英雄技能

This commit is contained in:
puxuan 2025-08-18 18:12:22 +08:00
parent 15edce3169
commit 9a2a667282
9 changed files with 242 additions and 2 deletions

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@ -656,6 +656,9 @@ local LocalizationGlobalConst =
MAIN_BTN_4 = "MAIN_BTN_4", MAIN_BTN_4 = "MAIN_BTN_4",
MAIN_BTN_5 = "MAIN_BTN_5", MAIN_BTN_5 = "MAIN_BTN_5",
CHAPTER_BOX_DESC_1 = "CHAPTER_BOX_DESC_1", CHAPTER_BOX_DESC_1 = "CHAPTER_BOX_DESC_1",
LV_UNLOCK = "LV_UNLOCK",
HERO_DESC_13 = "HERO_DESC_13",
HERO_DESC_14 = "HERO_DESC_14",
} }
return LocalizationGlobalConst return LocalizationGlobalConst

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@ -656,6 +656,9 @@ local localization_global =
["MAIN_BTN_4"] = "公司", ["MAIN_BTN_4"] = "公司",
["MAIN_BTN_5"] = "玩法", ["MAIN_BTN_5"] = "玩法",
["CHAPTER_BOX_DESC_1"] = "击败第{0}波敌人获得", ["CHAPTER_BOX_DESC_1"] = "击败第{0}波敌人获得",
["LV_UNLOCK"] = "{0}级解锁",
["HERO_DESC_13"] = "相关英雄:",
["HERO_DESC_14"] = "英雄等级达到{0}",
} }
return localization_global return localization_global

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@ -12,6 +12,10 @@ function HeroManager:showHeroUnlockUI(heroIdList)
UIManager:showUI("app/ui/hero/hero_unlock_ui", {heroIdList = heroIdList}) UIManager:showUI("app/ui/hero/hero_unlock_ui", {heroIdList = heroIdList})
end end
function HeroManager:showHeroSkillInfoUI(heroEntity, idx, buffId)
UIManager:showUI("app/ui/hero/hero_skill_info_ui", {heroEntity = heroEntity, idx = idx, buffId = buffId})
end
function HeroManager:upgradeHero(heroId, heroEntity, level) function HeroManager:upgradeHero(heroId, heroEntity, level)
local heroEntity = heroEntity or DataManager.HeroData:getHeroById(heroId) local heroEntity = heroEntity or DataManager.HeroData:getHeroById(heroId)
if not heroEntity then if not heroEntity then
@ -174,4 +178,9 @@ function HeroManager:getMonsterName(monsterBaseId)
return I18N:getText("monster_base", monsterBaseId, "name") return I18N:getText("monster_base", monsterBaseId, "name")
end end
function HeroManager:getSkillRogueComboHero(skillId)
local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
return cfg and cfg.combo_hero
end
return HeroManager return HeroManager

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@ -0,0 +1,20 @@
local HeroCell = class("HeroCell", BaseCell)
function HeroCell:init()
local uiMap = self.baseObject:genAllChildren()
-- 通用
self.icon = uiMap["hero_cell.icon"]
self.matchImg = uiMap["hero_cell.match_img"]
end
function HeroCell:refresh(heroId)
local heroEntity = DataManager.HeroData:getHeroById(heroId)
self.icon:setSprite(GConst.ATLAS_PATH.ICON_HERO, heroEntity:getIcon())
self.matchImg:setSprite(GConst.ATLAS_PATH.ICON_HERO, GConst.HeroConst.MATCH_ICON_NAME[heroEntity:getMatchType()])
end
function HeroCell:setActive(active)
self.baseObject:setActive(active)
end
return HeroCell

