local TalentMainUI = class("TalentMainUI", BaseUI) local TALENT_CELL = "app/ui/talent/cell/talent_cell" function TalentMainUI:ctor() end function TalentMainUI:isFullScreen() return false end function TalentMainUI:getCurrencyParams() if self.currencyParams == nil then self.currencyParams = { itemIds = { GConst.ItemConst.ITEM_ID_GOLD, } } end return self.currencyParams end function TalentMainUI:getPrefabPath() return "assets/prefabs/ui/talent/talent_ui.prefab" end function TalentMainUI:onLoadRootComplete() local uiMap = self.root:genAllChildren() uiMap["talent_ui.close_btn"]:addClickListener(function() self:closeUI() end) self.getBtn = uiMap["talent_ui.get_btn"] self.costIcon = uiMap["talent_ui.get_btn.cost.icon"] self.costTx = uiMap["talent_ui.get_btn.cost.cost_tx"] self.descTx = uiMap["talent_ui.desc_tx"] self.upNode = uiMap["talent_ui.up_node"] self.upTalentCell = uiMap["talent_ui.up_node.node.talent_cell"]:addLuaComponent(TALENT_CELL) self.upDescTx = uiMap["talent_ui.up_node.desc_tx"] self.upNode:setActive(false) self.vfx01s = {} self.vfx02s = {} for i = 1, 3 do self.vfx01s[i] = uiMap["talent_ui.up_node.vfx_c1_ui_tianfu_0" .. i .. "_1"] self.vfx02s[i] = uiMap["talent_ui.up_node.vfx_c1_ui_tianfu_0" .. i .. "_2"] end uiMap["talent_ui.title_tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.TALENT_DESC_1)) uiMap["talent_ui.get_btn.text"]:setText(I18N:getGlobalText(I18N.GlobalConst.TALENT_DESC_2)) self.scrollRect = uiMap["talent_ui.bottom_bg.scrollrect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE) self.scrollRect:addInitCallback(function() return TALENT_CELL end) self.scrollRect:addRefreshCallback(function(index, cell) cell:refresh(index, self.list[index]) end) self.scrollRect:clearCells() self.getBtn:addClickListener(function() if not GFunc.checkCost(self.cfg.cost.id, self.cfg.cost.num, true) then return end local can, stage = DataManager.TalentData:checkStage() if not can then GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.TALENT_DESC_3, stage)) return end ModuleManager.TalentManager:talentUpgrade() end) self.upNode:addClickListener(function() self.upNode:setActive(false) DataManager.HeroData:calcPower() end) self:bind(DataManager.TalentData, "isDirty", function() self:onUpgrade() self:onRefresh() end) end function TalentMainUI:onRefresh() self.list = DataManager.TalentData:getCfgList() self.scrollRect:refillCells(#self.list) local stage = DataManager.TalentData:getStage() self.cfg = DataManager.TalentData:getPlayerExpCfgList(stage) self.costIcon:setSprite(GFunc.getIconRes(self.cfg.cost.id)) if not GFunc.checkCost(self.cfg.cost.id, self.cfg.cost.num) then self.costTx:setText("" .. self.cfg.cost.num .. "") else self.costTx:setText(self.cfg.cost.num) end if not DataManager.TalentData:checkStage() then self.descTx:setActive(true) self.descTx:setText(I18N:getGlobalText(I18N.GlobalConst.TALENT_DESC_3, stage)) else self.descTx:setActive(false) end self.getBtn:setActive(not DataManager.TalentData:isAllMax()) end function TalentMainUI:onUpgrade() local upData = DataManager.TalentData:getUpData() if not upData then return end self.upNode:setActive(true) self.upTalentCell:refresh(upData.id, self.list[upData.id], true) local attr, num = DataManager.TalentData:getAttrById(upData.id) local str = I18N:getText("talent", upData.id, "desc") if attr and #attr > 0 then str = str .. GFunc.getFinalAttrValue(attr[1].type, attr[1].num, 2) -- else -- str = str .. (num or 0) end self.upDescTx:setText(str) self.upDescTx:setActive(false) self.root:performWithDelayGlobal(function() self.upDescTx:setActive(true) end, 0.5) local qlt = self.list[upData.id].qlt for i = 1, 3 do if i == qlt then self.vfx01s[i]:setActive(true) self.vfx02s[i]:setActive(true) else self.vfx01s[i]:setActive(false) self.vfx02s[i]:setActive(false) end end end return TalentMainUI