(_heroData,this.liveObj)
|
||
Util.ClearChild(this.liveRoot.transform)
|
||
_heroData = nil
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function RoleGetInfoPopup:OnDestroy()
|
||
|
||
end
|
||
|
||
return RoleGetInfoPopup |