This commit is contained in:
puxuan 2025-05-25 23:31:37 +08:00
parent 10575642e1
commit e0cc3842a6
7 changed files with 401 additions and 501 deletions

View File

@ -49,23 +49,6 @@ HeroConst.ATTR_SHOW_BASE = {
GConst.MATCH_HP_NAME, -- 生命 GConst.MATCH_HP_NAME, -- 生命
GConst.MATCH_ATTACK_NAME, -- 攻击 GConst.MATCH_ATTACK_NAME, -- 攻击
} }
-- 武器
HeroConst.ATTR_SHOW_WEAPON = {
GConst.MATCH_HP_NAME, -- 生命
GConst.MATCH_ATTACK_NAME, -- 攻击
GConst.MATCH_CRIT_NAME, -- 暴击率百分比
GConst.MATCH_CRIT_TIME_NAME, -- 暴击伤害百分比
GConst.MATCH_CURED_NAME, -- 治疗效果提升百分比
}
-- 防具
HeroConst.ATTR_SHOW_ARMOR = {
GConst.MATCH_HP_NAME, -- 生命
GConst.MATCH_ATTACK_NAME, -- 攻击
GConst.MATCH_NORMAL_HURT_NAME, -- 普攻增伤
GConst.MATCH_SKILL_HURT_NAME, -- 技能增伤
GConst.MATCH_NORMAL_HURTP_NAME, -- 普攻增伤百分比
GConst.MATCH_SKILL_HURTP_NAME, -- 技能增伤百分比
}
-- 皮肤 -- 皮肤
HeroConst.ATTR_SHOW_SKIN = { HeroConst.ATTR_SHOW_SKIN = {
GConst.MATCH_HP_FIX_NAME, -- 生命 GConst.MATCH_HP_FIX_NAME, -- 生命
@ -78,26 +61,11 @@ HeroConst.ATTR_SHOW_SKIN = {
GConst.MATCH_SKILL_HURTP_NAME, -- 技能增伤百分比 GConst.MATCH_SKILL_HURTP_NAME, -- 技能增伤百分比
GConst.MATCH_CURED_NAME, -- 治疗效果提升百分比 GConst.MATCH_CURED_NAME, -- 治疗效果提升百分比
} }
-- 符文
HeroConst.ATTR_SHOW_RUNES = {
GConst.MATCH_HP_FIX_NAME, -- 生命
GConst.MATCH_ATTACK_NAME, -- 攻击
GConst.MATCH_NORMAL_HURT_NAME, -- 普攻增伤
GConst.MATCH_SKILL_HURT_NAME, -- 技能增伤
GConst.MATCH_CRIT_NAME, -- 暴击率百分比
GConst.MATCH_CRIT_TIME_NAME, -- 暴击伤害百分比
GConst.MATCH_NORMAL_HURTP_NAME, -- 普攻增伤百分比
GConst.MATCH_SKILL_HURTP_NAME, -- 技能增伤百分比
GConst.MATCH_CURED_NAME, -- 治疗效果提升百分比
}
-- 需要显示属性的模块 -- 需要显示属性的模块
HeroConst.SHOW_NODE = { HeroConst.SHOW_NODE = {
HeroConst.ATTR_SHOW_TOTAL, HeroConst.ATTR_SHOW_TOTAL,
HeroConst.ATTR_SHOW_BASE, HeroConst.ATTR_SHOW_BASE,
HeroConst.ATTR_SHOW_WEAPON,
HeroConst.ATTR_SHOW_ARMOR,
HeroConst.ATTR_SHOW_RUNES,
HeroConst.ATTR_SHOW_SKIN, HeroConst.ATTR_SHOW_SKIN,
} }

View File

@ -149,6 +149,10 @@ function RewardCell:_refreshItem(info, count)
self:showLight(false) self:showLight(false)
end end
function RewardCell:setIconSprite(atlas, res)
self.icon:setSprite(atlas, res)
end
function RewardCell:setNumTx(str) function RewardCell:setNumTx(str)
self.numTx:setText(str) self.numTx:setText(str)
end end