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@ -122,13 +122,14 @@ function HeroInfoComp:refresh(checkLevel)
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]
ModuleManager.TipsManager:showSkillTips(skillIcon, cfg.buff_id, skillId) -- ModuleManager.TipsManager:showSkillTips(skillIcon, cfg.buff_id, skillId)
ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, i, cfg.buff_id)
end) end)
skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId)) skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
skillBg:setTouchEnable(true) skillBg:setTouchEnable(true)
if skillUnlcokLv > lv then if skillUnlcokLv > lv then
-- skillLv:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_1, skillLvs[i] or 0)) -- skillLv:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_1, skillLvs[i] or 0))
skillLv:setText(skillUnlcokLv .. "级解锁") skillLv:setText(I18N:getGlobalText(I18N.GlobalConst.LV_UNLOCK, skillUnlcokLv))
skillBg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, "frame_0") skillBg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, "frame_0")
else else
if nextLvUp then if nextLvUp then

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@ -0,0 +1,170 @@
local HeroSkillInfoUI = class("HeroSkillInfoUI", BaseUI)
local HERO_CELL = "app/ui/hero/cell/hero_cell"
function HeroSkillInfoUI:isFullScreen()
return false
end
function HeroSkillInfoUI:getPrefabPath()
return "assets/prefabs/ui/hero/hero_skill_info_ui.prefab"
end
function HeroSkillInfoUI:onPressBackspace()
self:closeUI()
end
function HeroSkillInfoUI:ctor(parmas)
self.heroEntity = parmas.heroEntity
self.idx = parmas.idx or 1
self.buffId = parmas.buffId
end
function HeroSkillInfoUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
uiMap["hero_skill_info_ui.content.btn_close"]:addClickListener(function()
self:closeUI()
end)
self.titleTx = uiMap["hero_skill_info_ui.content.tx_title"]
self.descTx = uiMap["hero_skill_info_ui.content.desc_tx"]
self.skillIcon = uiMap["hero_skill_info_ui.content.skill_icon"]
self.icon = uiMap["hero_skill_info_ui.content.skill_icon.icon"]
self.skillDescTx = uiMap["hero_skill_info_ui.content.skill_icon.desc_tx"]
self.heroNode = uiMap["hero_skill_info_ui.content.hero_node"]
-- self.descTx1 = uiMap["hero_skill_info_ui.content.hero_node.desc_tx_1"]
self.unlockBg = uiMap["hero_skill_info_ui.content.unlock_bg"]
self.unlockTx = uiMap["hero_skill_info_ui.content.unlock_bg.unlock_tx"]
self.buffNode = uiMap["hero_skill_info_ui.content.buff_node"]
self.content = uiMap["hero_skill_info_ui.content"]
self.line2 = uiMap["hero_skill_info_ui.content.line_2"]
self.heroCells = {}
self.buffImgs = {}
self.buffTxs = {}
for i = 1, 2 do
self.heroCells[i] = uiMap["hero_skill_info_ui.content.hero_node.hero_cell_" .. i]:addLuaComponent(HERO_CELL)
self.buffImgs[i] = uiMap["hero_skill_info_ui.content.buff_node.buff_img_" .. i]
self.buffTxs[i] = uiMap["hero_skill_info_ui.content.buff_node.buff_tx_" .. i]
end
self.skillDescTxs = {}
for i = 1, 3 do
self.skillDescTxs[i] = uiMap["hero_skill_info_ui.content.skill_desc_tx_" .. i]
end
uiMap["hero_skill_info_ui.content.hero_node.desc_tx_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_13))
end
function HeroSkillInfoUI:onRefresh()
self.height = 0
self:refreshSkillIcon()
self:refreshSkillDesc()
self:refreshSkillBuff()
self:refreshSkillHero()
self.height = self.height + 36
self.content:setSizeDeltaY(self.height)
end
function HeroSkillInfoUI:refreshSkillIcon()
local skillInfo, currIdx = self.heroEntity:getRogueSkillListByIdx(self.idx)
self.titleTx:setText(currIdx .. "/" .. #skillInfo)
local lv = self.heroEntity:getLv()
local skillUnlcokLv = skillInfo[1][1]
local skillId = skillInfo[1][2]
-- self.titleTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
