升级
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2a65830015
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@ -103,6 +103,33 @@ function HeroDetailUI:onLoadRootComplete()
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end)
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end
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self.skillBg = uiMap["hero_detail_ui.top.bg_1.skill_node"]
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self.skillBg = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_bg"]
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self.imgSkill = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_bg.skill_icon"]
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self.skillNameTx = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_bg.skill_name_tx"]
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self.skill = {}
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self.skillIcon = {}
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self.skillDescTxs = {}
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self.skillNeedStarNodes = {}
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self.skillNeedStarDescTx1s = {}
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self.skillNeedStarStarImgs = {}
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self.skillNeedStarDescTx2s = {}
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for i = 1, 4 do
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self.skill[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i]
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self.skillIcon[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".icon"]
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self.skillDescTxs[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".desc_tx"]
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self.skillNeedStarNodes[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".need_star_node"]
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self.skillNeedStarDescTx1s[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".need_star_node.desc_tx_1"]
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self.skillNeedStarStarImgs[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".need_star_node.star_img"]
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self.skillNeedStarDescTx2s[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".need_star_node.desc_tx_2"]
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end
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self.skillBg:addClickListener(function()
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local cfg = ConfigManager:getConfig("skill")[self.heroEntity:getBaseSkill()]
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if cfg.buff_id and #cfg.buff_id > 0 then
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ModuleManager.TipsManager:showSkillTips(self.skillBg, cfg.buff_id)
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end
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end)
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self.lvUpVfxs = {}
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for i = 1, 5 do
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self.lvUpVfxs[i] = uiMap["hero_detail_ui.top.vfx_c1_ui_uplight_b0" .. i]
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@ -175,6 +202,7 @@ function HeroDetailUI:onRefresh(checkLevel)
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self:updateHero()
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self:updateSide()
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self:refreshPageInfo()
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self:refreshSkillInfo()
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self:checkLvUp(checkLevel)
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end
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@ -235,6 +263,82 @@ function HeroDetailUI:updateHero()
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self.qltBgTx:setText(GFunc.getHeroQltStr(qlt))
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end
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function HeroDetailUI:refreshSkillInfo()
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local skillId = self.heroEntity:getBaseSkill()
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self.skillNameTx:setText(ModuleManager.HeroManager:getSkillName(skillId))
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-- self.txSkill:setText(ModuleManager.HeroManager:getSkillDesc(skillId))
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self.imgSkill:setSprite(GConst.ATLAS_PATH.ICON_SKILL, ModuleManager.HeroManager:getSkillIcon(skillId))
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local skillList = self.heroEntity:getRogueSkillList()
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local lv = self.heroEntity:getLv()
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local star = self.heroEntity:getStar()
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for i = 1, 4 do
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local skillInfo = skillList[i]
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if skillInfo then
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local skillUnlcokStar = skillInfo[1]
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local skillId = skillInfo[2]
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local skillBg = self.skill[i]
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local skillIcon = self.skillIcon[i]
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local nextLvUpStar = self.heroEntity:getNextRougeLvUp(i)
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skillBg:addClickListener(function()
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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-- ModuleManager.TipsManager:showSkillTips(skillIcon, cfg.buff_id, skillId)
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ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, i, cfg.buff_id)
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end)
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skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
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skillBg:setTouchEnable(true)
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if skillUnlcokStar > star then
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self.skillNeedStarNodes[i]:setActive(true)
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local nextStar = (skillUnlcokStar - 1)%5 + 1
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self.skillNeedStarDescTx1s[i]:setText(nextStar)
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local meshProComp = self.skillNeedStarDescTx1s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.skillNeedStarDescTx1s[i]:setSizeDeltaX(contentWidth)
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local starType = math.ceil(skillUnlcokStar / 5)
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self.skillNeedStarStarImgs[i]:setSprite(GFunc.getStarImg(starType))
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self.skillNeedStarDescTx2s[i]:setText(I18N:getGlobalText(I18N.GlobalConst.STR_UNLOCK))
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local meshProComp = self.skillNeedStarDescTx2s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.skillNeedStarDescTx2s[i]:setSizeDeltaX(contentWidth)
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self.skillNeedStarNodes[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT):RefreshLayout()
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skillBg:setSprite(GConst.ATLAS_PATH.ICON_ITEM, "frame_1")
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else