View File

@ -10,13 +10,6 @@ end
function AttrCell:refresh(heroEntity, nodeType, attrType) function AttrCell:refresh(heroEntity, nodeType, attrType)
self.heroEntity = heroEntity self.heroEntity = heroEntity
self.runesEntity = self.heroEntity:getRunes()
self.weaponEntity = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.WEAPON)
self.hatEntity = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HAT)
self.clothesEntity = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.CLOTHES)
self.beltEntity = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.BELT)
self.handguardEntity = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HANDGUARD)
self.nodeType = nodeType self.nodeType = nodeType
self.attrName = attrType[self.heroEntity:getMatchType()] self.attrName = attrType[self.heroEntity:getMatchType()]
@ -59,17 +52,8 @@ function AttrCell:showHp()
else else
value = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv()) value = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv())
end end
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = (self.weaponEntity and self.weaponEntity:getHp() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = value + (self.hatEntity and self.hatEntity:getHp() or 0)
value = value + (self.clothesEntity and self.clothesEntity:getHp() or 0)
value = value + (self.beltEntity and self.beltEntity:getHp() or 0)
value = value + (self.handguardEntity and self.handguardEntity:getHp() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getHp(self.heroEntity) value = value + DataManager.SkinData:getHp(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
@ -93,17 +77,8 @@ function AttrCell:showAtk()
else else
value = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv()) value = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv())
end end
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = (self.weaponEntity and self.weaponEntity:getAttack() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = value + (self.hatEntity and self.hatEntity:getAttack() or 0)
value = value + (self.clothesEntity and self.clothesEntity:getAttack() or 0)
value = value + (self.beltEntity and self.beltEntity:getAttack() or 0)
value = value + (self.handguardEntity and self.handguardEntity:getAttack() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getAttack(self.heroEntity) value = value + DataManager.SkinData:getAttack(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
@ -118,16 +93,8 @@ function AttrCell:showNormalHurt()
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = value + (self.hatEntity and self.hatEntity:getNormalHurt() or 0)
value = value + (self.clothesEntity and self.clothesEntity:getNormalHurt() or 0)
value = value + (self.beltEntity and self.beltEntity:getNormalHurt() or 0)
value = value + (self.handguardEntity and self.handguardEntity:getNormalHurt() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getNormalHurt(self.heroEntity) value = value + DataManager.SkinData:getNormalHurt(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
@ -142,16 +109,8 @@ function AttrCell:showSkillHurt()
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = value + (self.hatEntity and self.hatEntity:getSkillHurt() or 0)
value = value + (self.clothesEntity and self.clothesEntity:getSkillHurt() or 0)
value = value + (self.beltEntity and self.beltEntity:getSkillHurt() or 0)
value = value + (self.handguardEntity and self.handguardEntity:getSkillHurt() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getSkillHurt(self.heroEntity) value = value + DataManager.SkinData:getSkillHurt(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
@ -166,13 +125,8 @@ function AttrCell:showCrit()
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = (self.weaponEntity and self.weaponEntity:getCritPercent() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getCritPercent(self.heroEntity) value = value + DataManager.SkinData:getCritPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
@ -187,13 +141,8 @@ function AttrCell:showCritAtk()
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = (self.weaponEntity and self.weaponEntity:getCritHurtPercent() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getCritHurtPercent(self.heroEntity) value = value + DataManager.SkinData:getCritHurtPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
@ -210,14 +159,8 @@ function AttrCell:showNormalHurtp()
-- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上 -- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上
value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()]) value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()])
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
-- 套装属性,防具只用计算一次
value = value + (self.hatEntity and self.hatEntity:getNormalHurtPercent() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getNormalHurtPercent(self.heroEntity) value = value + DataManager.SkinData:getNormalHurtPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
@ -234,14 +177,8 @@ function AttrCell:showSkillHurtp()
-- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上 -- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上
value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()]) value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()])
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
-- 套装属性,防具只用计算一次
value = value + (self.hatEntity and self.hatEntity:getSkillHurtPercent() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getSkillHurtPercent(self.heroEntity) value = value + DataManager.SkinData:getSkillHurtPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
@ -256,13 +193,8 @@ function AttrCell:showCured()
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = (self.weaponEntity and self.weaponEntity:getHealPercent() or 0)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getHealPercent(self.heroEntity) value = value + DataManager.SkinData:getHealPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + (self.runesEntity and self.runesEntity:getAttrValue(self.attrName) or 0)
end end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value)) self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))

