This commit is contained in:
puxuan 2025-06-26 00:13:41 +08:00
parent bd30d1737c
commit 5e2e5b6f63
2 changed files with 53 additions and 51 deletions

View File

@ -32,13 +32,13 @@ end
function HeroDetailUI:onLoadRootComplete() function HeroDetailUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren() local uiMap = self.root:genAllChildren()
self.commonInfo = uiMap["hero_detail_ui.common"] -- self.commonInfo = uiMap["hero_detail_ui.common"]
self.heroInfo = uiMap["hero_detail_ui.hero_info"] self.heroInfo = uiMap["hero_detail_ui.hero_info"]
self.starInfo = uiMap["hero_detail_ui.star_info"] self.starInfo = uiMap["hero_detail_ui.star_info"]
self.skinInfo = uiMap["hero_detail_ui.skin_info"] self.skinInfo = uiMap["hero_detail_ui.skin_info"]
self.txTitle = uiMap["hero_detail_ui.common.img_title.tx_title"] self.titleTx = uiMap["hero_detail_ui.common.name_tx"]
self.btnClose = uiMap["hero_detail_ui.common.btn_close"] self.closeBtn = uiMap["hero_detail_ui.common.close_btn"]
self.bg = uiMap["hero_detail_ui.common.bg.bg"] self.bg = uiMap["hero_detail_ui.common.bg"]
self.btnHero = uiMap["hero_detail_ui.common.btns.btn_hero"] self.btnHero = uiMap["hero_detail_ui.common.btns.btn_hero"]
self.txHero1 = uiMap["hero_detail_ui.common.btns.btn_hero.tx_btn"] self.txHero1 = uiMap["hero_detail_ui.common.btns.btn_hero.tx_btn"]
self.selectHero = uiMap["hero_detail_ui.common.btns.btn_hero.select"] self.selectHero = uiMap["hero_detail_ui.common.btns.btn_hero.select"]
@ -57,10 +57,11 @@ function HeroDetailUI:onLoadRootComplete()
self.btnRight = uiMap["hero_detail_ui.common.btn_right"] self.btnRight = uiMap["hero_detail_ui.common.btn_right"]
self.heroNode = uiMap["hero_detail_ui.hero_node"] self.heroNode = uiMap["hero_detail_ui.hero_node"]
self.elementBg = uiMap["hero_detail_ui.hero_node.element_bg"] self.elementBg = uiMap["hero_detail_ui.common.hero_node.element_bg"]
self.elementDesc = uiMap["hero_detail_ui.hero_node.element_bg.element_desc"] self.elementDesc = uiMap["hero_detail_ui.common.hero_node.element_bg.element_desc_tx"]
self.heroElement = uiMap["hero_detail_ui.hero_node.hero_element"] self.heroElement = uiMap["hero_detail_ui.common.hero_node.hero_element"]
self.spineObjAvatar = uiMap["hero_detail_ui.hero_node.ui_spine_obj_avatar"] self.spineObjAvatar = uiMap["hero_detail_ui.common.hero_node.ui_spine_obj_avatar"]
self.powerTx = uiMap["hero_detail_ui.common.power_img.power_tx"]
self.txHero1:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4)) self.txHero1:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
self.txHero2:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4)) self.txHero2:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
@ -72,6 +73,7 @@ function HeroDetailUI:onLoadRootComplete()
self.txStar2:setText("升星") self.txStar2:setText("升星")
self.txSkin1:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN)) self.txSkin1:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN))
self.txSkin2:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN)) self.txSkin2:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN))
self.powerTx:setText(1313213)
if not DataManager.HeroData:isStarOpen() then if not DataManager.HeroData:isStarOpen() then
self.lockStar:setVisible(true) self.lockStar:setVisible(true)
GFunc.centerImgAndTx(self.lockStar, self.txStar1, 5) GFunc.centerImgAndTx(self.lockStar, self.txStar1, 5)
@ -103,7 +105,7 @@ function HeroDetailUI:onLoadRootComplete()
self.panelType = GConst.HeroConst.PANEL_TYPE.SKIN self.panelType = GConst.HeroConst.PANEL_TYPE.SKIN
self:refreshShow() self:refreshShow()
end) end)
self.btnClose:addClickListener(function() self.closeBtn:addClickListener(function()
