英雄技能
This commit is contained in:
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15edce3169
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9a2a667282
@ -656,6 +656,9 @@ local LocalizationGlobalConst =
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MAIN_BTN_4 = "MAIN_BTN_4",
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MAIN_BTN_4 = "MAIN_BTN_4",
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MAIN_BTN_5 = "MAIN_BTN_5",
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MAIN_BTN_5 = "MAIN_BTN_5",
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CHAPTER_BOX_DESC_1 = "CHAPTER_BOX_DESC_1",
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CHAPTER_BOX_DESC_1 = "CHAPTER_BOX_DESC_1",
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LV_UNLOCK = "LV_UNLOCK",
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HERO_DESC_13 = "HERO_DESC_13",
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HERO_DESC_14 = "HERO_DESC_14",
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}
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}
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return LocalizationGlobalConst
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return LocalizationGlobalConst
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@ -656,6 +656,9 @@ local localization_global =
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["MAIN_BTN_4"] = "公司",
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["MAIN_BTN_4"] = "公司",
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["MAIN_BTN_5"] = "玩法",
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["MAIN_BTN_5"] = "玩法",
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["CHAPTER_BOX_DESC_1"] = "击败第{0}波敌人获得",
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["CHAPTER_BOX_DESC_1"] = "击败第{0}波敌人获得",
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["LV_UNLOCK"] = "{0}级解锁",
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["HERO_DESC_13"] = "相关英雄:",
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["HERO_DESC_14"] = "英雄等级达到{0}",
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}
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}
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return localization_global
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return localization_global
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@ -12,6 +12,10 @@ function HeroManager:showHeroUnlockUI(heroIdList)
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UIManager:showUI("app/ui/hero/hero_unlock_ui", {heroIdList = heroIdList})
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UIManager:showUI("app/ui/hero/hero_unlock_ui", {heroIdList = heroIdList})
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end
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end
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function HeroManager:showHeroSkillInfoUI(heroEntity, idx, buffId)
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UIManager:showUI("app/ui/hero/hero_skill_info_ui", {heroEntity = heroEntity, idx = idx, buffId = buffId})
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end
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function HeroManager:upgradeHero(heroId, heroEntity, level)
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function HeroManager:upgradeHero(heroId, heroEntity, level)
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local heroEntity = heroEntity or DataManager.HeroData:getHeroById(heroId)
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local heroEntity = heroEntity or DataManager.HeroData:getHeroById(heroId)
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if not heroEntity then
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if not heroEntity then
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@ -174,4 +178,9 @@ function HeroManager:getMonsterName(monsterBaseId)
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return I18N:getText("monster_base", monsterBaseId, "name")
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return I18N:getText("monster_base", monsterBaseId, "name")
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end
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end
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function HeroManager:getSkillRogueComboHero(skillId)
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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return cfg and cfg.combo_hero
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end
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return HeroManager
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return HeroManager
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20
lua/app/ui/hero/cell/hero_cell.lua
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20
lua/app/ui/hero/cell/hero_cell.lua
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@ -0,0 +1,20 @@
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local HeroCell = class("HeroCell", BaseCell)
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function HeroCell:init()
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local uiMap = self.baseObject:genAllChildren()
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-- 通用
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self.icon = uiMap["hero_cell.icon"]
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self.matchImg = uiMap["hero_cell.match_img"]
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end
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function HeroCell:refresh(heroId)
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local heroEntity = DataManager.HeroData:getHeroById(heroId)
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_HERO, heroEntity:getIcon())
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self.matchImg:setSprite(GConst.ATLAS_PATH.ICON_HERO, GConst.HeroConst.MATCH_ICON_NAME[heroEntity:getMatchType()])
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end
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function HeroCell:setActive(active)
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self.baseObject:setActive(active)
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end
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return HeroCell
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10
lua/app/ui/hero/cell/hero_cell.lua.meta
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10
lua/app/ui/hero/cell/hero_cell.lua.meta
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@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: a73bd9f4c8cd24473acccd275653eb38
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 3b8b241bab4a4ac9a22fcce9c64f1242, type: 3}
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@ -122,13 +122,14 @@ function HeroInfoComp:refresh(checkLevel)
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local nextLvUp = self.heroEntity:getNextRougeLvUp(i)
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local nextLvUp = self.heroEntity:getNextRougeLvUp(i)
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skillBg:addClickListener(function()
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skillBg:addClickListener(function()
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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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.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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end)
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skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
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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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skillBg:setTouchEnable(true)
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if skillUnlcokLv > lv then
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if skillUnlcokLv > lv then
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-- skillLv:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_1, skillLvs[i] or 0))
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-- skillLv:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_1, skillLvs[i] or 0))