View File

@ -14,14 +14,8 @@ function AttrNodeCell:refresh(heroEntity, node)
self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_13)) self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_13))
elseif node == GConst.HeroConst.ATTR_SHOW_BASE then elseif node == GConst.HeroConst.ATTR_SHOW_BASE then
self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_14)) self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_14))
elseif node == GConst.HeroConst.ATTR_SHOW_WEAPON then
self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_15))
elseif node == GConst.HeroConst.ATTR_SHOW_ARMOR then
self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_16))
elseif node == GConst.HeroConst.ATTR_SHOW_SKIN then elseif node == GConst.HeroConst.ATTR_SHOW_SKIN then
self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_17)) self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_17))
elseif node == GConst.HeroConst.ATTR_SHOW_RUNES then
self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.RUNES_DESC_22))
end end
self.attrCount = 0 self.attrCount = 0
@ -40,10 +34,6 @@ function AttrNodeCell:isShowAttr(heroEntity, node, attr)
if node == GConst.HeroConst.ATTR_SHOW_SKIN then if node == GConst.HeroConst.ATTR_SHOW_SKIN then
return DataManager.SkinData:hasAttr(heroEntity, attr[heroEntity:getMatchType()]) return DataManager.SkinData:hasAttr(heroEntity, attr[heroEntity:getMatchType()])
end end
if node == GConst.HeroConst.ATTR_SHOW_RUNES then
local runesEntity = heroEntity:getRunes()
return runesEntity and runesEntity:hasAttr(attr[heroEntity:getMatchType()]) or false
end
return true return true
end end

View File

@ -65,11 +65,6 @@ function HeroAttrUI:isShowAttr(node)
if node == GConst.HeroConst.ATTR_SHOW_SKIN then if node == GConst.HeroConst.ATTR_SHOW_SKIN then
return #DataManager.SkinData:getOwnAllAttr(self.heroEntity) > 0 return #DataManager.SkinData:getOwnAllAttr(self.heroEntity) > 0
end end
if node == GConst.HeroConst.ATTR_SHOW_RUNES then
local runesEntity = self.heroEntity:getRunes()
return runesEntity and runesEntity:getAllAttr() and #runesEntity:getAllAttr() > 0 or false
end
return true return true
end end

View File

@ -58,10 +58,14 @@ function HeroDetailUI:onLoadRootComplete()
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))
self.txStar1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1)) -- self.txStar1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1))
self.txStar2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1)) -- self.txStar2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1))
self.txSkin1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_2)) -- self.txSkin1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_2))
self.txSkin2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_2)) -- self.txSkin2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_2))
self.txStar1:setText("升星")
self.txStar2:setText("升星")
self.txSkin1:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN))
self.txSkin2:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN))
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)