self:closeUI() self:closeUI()
end) end)
self.btnLeft:addClickListener(function() self.btnLeft:addClickListener(function()
@ -191,7 +193,7 @@ function HeroDetailUI:changePage(panelType)
end end
function HeroDetailUI:refreshShow() function HeroDetailUI:refreshShow()
self.txTitle:setText(self.heroEntity:getName()) self.titleTx:setText(self.heroEntity:getName())
if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then
self:showHeroInfo() self:showHeroInfo()
elseif self.panelType == GConst.HeroConst.PANEL_TYPE.STAR then elseif self.panelType == GConst.HeroConst.PANEL_TYPE.STAR then
@ -205,16 +207,16 @@ function HeroDetailUI:refreshShow()
self.btnSkin:setActive(false) self.btnSkin:setActive(false)
self.btnLeft:setActive(false) self.btnLeft:setActive(false)
self.btnRight:setActive(false) self.btnRight:setActive(false)
if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then -- if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then
self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK_HERO) -- self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK_HERO)
end -- end
else else
self.btnHero:setActive(true) self.btnHero:setActive(true)
self.btnStar:setActive(true) self.btnStar:setActive(true)
self.btnSkin:setActive(true) self.btnSkin:setActive(true)
self.btnLeft:setActive(self:isShowLeftArrow()) self.btnLeft:setActive(self:isShowLeftArrow())
self.btnRight:setActive(self:isShowRightArrow()) self.btnRight:setActive(self:isShowRightArrow())
self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO) -- self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO)
self:refreshRedPoint() self:refreshRedPoint()
end end
end end

View File

@ -1,16 +1,16 @@
local HeroInfoComp = class("HeroInfoComp", LuaComponent) local HeroInfoComp = class("HeroInfoComp", LuaComponent)
local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
local BTN_ICON = {"common_btn_green_2", "common_btn_grey_2"} local BTN_ICON = {"common_btn_blue_1", "common_btn_yellow_1", "common_btn_grey_1"}
local SIZE_DELTA_Y_HERO = 942 local SIZE_DELTA_Y_HERO = 942
local SIZE_DELTA_Y_LOOK = 802 local SIZE_DELTA_Y_LOOK = 802
function HeroInfoComp:init() function HeroInfoComp:init()
local uiMap = self:getUIMap() local uiMap = self:getUIMap()
self.slider = uiMap["hero_info.fragment_bg.slider"] -- self.slider = uiMap["hero_info.fragment_bg.slider"]
self.imgSkill = uiMap["hero_info.skill_node.skill_icon"] self.imgSkill = uiMap["hero_info.skill_node.skill_icon"]
self.imgFragment = uiMap["hero_info.fragment_bg.fragment_icon"] -- self.imgFragment = uiMap["hero_info.fragment_bg.fragment_icon"]
self.btnUp = uiMap["hero_info.up.up_btn"] self.btnUp = uiMap["hero_info.up.up_btn"]
self.txUpdesc = uiMap["hero_info.up.up_btn.text"] self.txUpdesc = uiMap["hero_info.up.up_btn.text"]
self.btnUp5 = uiMap["hero_info.up.up_5_btn"] self.btnUp5 = uiMap["hero_info.up.up_5_btn"]
@ -18,27 +18,27 @@ function HeroInfoComp:init()
self.txLv = uiMap["hero_info.lv_desc"] self.txLv = uiMap["hero_info.lv_desc"]
self.txElement = uiMap["hero_info.element_bg.element_desc"] self.txElement = uiMap["hero_info.element_bg.element_desc"]
self.txSkill = uiMap["hero_info.skill_desc"] self.txSkill = uiMap["hero_info.skill_desc"]
self.btnSkillDesc = uiMap["hero_info.skill_desc.btn_skill_desc"] self.btnskillDescTxs = uiMap["hero_info.skill_desc.btn_skill_desc"]
self.txFragmentNum = uiMap["hero_info.fragment_bg.fragment_num"] -- self.txFragmentNum = uiMap["hero_info.fragment_bg.fragment_num"]
self.txHpName = uiMap["hero_info.bg_6.hp_name"] self.txHpName = uiMap["hero_info.bg_6.hp_name_tx"]
self.txAtkName = uiMap["hero_info.atk_name"] self.txAtkName = uiMap["hero_info.bg_5.atk_name_tx"]