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skillLv:setText(skillUnlcokLv .. "级解锁")
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skillLv:setText(I18N:getGlobalText(I18N.GlobalConst.LV_UNLOCK, skillUnlcokLv))
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skillBg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, "frame_0")
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skillBg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, "frame_0")
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else
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else
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if nextLvUp then
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if nextLvUp then
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170
lua/app/ui/hero/hero_skill_info_ui.lua
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170
lua/app/ui/hero/hero_skill_info_ui.lua
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@ -0,0 +1,170 @@
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local HeroSkillInfoUI = class("HeroSkillInfoUI", BaseUI)
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local HERO_CELL = "app/ui/hero/cell/hero_cell"
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function HeroSkillInfoUI:isFullScreen()
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return false
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end
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function HeroSkillInfoUI:getPrefabPath()
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return "assets/prefabs/ui/hero/hero_skill_info_ui.prefab"
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end
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function HeroSkillInfoUI:onPressBackspace()
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self:closeUI()
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end
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function HeroSkillInfoUI:ctor(parmas)
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self.heroEntity = parmas.heroEntity
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self.idx = parmas.idx or 1
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self.buffId = parmas.buffId
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end
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function HeroSkillInfoUI:onLoadRootComplete()
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local uiMap = self.root:genAllChildren()
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uiMap["hero_skill_info_ui.content.btn_close"]:addClickListener(function()
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self:closeUI()
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end)
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self.titleTx = uiMap["hero_skill_info_ui.content.tx_title"]
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self.descTx = uiMap["hero_skill_info_ui.content.desc_tx"]
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self.skillIcon = uiMap["hero_skill_info_ui.content.skill_icon"]
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self.icon = uiMap["hero_skill_info_ui.content.skill_icon.icon"]
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self.skillDescTx = uiMap["hero_skill_info_ui.content.skill_icon.desc_tx"]
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self.heroNode = uiMap["hero_skill_info_ui.content.hero_node"]
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-- self.descTx1 = uiMap["hero_skill_info_ui.content.hero_node.desc_tx_1"]
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self.unlockBg = uiMap["hero_skill_info_ui.content.unlock_bg"]
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self.unlockTx = uiMap["hero_skill_info_ui.content.unlock_bg.unlock_tx"]
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self.buffNode = uiMap["hero_skill_info_ui.content.buff_node"]
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self.content = uiMap["hero_skill_info_ui.content"]
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self.line2 = uiMap["hero_skill_info_ui.content.line_2"]
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self.heroCells = {}
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self.buffImgs = {}
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self.buffTxs = {}
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for i = 1, 2 do
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self.heroCells[i] = uiMap["hero_skill_info_ui.content.hero_node.hero_cell_" .. i]:addLuaComponent(HERO_CELL)
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self.buffImgs[i] = uiMap["hero_skill_info_ui.content.buff_node.buff_img_" .. i]
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self.buffTxs[i] = uiMap["hero_skill_info_ui.content.buff_node.buff_tx_" .. i]
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end
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self.skillDescTxs = {}
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for i = 1, 3 do
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self.skillDescTxs[i] = uiMap["hero_skill_info_ui.content.skill_desc_tx_" .. i]
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end
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uiMap["hero_skill_info_ui.content.hero_node.desc_tx_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_13))
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end
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function HeroSkillInfoUI:onRefresh()
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self.height = 0
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self:refreshSkillIcon()
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self:refreshSkillDesc()
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self:refreshSkillBuff()
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self:refreshSkillHero()
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self.height = self.height + 36
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self.content:setSizeDeltaY(self.height)
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end
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function HeroSkillInfoUI:refreshSkillIcon()
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local skillInfo, currIdx = self.heroEntity:getRogueSkillListByIdx(self.idx)
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self.titleTx:setText(currIdx .. "/" .. #skillInfo)
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local lv = self.heroEntity:getLv()
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local skillUnlcokLv = skillInfo[1][1]
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local skillId = skillInfo[1][2]
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-- self.titleTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
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if skillUnlcokLv > lv then
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-- self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, "frame_0")
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self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, "frame_0")
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self.unlockTx:setText(I18N:getGlobalText(I18N.GlobalConst.LV_UNLOCK, skillUnlcokLv))
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local meshProComp = self.unlockTx:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.unlockBg:setSizeDeltaX(contentWidth + 22)
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self.unlockBg:setActive(true)
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else
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self.unlockBg:setActive(false)
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self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
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end
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self.descTx:setText(ModuleManager.HeroManager:getSkillDesc(self.heroEntity:getBaseSkill()))
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end