View File

@ -8,53 +8,53 @@ local SIZE_DELTA_Y_LOOK = 802
function HeroInfoComp:init() function HeroInfoComp:init()
local uiMap = self:getUIMap() local uiMap = self:getUIMap()
self.slider = uiMap["hero_detail_ui.bg.fragment_bg.slider"] self.slider = uiMap["hero_info.fragment_bg.slider"]
self.imgElement = uiMap["hero_detail_ui.bg.hero_element"] self.imgElement = uiMap["hero_info.hero_element"]
self.imgSkill = uiMap["hero_detail_ui.bg.skill_node.skill_icon"] self.imgSkill = uiMap["hero_info.skill_node.skill_icon"]
self.imgFragment = uiMap["hero_detail_ui.bg.fragment_bg.fragment_icon"] self.imgFragment = uiMap["hero_info.fragment_bg.fragment_icon"]
self.btnUp = uiMap["hero_detail_ui.bg.up_btn"] self.btnUp = uiMap["hero_info.up.up_btn"]
self.imgUpIcon = uiMap["hero_detail_ui.bg.up_btn.icon"] self.txUpdesc = uiMap["hero_info.up.up_btn.text"]
self.txUpdesc = uiMap["hero_detail_ui.bg.up_btn.desc"] self.btnUp5 = uiMap["hero_info.up.up_5_btn"]
self.txUpNum = uiMap["hero_detail_ui.bg.up_btn.num"] self.txUpdesc5 = uiMap["hero_info.up.up_5_btn.text"]
self.txLv = uiMap["hero_detail_ui.bg.lv_desc"] self.txLv = uiMap["hero_info.lv_desc"]
self.txElement = uiMap["hero_detail_ui.bg.element_desc"] self.txElement = uiMap["hero_info.element_bg.element_desc"]
self.txSkill = uiMap["hero_detail_ui.bg.skill_desc"] self.txSkill = uiMap["hero_info.skill_desc"]
self.btnSkillDesc = uiMap["hero_info.skill_desc.btn_skill_desc"] self.btnSkillDesc = uiMap["hero_info.skill_desc.btn_skill_desc"]
self.txFragmentNum = uiMap["hero_detail_ui.bg.fragment_bg.fragment_num"] self.txFragmentNum = uiMap["hero_info.fragment_bg.fragment_num"]
self.txHpName = uiMap["hero_detail_ui.bg.hp_name"] self.txHpName = uiMap["hero_info.bg_6.hp_name"]
self.txAtkName = uiMap["hero_detail_ui.bg.atk_name"] self.txAtkName = uiMap["hero_info.atk_name"]
self.txHp = uiMap["hero_detail_ui.bg.hp"] self.txHp = uiMap["hero_info.bg_6.hp"]
self.txAtk = uiMap["hero_detail_ui.bg.atk"] self.txAtk = uiMap["hero_info.atk"]
self.bgFragment = uiMap["hero_detail_ui.bg.fragment_bg"] self.bgFragment = uiMap["hero_info.fragment_bg"]
self.spineObjSkill = uiMap["hero_detail_ui.bg.ui_spine_obj_skill"] self.spineObjSkill = uiMap["hero_info.ui_spine_obj_skill"]
self.spineObjLv = uiMap["hero_detail_ui.bg.ui_spine_obj_lv"] self.spineObjLv = uiMap["hero_info.ui_spine_obj_lv"]
self.spineObj = uiMap["hero_detail_ui.bg.ui_spine_obj"] self.spineObj = uiMap["hero_info.ui_spine_obj"]
self.spineObjAvatar = uiMap["hero_detail_ui.bg.ui_spine_obj_avatar"] self.spineObjAvatar = uiMap["hero_info.ui_spine_obj_avatar"]
self.upgrade = uiMap["hero_info.up"] self.upgrade = uiMap["hero_info.up"]
self.bgElement = uiMap["hero_detail_ui.bg.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.btn_attr"]
self.fragmentNode = uiMap["hero_detail_ui.bg.fragment_bg"] self.fragmentNode = uiMap["hero_info.fragment_bg"]
self.btnSkin = uiMap["hero_info.up.btn_skin"]
self.txSkin = uiMap["hero_info.up.btn_skin.tx_skin"]
self.skill = {} self.skill = {}
self.skillIcon = {} self.skillIcon = {}
self.skillDesc = {} self.skillDesc = {}
for i = 1, 4 do for i = 1, 4 do
self.skill[i] = uiMap["hero_detail_ui.bg.skill_up_" .. i] self.skill[i] = uiMap["hero_info.skill_up_" .. i]
self.skillIcon[i] = uiMap["hero_detail_ui.bg.skill_up_" .. i .. ".icon"] self.skillIcon[i] = uiMap["hero_info.skill_up_" .. i .. ".icon"]
self.skillDesc[i] = uiMap["hero_detail_ui.bg.skill_up_" .. i .. ".desc"] self.skillDesc[i] = uiMap["hero_info.skill_up_" .. i .. ".desc"]
end
self.costCells = {}
for i = 1, 2 do
self.costCells[i] = uiMap["hero_info.up.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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.txSkin:setText(I18N:getGlobalText(I18N.GlobalConst.SKIN)) self.txUpdesc:setText("升1级")
self.btnSkin:setActive(DataManager.SkinData:isOpen()) self.txUpdesc5:setText("升5级")
self.btnSkin:addClickListener(function()
ModuleManager.HeroManager:showHeroSkinUI(self.heroEntity:getCfgId())
end)
self.btnUp:addClickListener(function() self.btnUp:addClickListener(function()
ModuleManager.HeroManager:upgradeHero(self.heroEntity:getCfgId(), self.heroEntity) ModuleManager.HeroManager:upgradeHero(self.heroEntity:getCfgId(), self.heroEntity)
end) end)
@ -188,14 +188,21 @@ function HeroInfoComp:refresh(checkLevel)
hpStr = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR hpStr = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR
atkStr = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR atkStr = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR
end end
local costId = self.heroEntity:getLvUpCostId() local costs = {}
self.imgUpIcon:setSprite(GFunc.getIconRes(costId)) costs[1] = {id = 1, num = materials[1], type = 1}
self.txUpdesc:setText(str) costs[2] = {id = self.heroEntity:getLvUpCostId(), num = materials[2], type = 1}
self.txUpNum:setText(materials[2]) for i,v in ipairs(self.costCells) do
v:refreshByConfig(costs[i])
end
self.costCells[1]:setIconSprite(GConst.ATLAS_PATH.HERO, self.heroEntity:getIcon())
-- local costId = self.heroEntity:getLvUpCostId()
-- self.imgUpIcon:setSprite(GFunc.getIconRes(costId))
-- self.txUpdesc:setText(str)
-- self.txUpNum:setText(materials[2])
self.txHp:setText(hpStr) self.txHp:setText(hpStr)
self.txAtk:setText(atkStr) self.txAtk:setText(atkStr)
if canLvUp then if canLvUp then
self.btnUp:addRedPoint(120, 50, 0.6) self.btnUp:addRedPoint(70, 40, 0.6)
else else
self.btnUp:removeRedPoint() self.btnUp:removeRedPoint()
end end