self.txHp = uiMap["hero_info.bg_6.hp"] self.txHp = uiMap["hero_info.bg_6.hp_tx"]
self.txAtk = uiMap["hero_info.atk"] self.txAtk = uiMap["hero_info.bg_5.atk_tx"]
self.bgFragment = uiMap["hero_info.fragment_bg"] -- self.bgFragment = uiMap["hero_info.fragment_bg"]
self.spineObjSkill = uiMap["hero_info.ui_spine_obj_skill"] self.spineObjSkill = uiMap["hero_info.ui_spine_obj_skill"]
self.spineObjLv = uiMap["hero_info.ui_spine_obj_lv"] -- self.spineObjLv = uiMap["hero_info.ui_spine_obj_lv"]
self.spineObj = uiMap["hero_info.ui_spine_obj"] self.spineObj = uiMap["hero_info.ui_spine_obj"]
self.upgrade = uiMap["hero_info.up"] self.upgrade = uiMap["hero_info.up"]
self.bgElement = uiMap["hero_info.element_bg"] self.bgElement = uiMap["hero_info.element_bg"]
self.btnAttr = uiMap["hero_info.bg_6.btn_attr"] self.btnAttr = uiMap["hero_info.bg_6.attr_btn"]
self.skill = {} self.skill = {}
self.skillIcon = {} self.skillIcon = {}
self.skillDesc = {} self.skillDescTxs = {}
for i = 1, 4 do for i = 1, 4 do
self.skill[i] = uiMap["hero_info.skill_up_" .. i] self.skill[i] = uiMap["hero_info.skill_up_" .. i]
self.skillIcon[i] = uiMap["hero_info.skill_up_" .. i .. ".icon"] self.skillIcon[i] = uiMap["hero_info.skill_up_" .. i .. ".icon"]
self.skillDesc[i] = uiMap["hero_info.skill_up_" .. i .. ".desc"] self.skillDescTxs[i] = uiMap["hero_info.skill_up_" .. i .. ".desc_tx"]
end end
self.costCells = {} self.costCells = {}
@ -47,7 +47,7 @@ function HeroInfoComp:init()
end end
self.spineObjSkill:setVisible(false) self.spineObjSkill:setVisible(false)
self.spineObjLv:setVisible(false) -- self.spineObjLv:setVisible(false)
self.spineObj:setVisible(false) self.spineObj:setVisible(false)
self.txUpdesc:setText("升1级") self.txUpdesc:setText("升1级")
self.txUpdesc5:setText("升5级") self.txUpdesc5:setText("升5级")
@ -59,10 +59,10 @@ function HeroInfoComp:init()
local canLvUpLv = self.heroEntity:getLvUpLv() local canLvUpLv = self.heroEntity:getLvUpLv()
ModuleManager.HeroManager:upgradeHero(self.heroEntity:getCfgId(), self.heroEntity, canLvUpLv) ModuleManager.HeroManager:upgradeHero(self.heroEntity:getCfgId(), self.heroEntity, canLvUpLv)
end) end)
self.btnSkillDesc:addClickListener(function() self.btnskillDescTxs:addClickListener(function()
local cfg = ConfigManager:getConfig("skill")[self.heroEntity:getBaseSkill()] local cfg = ConfigManager:getConfig("skill")[self.heroEntity:getBaseSkill()]
if cfg.buff_id and #cfg.buff_id > 0 then if cfg.buff_id and #cfg.buff_id > 0 then
ModuleManager.TipsManager:showSkillTips(self.btnSkillDesc, cfg.buff_id) ModuleManager.TipsManager:showSkillTips(self.btnskillDescTxs, cfg.buff_id)
end end
end) end)
self.btnAttr:addClickListener(function() self.btnAttr:addClickListener(function()
@ -97,14 +97,14 @@ function HeroInfoComp:refresh(checkLevel)
local materials = self.heroEntity:getLvUpMaterials() or {} local materials = self.heroEntity:getLvUpMaterials() or {}
local fragmentCount = DataManager.BagData.ItemData:getItemNumById(self.heroEntity:getFragmentId()) local fragmentCount = DataManager.BagData.ItemData:getItemNumById(self.heroEntity:getFragmentId())
local needFragmentCount = materials[1] or 1 local needFragmentCount = materials[1] or 1
self.txFragmentNum:setText(fragmentCount .. "/" .. needFragmentCount) -- self.txFragmentNum:setText(fragmentCount .. "/" .. needFragmentCount)
if fragmentCount >= needFragmentCount then -- if fragmentCount >= needFragmentCount then
self.slider:setSprite(GConst.ATLAS_PATH.COMMON, "common_progress_1", nil, self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)) -- self.slider:setSprite(GConst.ATLAS_PATH.COMMON, "common_progress_1", nil, self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER))
