local StarInfoComp = class("StarInfoComp", LuaComponent) local STAR_CELL = "app/ui/hero/cell/star_cell" function StarInfoComp:init() local uiMap = self:getUIMap() self.upBtn = uiMap["star_info.upgrade.up_btn"] self.upBtnTx = uiMap["star_info.upgrade.up_btn.text"] self.lvBtn = uiMap["star_info.upgrade.lv_btn"] self.lvBtnTx = uiMap["star_info.upgrade.lv_btn.text"] self.descTx = uiMap["star_info.upgrade.desc_tx"] self.costCells = {} for i = 1, 2 do self.costCells[i] = uiMap["star_info.upgrade.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) end -- self.upBtnTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4)) -- self.descTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4)) self.upBtnTx:setText("升星") self.lvBtnTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4)) self.upBtn:addClickListener(function() ModuleManager.HeroManager:upgradeHeroStar(self.heroEntity:getCfgId()) end) self.lvBtn:addClickListener(function() self.parentUI:changePage(GConst.HeroConst.PANEL_TYPE.HERO) end) self.scrollRectComp = uiMap["star_info.scrollrect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE) self.scrollRectComp:addInitCallback(function() return STAR_CELL end) self.scrollRectComp:addRefreshCallback(function(index, cell) cell:refresh(self.heroEntity, index) end) self.scrollRectComp:clearCells() end function StarInfoComp:setParentUI(parentUI) self.parentUI = parentUI end function StarInfoComp:setHeroData(heroEntity, onlyLook) self.heroEntity = heroEntity self.onlyLook = onlyLook self:bind(self.heroEntity, "isDirty", function() self:refresh(true) end) end function StarInfoComp:refresh(starUp) local maxStarLv = self.heroEntity:getMaxStar() self.scrollRectComp:refillCells(maxStarLv) if self.heroEntity:getIsStarMax() then self.upBtn:setActive(false) self.lvBtn:setActive(false) self.descTx:setActive(false) for i,v in ipairs(self.costCells) do v:setActive(false) end elseif not self.heroEntity:getIsCurLvMax() then self.upBtn:setActive(false) self.lvBtn:setActive(true) self.descTx:setActive(true) for i,v in ipairs(self.costCells) do v:setActive(false) end local nextLv = self.heroEntity:getNextLv() self.descTx:setText("等级达到" .. nextLv .. "可升星") else self.upBtn:setActive(true) self.lvBtn:setActive(false) self.descTx:setActive(false) local materials = self.heroEntity:getStarUpMaterials() local costs = {} costs[1] = {id = self.heroEntity:getFragmentId(), num = materials[1], type = 1} costs[2] = {id = self.heroEntity:getStarUpCostId(), num = materials[2], type = 1} for i,v in ipairs(self.costCells) do v:setActive(true) v:refreshByConfig(costs[i]) end end end return StarInfoComp