self.icon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
if skillUnlcokLv > lv then
-- self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, "frame_0")
self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, "frame_0")
self.unlockTx:setText(I18N:getGlobalText(I18N.GlobalConst.LV_UNLOCK, skillUnlcokLv))
local meshProComp = self.unlockTx:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentWidth = meshProComp.preferredWidth
self.unlockBg:setSizeDeltaX(contentWidth + 22)
self.unlockBg:setActive(true)
else
self.unlockBg:setActive(false)
self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
end
self.descTx:setText(ModuleManager.HeroManager:getSkillDesc(self.heroEntity:getBaseSkill()))
end
function HeroSkillInfoUI:refreshSkillDesc()
local skillInfo, currIdx = self.heroEntity:getRogueSkillListByIdx(self.idx)
local posY = -324
for i = 1, 3 do
local skillUnlcokLv = skillInfo[i][1]
local skillId = skillInfo[i][2]
local lvStr = I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_14, skillUnlcokLv)
local skillStr = ModuleManager.HeroManager:getSkillRogueDesc(skillId)
if currIdx >= i then
self.skillDescTxs[i]:setText("<color=#FFFFFF>" .. lvStr .. "</color><color=#FFA44B> " .. skillStr .. "</color>")
else
self.skillDescTxs[i]:setText("<color=#B4B4B4>" .. lvStr .. "</color><color=#B4B4B4> " .. skillStr .. "</color>")
end
self.skillDescTxs[i]:setAnchoredPositionY(posY)
local meshProComp = self.skillDescTxs[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentHeight = meshProComp.preferredHeight
posY = posY - contentHeight - 18
end
self.line2:setAnchoredPositionY(posY + 4)
self.height = -posY
end
function HeroSkillInfoUI:refreshSkillBuff()
if not self.buffId then
self.buffNode:setActive(false)
return
else
local posY = 0
self.buffNode:setActive(true)
self.buffNode:setAnchoredPositionY(-self.height)
for i = 1, 2 do
if self.buffId[i] then
self.buffImgs[i]:setActive(true)
self.buffTxs[i]:setActive(true)
local buffInfo = ConfigManager:getConfigWithOtherKey("buff", "name")[self.buffId[i]]
self.buffTxs[i]:setText(I18N:getTextWithOtherKey("buff", "name", buffInfo.name, "tips_desc"))
self.buffImgs[i]:setSprite(GConst.ATLAS_PATH.ICON_BUFF, buffInfo.icon)
self.buffImgs[i]:setAnchoredPositionY(posY - 20)
self.buffTxs[i]:setAnchoredPositionY(posY - 8)
local meshProComp = self.buffTxs[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentHeight = meshProComp.preferredHeight
posY = posY - contentHeight - 10
else
self.buffImgs[i]:setActive(false)
self.buffTxs[i]:setActive(false)
end
end
self.height = self.height - posY
end
end
function HeroSkillInfoUI:refreshSkillHero()
local skillInfo = self.heroEntity:getRogueSkillList()[self.idx]
local skillId = skillInfo[2]
local combaHero = ModuleManager.HeroManager:getSkillRogueComboHero(skillId)
if combaHero then
self.heroNode:setActive(true)
for i = 1, 2 do
if combaHero[i] then
self.heroCells[i]:setActive(true)
self.heroCells[i]:refresh(combaHero[i])
else
self.heroCells[i]:setActive(false)
end
end
self.height = self.height + 164
else
self.heroNode:setActive(false)
end
end
return HeroSkillInfoUI

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@ -550,6 +550,20 @@ function HeroEntity:getRogueSkillList()
return self.rogueSkillList return self.rogueSkillList
end end
function HeroEntity:getRogueSkillListByIdx(idx)
local ids = self.config["rouge_skill_" .. idx]
local lv = 0
if ids then
for i = 1, #ids do
if self.data.lv >= ids[i][1]then
lv = i
break
end
end
end
return ids, lv
end
function HeroEntity:getNextRougeLvUp(idx) function HeroEntity:getNextRougeLvUp(idx)
local ids = self.config["rouge_skill_" .. idx] local ids = self.config["rouge_skill_" .. idx]
if ids then if ids then