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function HeroSkillInfoUI:refreshSkillDesc()
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local skillInfo, currIdx = self.heroEntity:getRogueSkillListByIdx(self.idx)
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local posY = -324
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for i = 1, 3 do
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local skillUnlcokLv = skillInfo[i][1]
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local skillId = skillInfo[i][2]
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local lvStr = I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_14, skillUnlcokLv)
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local skillStr = ModuleManager.HeroManager:getSkillRogueDesc(skillId)
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if currIdx >= i then
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self.skillDescTxs[i]:setText("<color=#FFFFFF>" .. lvStr .. "</color><color=#FFA44B> " .. skillStr .. "</color>")
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else
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self.skillDescTxs[i]:setText("<color=#B4B4B4>" .. lvStr .. "</color><color=#B4B4B4> " .. skillStr .. "</color>")
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end
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self.skillDescTxs[i]:setAnchoredPositionY(posY)
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local meshProComp = self.skillDescTxs[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentHeight = meshProComp.preferredHeight
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posY = posY - contentHeight - 18
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end
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self.line2:setAnchoredPositionY(posY + 4)
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self.height = -posY
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end
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function HeroSkillInfoUI:refreshSkillBuff()
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if not self.buffId then
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self.buffNode:setActive(false)
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return
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else
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local posY = 0
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self.buffNode:setActive(true)
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self.buffNode:setAnchoredPositionY(-self.height)
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for i = 1, 2 do
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if self.buffId[i] then
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self.buffImgs[i]:setActive(true)
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self.buffTxs[i]:setActive(true)
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local buffInfo = ConfigManager:getConfigWithOtherKey("buff", "name")[self.buffId[i]]
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self.buffTxs[i]:setText(I18N:getTextWithOtherKey("buff", "name", buffInfo.name, "tips_desc"))
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self.buffImgs[i]:setSprite(GConst.ATLAS_PATH.ICON_BUFF, buffInfo.icon)
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self.buffImgs[i]:setAnchoredPositionY(posY - 20)
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self.buffTxs[i]:setAnchoredPositionY(posY - 8)
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local meshProComp = self.buffTxs[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentHeight = meshProComp.preferredHeight
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posY = posY - contentHeight - 10
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else
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self.buffImgs[i]:setActive(false)
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self.buffTxs[i]:setActive(false)
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end
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end
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self.height = self.height - posY
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end
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end
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function HeroSkillInfoUI:refreshSkillHero()
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local skillInfo = self.heroEntity:getRogueSkillList()[self.idx]
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local skillId = skillInfo[2]
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local combaHero = ModuleManager.HeroManager:getSkillRogueComboHero(skillId)
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if combaHero then
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self.heroNode:setActive(true)
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for i = 1, 2 do
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if combaHero[i] then
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self.heroCells[i]:setActive(true)
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self.heroCells[i]:refresh(combaHero[i])
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else
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self.heroCells[i]:setActive(false)
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end
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end
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self.height = self.height + 164
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else
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self.heroNode:setActive(false)
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end
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end
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return HeroSkillInfoUI
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10
lua/app/ui/hero/hero_skill_info_ui.lua.meta
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10
lua/app/ui/hero/hero_skill_info_ui.lua.meta
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fileFormatVersion: 2
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guid: 5c8ca2389726845138771602e50956f1
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 3b8b241bab4a4ac9a22fcce9c64f1242, type: 3}
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@ -550,6 +550,20 @@ function HeroEntity:getRogueSkillList()
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return self.rogueSkillList
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return self.rogueSkillList
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end
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end
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function HeroEntity:getRogueSkillListByIdx(idx)
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local ids = self.config["rouge_skill_" .. idx]
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local lv = 0
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if ids then
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for i = 1, #ids do
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if self.data.lv >= ids[i][1]then
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lv = i
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break
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end
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end
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end
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return ids, lv
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end
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function HeroEntity:getNextRougeLvUp(idx)
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function HeroEntity:getNextRougeLvUp(idx)
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local ids = self.config["rouge_skill_" .. idx]
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local ids = self.config["rouge_skill_" .. idx]
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if ids then
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if ids then
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Block a user