local BattleSkillSelectUI = class("BattleSkillSelectUI", BaseUI) local SELECT_SKILL_CELL = "app/ui/battle/cell/battle_select_skill_cell" function BattleSkillSelectUI:isFullScreen() return false end function BattleSkillSelectUI:showCommonBG() return false end function BattleSkillSelectUI:getPrefabPath() return "assets/prefabs/ui/battle/battle_skill_select_ui.prefab" end function BattleSkillSelectUI:ctor(params) self.skillList = params.skillList or {} end function BattleSkillSelectUI:onLoadRootComplete() local uiMap = self.root:genAllChildren() if not self.selectSkillCells then self.selectSkillCells = {} for i = 1, 3 do self.selectSkillCells[i] = CellManager:addCellComp(uiMap["battle_skill_select_ui.skill_node.skill_select_cell_" .. i], SELECT_SKILL_CELL) end end for index, cell in ipairs(self.selectSkillCells) do local skillId = self.skillList[index] cell:getBaseObject():setActive(skillId ~= nil) if skillId then cell:refresh(skillId, function() self:onClickSkill(skillId) end) end end end function BattleSkillSelectUI:onClickSkill(skillId) Logger.logHighlight(skillId) ModuleManager.BattleManager:onSelectSkill(skillId) self:closeUI() end return BattleSkillSelectUI