local HeroDetailUI = class("HeroDetailUI", BaseUI) local COMP_HERO = "app/ui/hero/hero_info_comp" local COMP_STAR = "app/ui/hero/star_info_comp" local COMP_SKIN = "app/ui/hero/skin_info_comp" local SIZE_DELTA_Y_HERO = 942 local SIZE_DELTA_Y_LOOK_HERO = 802 function HeroDetailUI:isFullScreen() return false end function HeroDetailUI:getPrefabPath() return "assets/prefabs/ui/hero/hero_detail_ui.prefab" end function HeroDetailUI:onPressBackspace() self:closeUI() end function HeroDetailUI:ctor(parmas) self.page = parmas.panelType or GConst.HeroConst.PANEL_TYPE.HERO self.formationType = parmas.formationType self.onlyLook = parmas.onlyLook if parmas.heroEntity then self.heroEntity = parmas.heroEntity else local heroId = parmas.heroId self.heroEntity = DataManager.HeroData:getHeroById(heroId) end self:initList() end function HeroDetailUI:onLoadRootComplete() local uiMap = self.root:genAllChildren() uiMap["hero_detail_ui.common.close_btn"]:addClickListener(function() self:closeUI() end) -- self.commonInfo = uiMap["hero_detail_ui.common"] self.heroInfo = uiMap["hero_detail_ui.hero_info"] self.starInfo = uiMap["hero_detail_ui.star_info"] self.skinInfo = uiMap["hero_detail_ui.skin_info"] self.titleTx = uiMap["hero_detail_ui.common.name_tx"] self.bg = uiMap["hero_detail_ui.common.bg"] -- self.btnHero = uiMap["hero_detail_ui.common.btns.btn_hero"] -- self.txHero1 = uiMap["hero_detail_ui.common.btns.btn_hero.tx_btn"] -- self.selectHero = uiMap["hero_detail_ui.common.btns.btn_hero.select"] -- self.txHero2 = uiMap["hero_detail_ui.common.btns.btn_hero.select.tx_select"] -- self.btnStar = uiMap["hero_detail_ui.common.btns.btn_star"] -- self.lockStar = uiMap["hero_detail_ui.common.btns.btn_star.content.img_lock"] -- self.txStar1 = uiMap["hero_detail_ui.common.btns.btn_star.content.tx_btn"] -- self.selectStar = uiMap["hero_detail_ui.common.btns.btn_star.select"] -- self.txStar2 = uiMap["hero_detail_ui.common.btns.btn_star.select.tx_select"] -- self.btnSkin = uiMap["hero_detail_ui.common.btns.btn_skin"] -- self.lockSkin = uiMap["hero_detail_ui.common.btns.btn_skin.content.img_lock"] -- self.txSkin1 = uiMap["hero_detail_ui.common.btns.btn_skin.content.tx_btn"] -- self.selectSkin = uiMap["hero_detail_ui.common.btns.btn_skin.select"] -- self.txSkin2 = uiMap["hero_detail_ui.common.btns.btn_skin.select.tx_select"] self.leftBtn = uiMap["hero_detail_ui.common.left_btn"] self.rightBtn = uiMap["hero_detail_ui.common.right_btn"] self.heroNode = uiMap["hero_detail_ui.hero_node"] self.elementBg = uiMap["hero_detail_ui.common.hero_node.element_bg"] self.elementDesc = uiMap["hero_detail_ui.common.hero_node.element_bg.element_desc_tx"] self.heroElement = uiMap["hero_detail_ui.common.hero_node.hero_element"] 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.qltBg = uiMap["hero_detail_ui.common.qlt_bg"] self.qltBgTx = uiMap["hero_detail_ui.common.qlt_bg.qlt_tx"] self.starComp = uiMap["hero_detail_ui.common.hero_node.star_cell"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.STAR_CELL) self.btnTxs = {I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4), I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_16)} self.pageBtns = {} self.pageBtnTxs = {} self.pageBtnLocks = {} for i = 1, 2 do self.pageBtns[i] = uiMap["hero_detail_ui.common.btns.page_btn_" .. i] self.pageBtnTxs[i] = uiMap["hero_detail_ui.common.btns.page_btn_" .. i .. ".text"] self.pageBtnLocks[i] = uiMap["hero_detail_ui.common.btns.page_btn_" .. i .. ".lock_img"] if self.pageBtnLocks[i] then self.pageBtnLocks[i]:setActive(not self:getIsOpen(i)) end self.pageBtns[i] :addClickListener(function() if not