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.panelType = 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 end function HeroDetailUI:onLoadRootComplete() local uiMap = self.root:genAllChildren() 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.txTitle = uiMap["hero_detail_ui.common.img_title.tx_title"] self.btnClose = uiMap["hero_detail_ui.common.btn_close"] self.bg = uiMap["hero_detail_ui.common.bg.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.btnLeft = uiMap["hero_detail_ui.common.btn_left"] self.btnRight = uiMap["hero_detail_ui.common.btn_right"] 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)) 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.heroList = DataManager.HeroData:getAllHeroesSort(self.formationType) self:updateSide() self:refreshShow() self.btnHero:addClickListener(function() self.panelType = GConst.HeroConst.PANEL_TYPE.HERO self:refreshShow() end) self.btnStar:addClickListener(function() if not DataManager.HeroData:isStarOpen(true) then return end self.panelType = GConst.HeroConst.PANEL_TYPE.STAR self:refreshShow() end) self.btnSkin:addClickListener(function() if not DataManager.HeroData:isSkinOpen(true) then return end self.panelType = GConst.HeroConst.PANEL_TYPE.SKIN self:refreshShow() end) self.btnClose:addClickListener(function() self:closeUI() end) self.btnLeft:addClickListener(function() if not self:isShowLeftArrow() then return end self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxLast].cfgId) self:updateSide() self:refreshShow() end) self.btnRight:addClickListener(function() if not self:isShowRightArrow() then return end self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxNext].cfgId) self:updateSide() self:refreshShow() 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: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:refreshShow() self.txTitle:setText(self.heroEntity:getName()) if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then self:showHeroInfo() elseif self.panelType == GConst.HeroConst.PANEL_TYPE.STAR then self:showStarInfo() elseif self.panelType == 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.btnHero:setActive(false) self.btnStar:setActive(false) self.btnSkin:setActive(false) self.btnLeft:setActive(false) self.btnRight:setActive(false) if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK_HERO) end else self.btnHero:setActive(true) self.btnStar:setActive(true) self.btnSkin:setActive(true) self.btnLeft:setActive(self:isShowLeftArrow()) self.btnRight:setActive(self:isShowRightArrow()) self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO) 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) if not self.compHero then self.heroInfo:initPrefabHelper() self.heroInfo:genAllChildren() self.compHero = self.heroInfo:addLuaComponent(COMP_HERO) 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:setUI(self) end self.compStar:setHeroData(self.heroEntity) 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:setUI(self) end self.compSkin:setHeroData(self.heroEntity) self.compSkin:refresh() end -- 是否显示左箭头 function HeroDetailUI:isShowLeftArrow() if self.panelType == 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.panelType == GConst.HeroConst.PANEL_TYPE.RUNES then return false end return self.idxNext and self.idxNext <= #self.heroList end return HeroDetailUI