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if nextLvUpStar then
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self.skillNeedStarNodes[i]:setActive(true)
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local nextStar = (nextLvUpStar - 1)%5 + 1
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self.skillNeedStarDescTx1s[i]:setText(nextStar)
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local meshProComp = self.skillNeedStarDescTx1s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.skillNeedStarDescTx1s[i]:setSizeDeltaX(contentWidth)
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local starType = math.ceil(nextLvUpStar / 5)
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self.skillNeedStarStarImgs[i]:setSprite(GFunc.getStarImg(starType))
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self.skillNeedStarDescTx2s[i]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_17))
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local meshProComp = self.skillNeedStarDescTx2s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.skillNeedStarDescTx2s[i]:setSizeDeltaX(contentWidth)
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self.skillNeedStarNodes[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT):RefreshLayout()
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else
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self.skillNeedStarNodes[i]:setActive(false)
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end
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skillBg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
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end
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end
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end
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-- local needPop, isUnlock, skillIdx = self.heroEntity:checkSkillUnlock()
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-- if needPop then
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-- self.baseObject:performWithDelayGlobal(function()
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-- local skillInfo = skillList[skillIdx]
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-- if skillInfo then
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-- local skillId = skillInfo[2]
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-- local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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-- ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, skillIdx, cfg.buff_id, isUnlock, needPop)
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-- end
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-- end, 0.5)
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-- end
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end
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function HeroDetailUI:refreshPageInfo()
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self.titleTx:setText(self.heroEntity:getName())
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if self.page == GConst.HeroConst.PANEL_TYPE.HERO then
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@ -9,15 +9,11 @@ local LV_CELL = "app/ui/hero/cell/lv_cell"
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function HeroInfoComp:init()
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local uiMap = self:getUIMap()
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self.skillBg = uiMap["hero_info.skill_node.skill_bg"]
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self.imgSkill = uiMap["hero_info.skill_node.skill_bg.skill_icon"]
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self.skillNameTx = uiMap["hero_info.skill_node.skill_bg.skill_name_tx"]
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self.btnUp = uiMap["hero_info.up.up_btn"]
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self.txUpdesc = uiMap["hero_info.up.up_btn.text"]
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self.btnUp5 = uiMap["hero_info.up.up_5_btn"]
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self.txUpdesc5 = uiMap["hero_info.up.up_5_btn.text"]
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self.txElement = uiMap["hero_info.element_bg.element_desc"]
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self.txSkill = uiMap["hero_info.skill_desc"]
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self.spineObj = uiMap["hero_info.ui_spine_obj"]
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self.upgrade = uiMap["hero_info.up"]
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self.bgElement = uiMap["hero_info.element_bg"]
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@ -25,23 +21,6 @@ function HeroInfoComp:init()
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self.vfx04 = uiMap["hero_info.bg_7.scrollrect.viewport.content.vfx_c1_ui_up_b04"]
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self.vfx04:setActive(false)
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self.skill = {}
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self.skillIcon = {}
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self.skillDescTxs = {}
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self.skillNeedStarNodes = {}
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self.skillNeedStarDescTx1s = {}
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self.skillNeedStarStarImgs = {}
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self.skillNeedStarDescTx2s = {}
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for i = 1, 4 do
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self.skill[i] = uiMap["hero_info.skill_node.skill_up_" .. i]
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self.skillIcon[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".icon"]
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self.skillDescTxs[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".desc_tx"]
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self.skillNeedStarNodes[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".need_star_node"]
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self.skillNeedStarDescTx1s[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".need_star_node.desc_tx_1"]
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self.skillNeedStarStarImgs[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".need_star_node.star_img"]
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self.skillNeedStarDescTx2s[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".need_star_node.desc_tx_2"]
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end
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self.costCell = uiMap["hero_info.up.reward_cell_1"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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self.spineObj:setVisible(false)
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self.txUpdesc:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_15, 1))
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@ -60,12 +39,6 @@ function HeroInfoComp:init()
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self.gotoBtn:addClickListener(function()
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self.parentUI:changePage(GConst.HeroConst.PANEL_TYPE.STAR)
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end)
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self.skillBg:addClickListener(function()
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local cfg = ConfigManager:getConfig("skill")[self.heroEntity:getBaseSkill()]
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if cfg.buff_id and #cfg.buff_id > 0 then