self:getIsOpen(i) or self.page == i then return end self.page = i self:onRefresh() end) end -- self.txHero1: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.txStar2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1)) -- self.txSkin1: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)) -- self.powerTx:setText(self.heroEntity:getPower()) -- if not DataManager.HeroData:isStarOpen() then -- self.lockStar:setVisible(true) -- GFunc.centerImgAndTx(self.lockStar, self.txStar1, 5) -- else -- self.lockStar:setVisible(false) -- end -- if not DataManager.HeroData:isSkinOpen() then -- self.lockSkin:setVisible(true) -- GFunc.centerImgAndTx(self.lockSkin, self.txSkin1, 5) -- else -- self.lockSkin:setVisible(false) -- end self.leftBtn:addClickListener(function() if not self:isShowLeftArrow() then return end self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxLast].cfgId) self:onRefresh() end) self.rightBtn:addClickListener(function() if not self:isShowRightArrow() then return end self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxNext].cfgId) self:onRefresh() end) self:bind(DataManager.BagData.ItemData, "dirty", function() self:refreshRedPoint() end) self:addEventListener(EventManager.CUSTOM_EVENT.HERO_UPGRADE_SUCCESS, function(id) self:refreshRedPoint() end) self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPSECTION_SUCCESS, function(part) Logger.logHighlight("升段:"..part) if part == GConst.EquipConst.PART_TYPE.STAR then self.compStar:playEffect(true, true) else self.compSkin:playUpgradeEffect(part) end self:refreshRedPoint() end) self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPGRADE_SUCCESS, function(part) Logger.logHighlight("升级:"..part) if part == GConst.EquipConst.PART_TYPE.STAR then self.compStar:playEffect(true, false) else self.compSkin:playUpgradeEffect(part) end self:refreshRedPoint() end) self:addEventListener(EventManager.CUSTOM_EVENT.GO_DUNGEON_UI, function() self:closeUI() end) end function HeroDetailUI:initList() self.heroList = DataManager.HeroData:getAllHeroesSort(self.formationType) end function HeroDetailUI:getIsOpen(page) if page == GConst.HeroConst.PANEL_TYPE.HERO then return true elseif page == GConst.HeroConst.PANEL_TYPE.STAR then return DataManager.HeroData:isStarOpen() end return false end function HeroDetailUI:onRefresh() self:updateHero() self:updateSide() self:refreshPageInfo() end function HeroDetailUI:changePage(page) self.page = page self:onRefresh() end function HeroDetailUI:updateSide() for index, data in ipairs(self.heroList) do if data.cfgId == self.heroEntity:getCfgId() then self.idxLast = index - 1 self.idxNext = index + 1 end end end function HeroDetailUI:updateHero() local matchType = self.heroEntity:getMatchType() self.elementDesc:setText(ModuleManager.HeroManager:getMatchTypeName(matchType)) local elementTxRectWidth = self.elementDesc:getRectWidth() local elementTxWidth = self.elementDesc:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).preferredWidth if elementTxWidth > elementTxRectWidth then self.elementBg:setSizeDeltaX(52 + elementTxWidth) else self.elementBg:setSizeDeltaX(52 + elementTxRectWidth) end self.elementBg:setSprite(ModuleManager.HeroManager:getMatchTypeBg(matchType)) self.heroElement:setSprite(GConst.ATLAS_PATH.ICON_HERO, ModuleManager.HeroManager:getMatchTypeIcon(matchType)) self.spineObjAvatar:getSkeletonGraphic().enabled = false self.spineObjAvatar:loadAssetAsync(self.heroEntity:getModelId(), function() self.spineObjAvatar:getSkeletonGraphic().enabled = true self.spineObjAvatar:playAnim("idle", true, true, true) end, true) local qlt = self.heroEntity:getQlt() self.starComp:refresh(self.heroEntity:getStar()) self.qltBg:setSprite(GFunc.getHeroQltImg(qlt)) self.qltBgTx:setText(GFunc.getHeroQltStr(qlt)) end function HeroDetailUI:refreshPageInfo() self.titleTx:setText(self.heroEntity:getName()) if self.page == GConst.HeroConst.PANEL_TYPE.HERO then self:showHeroInfo() elseif self.page == GConst.HeroConst.PANEL_TYPE.STAR then self:showStarInfo() elseif self.page == GConst.HeroConst.PANEL_TYPE.SKIN then self:showskinInfo() end if self.onlyLook then -- 仅查看的不显示升级和激活按钮 self.leftBtn:setActive(false) self.rightBtn:setActive(false) for i = 1, 2 do self.pageBtns[i]:setActive(false) end else self.leftBtn:setActive(self:isShowLeftArrow()) self.rightBtn:setActive(self:isShowRightArrow()) for i = 1, 2 do self.pageBtns[i]:setActive(true) if self.page == i then self.pageBtns[i]:setSprite(GConst.ATLAS_PATH.COMMON, "common_tab_1") self.pageBtnTxs[i]:setText(self.btnTxs[i]) else self.pageBtns[i]:setSprite(GConst.ATLAS_PATH.COMMON, "common_tab_2") self.pageBtnTxs[i]:setText("" .. self.btnTxs[i] .. "") end end self:refreshRedPoint() end end -- 刷新标签红点 function HeroDetailUI:refreshRedPoint() -- if self.heroEntity:canLvUp() then -- self.btnHero:addRedPoint(-55, 0, 0.6) -- else -- self.btnHero:removeRedPoint() -- end -- if DataManager.EquipData:canUpgradeStar(self.heroEntity:getCfgId()) then -- self.btnStar:addRedPoint(-55, 0, 0.6) -- else -- self.btnStar:removeRedPoint() -- end -- if DataManager.EquipData:canUpgradeSkin(self.heroEntity:getCfgId()) then -- self.btnSkin:addRedPoint(-55, 0, 0.6) -- else -- self.btnSkin:removeRedPoint() -- end end function HeroDetailUI:showHeroInfo() self.heroInfo:setActive(true) -- self.selectHero:setActive(true) self.starInfo:setActive(false) -- self.selectStar:setActive(false) self.skinInfo:setActive(false) -- self.selectSkin:setActive(false) self.bg:setActive(true) local power = self.heroEntity:getPower() self.powerTx:setText(GFunc.num2Str2(power, 2)) if not self.compHero then self.heroInfo:initPrefabHelper() self.heroInfo:genAllChildren() self.compHero = self.heroInfo:addLuaComponent(COMP_HERO) self.compHero:setParentUI(self) end self.compHero:setHeroData(self.heroEntity, self.onlyLook) self.compHero:refresh() end function HeroDetailUI:showStarInfo() self.heroInfo:setActive(false) -- self.selectHero:setActive(false) self.starInfo:setActive(true) -- self.selectStar:setActive(true) self.skinInfo:setActive(false) -- self.selectSkin:setActive(false) self.bg:setActive(true) if not self.compStar then self.starInfo:initPrefabHelper() self.starInfo:genAllChildren() self.compStar = self.starInfo:addLuaComponent(COMP_STAR) self.compStar:setParentUI(self) end self.compStar:setHeroData(self.heroEntity, self.onlyLook) self.compStar:refresh() end function HeroDetailUI:showskinInfo() self.heroInfo:setActive(false) -- self.selectHero:setActive(false) self.starInfo:setActive(false) -- self.selectStar:setActive(false) self.skinInfo:setActive(true) -- self.selectSkin:setActive(true) self.bg:setActive(true) if not self.compSkin then self.skinInfo:initPrefabHelper() self.skinInfo:genAllChildren() self.compSkin = self.skinInfo:addLuaComponent(COMP_SKIN) self.compSkin:setParentUI(self) end self.compSkin:setHeroData(self.heroEntity) self.compSkin:refresh() end -- 是否显示左箭头 function HeroDetailUI:isShowLeftArrow() if self.page == GConst.HeroConst.PANEL_TYPE.RUNES then return false end return self.idxLast and self.idxLast > 0 end -- 是否显示右箭头 function HeroDetailUI:isShowRightArrow() if self.page == GConst.HeroConst.PANEL_TYPE.RUNES then return false end return self.idxNext and self.idxNext <= #self.heroList end return HeroDetailUI