显示优化
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@ -328,6 +328,14 @@ BattleConst.ELEMENT_TYPE = {
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PURPLE = 5
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}
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BattleConst.ELEMENT_COLOR = {
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[BattleConst.ELEMENT_TYPE.RED] = "#FF9898",
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[BattleConst.ELEMENT_TYPE.YELLOW] = "#FFFC28",
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[BattleConst.ELEMENT_TYPE.GREEN] = "#3CFF28",
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[BattleConst.ELEMENT_TYPE.BLUE] = "#28FFF7",
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[BattleConst.ELEMENT_TYPE.PURPLE] = "#FFAEED"
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}
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BattleConst.ELEMENT_ICON = {
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[BattleConst.ELEMENT_TYPE.RED] = "red_1",
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[BattleConst.ELEMENT_TYPE.YELLOW] = "yellow_1",
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@ -49,8 +49,15 @@ function HeroManager:getMatchTypeIcon(matchType)
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return GConst.HeroConst.MATCH_ICON_NAME[matchType]
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end
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function HeroManager:getMatchTypeName(matchType)
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return I18N:getGlobalText("ELEMENT_NAME_" .. matchType)
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function HeroManager:getMatchTypeName(matchType, needColor)
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local name = I18N:getGlobalText("ELEMENT_NAME_" .. matchType)
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if needColor then
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local color = GConst.BattleConst.ELEMENT_COLOR[matchType]
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if color then
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name = string.format("<color=%s>%s</color>", color, name)
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end
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end
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return name
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end
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function HeroManager:getSkillDesc(skillId)
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@ -95,8 +102,8 @@ end
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function HeroManager:getSkillRogueBg(skillId)
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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if cfg.type == GConst.BattleConst.UNLOCK_SKILL_ROGUE_TYPE then -- 解锁技能类型
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return "frame_skill_" .. cfg.skill_position
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if cfg.skill_position then -- 解锁技能类型
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return "frame_skill_0"
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end
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return cfg and "frame_" .. cfg.qlt
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end
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@ -18,7 +18,8 @@ function BattleSelectSkillCell:refresh(skillId, func)
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end
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local uiMap = self:getUIMap()
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uiMap["skill_select_cell.desc"]:setText(ModuleManager.HeroManager:getSkillRogueDesc(skillId, self.value))
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local desc = uiMap["skill_select_cell.desc"]
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desc:setText(ModuleManager.HeroManager:getSkillRogueDesc(skillId, self.value))
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self:getBaseObject():addClickListener(function()
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func(self.value)
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end)
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@ -28,6 +29,20 @@ function BattleSelectSkillCell:refresh(skillId, func)
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self.selectSkillCell:refresh(skillId, nil, valueStr)
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uiMap["skill_select_cell.img"]:setSprite(GConst.ATLAS_PATH.BATTLE, ModuleManager.HeroManager:getSkillRogueBattleBg(skillId))
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local icon = uiMap["skill_select_cell.element_icon"]
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if cfg.skill_position then
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local iconName = uiMap["skill_select_cell.element_icon.name"]
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local atlas, iconSprite = ModuleManager.BattleManager:getElementIcon(cfg.skill_position)
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icon:setVisible(true, 0.4)
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icon:setSprite(atlas, iconSprite)
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iconName:setText(ModuleManager.HeroManager:getMatchTypeName(cfg.skill_position, true))
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desc:setAnchoredPositionY(-15)
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else
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icon:setVisible(false, 0.4)
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desc:setAnchoredPositionY(0)
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end
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end
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return BattleSelectSkillCell
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@ -2,11 +2,7 @@ local HeroDetailUI = class("HeroDetailUI", BaseUI)
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local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
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local SKILL_BUFF_BG = {
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[2] = "frame_1",
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[3] = "frame_2",
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[4] = "frame_3",
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}
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local BTN_ICON = {"common_btn_green_2", "common_btn_grey_2"}
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function HeroDetailUI:isFullScreen()
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return false
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@ -109,7 +105,11 @@ function HeroDetailUI:_display()
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uiMap["hero_detail_ui.bg.atk"]:setText(atkStr)
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local btn = uiMap["hero_detail_ui.bg.up_btn"]
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btn:setImageGray(not canLvUp)
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if canLvUp then
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btn:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
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else
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btn:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
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end
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btn:setTouchEnable(true)
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btn:setActive(not self.heroEntity:isMaxLv())
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end
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