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ModuleManager.TipsManager:showSkillTips(self.skillBg, cfg.buff_id)
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end
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end)
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self:bind(DataManager.BagData.ItemData, "dirty", function()
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self:refresh()
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end)
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@ -101,86 +74,9 @@ end
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function HeroInfoComp:refresh(lvUp)
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self.lvUp = lvUp
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self:refreshLvInfo()
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self:refreshSkillInfo()
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self:refreshUpInfo()
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end
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function HeroInfoComp:refreshSkillInfo()
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local skillId = self.heroEntity:getBaseSkill()
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self.skillNameTx:setText(ModuleManager.HeroManager:getSkillName(skillId))
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self.txSkill:setText(ModuleManager.HeroManager:getSkillDesc(skillId))
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self.imgSkill:setSprite(GConst.ATLAS_PATH.ICON_SKILL, ModuleManager.HeroManager:getSkillIcon(skillId))
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local skillList = self.heroEntity:getRogueSkillList()
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local lv = self.heroEntity:getLv()
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local star = self.heroEntity:getStar()
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for i = 1, 4 do
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local skillInfo = skillList[i]
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if skillInfo then
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local skillUnlcokStar = skillInfo[1]
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local skillId = skillInfo[2]
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local skillBg = self.skill[i]
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local skillIcon = self.skillIcon[i]
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local nextLvUpStar = self.heroEntity:getNextRougeLvUp(i)
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skillBg:addClickListener(function()
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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-- ModuleManager.TipsManager:showSkillTips(skillIcon, cfg.buff_id, skillId)
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ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, i, cfg.buff_id)
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end)
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skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
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skillBg:setTouchEnable(true)
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if skillUnlcokStar > star then
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self.skillNeedStarNodes[i]:setActive(true)
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local nextStar = (skillUnlcokStar - 1)%5 + 1
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self.skillNeedStarDescTx1s[i]:setText(nextStar)
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local meshProComp = self.skillNeedStarDescTx1s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.skillNeedStarDescTx1s[i]:setSizeDeltaX(contentWidth)
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local starType = math.ceil(skillUnlcokStar / 5)
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self.skillNeedStarStarImgs[i]:setSprite(GFunc.getStarImg(starType))
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self.skillNeedStarDescTx2s[i]:setText(I18N:getGlobalText(I18N.GlobalConst.STR_UNLOCK))
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local meshProComp = self.skillNeedStarDescTx2s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.skillNeedStarDescTx2s[i]:setSizeDeltaX(contentWidth)
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self.skillNeedStarNodes[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT):RefreshLayout()
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skillBg:setSprite(GConst.ATLAS_PATH.ICON_ITEM, "frame_1")
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else
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if nextLvUpStar then
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self.skillNeedStarNodes[i]:setActive(true)
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local nextStar = (nextLvUpStar - 1)%5 + 1
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self.skillNeedStarDescTx1s[i]:setText(nextStar)
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local meshProComp = self.skillNeedStarDescTx1s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.skillNeedStarDescTx1s[i]:setSizeDeltaX(contentWidth)
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local starType = math.ceil(nextLvUpStar / 5)
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self.skillNeedStarStarImgs[i]:setSprite(GFunc.getStarImg(starType))
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self.skillNeedStarDescTx2s[i]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_17))
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local meshProComp = self.skillNeedStarDescTx2s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.skillNeedStarDescTx2s[i]:setSizeDeltaX(contentWidth)
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self.skillNeedStarNodes[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT):RefreshLayout()
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else
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self.skillNeedStarNodes[i]:setActive(false)
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end
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skillBg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
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end
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end
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end
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-- local needPop, isUnlock, skillIdx = self.heroEntity:checkSkillUnlock()
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-- if needPop then
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-- self.baseObject:performWithDelayGlobal(function()
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-- local skillInfo = skillList[skillIdx]
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-- if skillInfo then
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-- local skillId = skillInfo[2]
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-- local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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-- ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, skillIdx, cfg.buff_id, isUnlock, needPop)
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-- end
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-- end, 0.5)
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-- end
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end
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function HeroInfoComp:refreshLvInfo()
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local list = self.heroEntity:getLvAttrPointList()
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self.scrollRectComp:refillCells(#list)
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