else -- else
self.slider:setSprite(GConst.ATLAS_PATH.COMMON, "common_progress_2", nil, self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)) -- self.slider:setSprite(GConst.ATLAS_PATH.COMMON, "common_progress_2", nil, self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER))
end -- end
self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = fragmentCount / needFragmentCount -- self.slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = fragmentCount / needFragmentCount
local skillList = self.heroEntity:getRogueSkillList() local skillList = self.heroEntity:getRogueSkillList()
local lv = self.heroEntity:getLv() local lv = self.heroEntity:getLv()
@ -115,7 +115,7 @@ function HeroInfoComp:refresh(checkLevel)
local skillId = skillInfo[2] local skillId = skillInfo[2]
local skillBg = self.skill[i] local skillBg = self.skill[i]
local skillIcon = self.skillIcon[i] local skillIcon = self.skillIcon[i]
local skillLv = self.skillDesc[i] local skillLv = self.skillDescTxs[i]
local nextLvUp = self.heroEntity:getNextRougeLvUp(i) local nextLvUp = self.heroEntity:getNextRougeLvUp(i)
skillBg:addClickListener(function() skillBg:addClickListener(function()
local cfg = ConfigManager:getConfig("skill_rogue")[skillId] local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
@ -144,10 +144,10 @@ function HeroInfoComp:refresh(checkLevel)
end end
end end
self.bgFragment:setVisible(not self.heroEntity:isMaxLv()) -- self.bgFragment:setVisible(not self.heroEntity:isMaxLv())
local canLvUp = self.heroEntity:canLvUp() local canLvUp = self.heroEntity:canLvUp()
self.imgFragment:setVisible(not canLvUp) -- self.imgFragment:setVisible(not canLvUp)
local lv = self.heroEntity:getLv() local lv = self.heroEntity:getLv()
local str local str
@ -192,14 +192,14 @@ function HeroInfoComp:refresh(checkLevel)
self.btnUp:removeRedPoint() self.btnUp:removeRedPoint()
end end
self.spineObjLv:setVisible(canLvUp) -- self.spineObjLv:setVisible(canLvUp)
if canLvUp then if canLvUp then
self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1]) self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
self.spineObjLv:playAnim("animation", true, false)
else
self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2]) self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
-- self.spineObjLv:playAnim("animation", true, false)
else
self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[3])
self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[3])
end end
self.btnUp:setTouchEnable(true) self.btnUp:setTouchEnable(true)
self.btnUp:setActive(not self.heroEntity:isMaxLv()) self.btnUp:setActive(not self.heroEntity:isMaxLv())
@ -213,15 +213,15 @@ function HeroInfoComp:refresh(checkLevel)
if self.onlyLook then -- 仅查看的不显示升级和激活按钮 if self.onlyLook then -- 仅查看的不显示升级和激活按钮
self.upgrade:setVisible(false) self.upgrade:setVisible(false)
self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_LOOK) -- self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_LOOK)
self.bgFragment:setVisible(false) -- self.bgFragment:setVisible(false)
self.spineObjLv:setVisible(false) -- self.spineObjLv:setVisible(false)
self.txLv:setAnchoredPositionX(lvTxW / 2) self.txLv:setAnchoredPositionX(lvTxW / 2)
else else
self.upgrade:setVisible(true) self.upgrade:setVisible(true)
self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_HERO) -- self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_HERO)
self.txLv:setAnchoredPositionX(-44) self.txLv:setAnchoredPositionX(-44)
self.bgFragment:setVisible(true) -- self.bgFragment:setVisible(true)
end end
end end