348 lines
12 KiB
Lua
348 lines
12 KiB
Lua
local HeroDetailUI = class("HeroDetailUI", BaseUI)
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local COMP_HERO = "app/ui/hero/hero_info_comp"
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local COMP_WEAPON = "app/ui/hero/weapon_info_comp"
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local COMP_ARMOR = "app/ui/hero/armor_info_comp"
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local COMP_RUNES = "app/ui/hero/runes_info_comp"
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local SIZE_DELTA_Y_HERO = 942
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local SIZE_DELTA_Y_LOOK_HERO = 802
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function HeroDetailUI:isFullScreen()
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return false
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end
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function HeroDetailUI:getPrefabPath()
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return "assets/prefabs/ui/hero/hero_detail_ui.prefab"
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end
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function HeroDetailUI:onPressBackspace()
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self:closeUI()
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end
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function HeroDetailUI:onClose()
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if self.compRunes then
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self.compRunes:onClose()
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end
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end
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function HeroDetailUI:ctor(parmas)
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self.panelType = parmas.panelType or GConst.HeroConst.PANEL_TYPE.HERO
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self.formationType = parmas.formationType
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self.onlyLook = parmas.onlyLook
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if parmas.heroEntity then
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self.heroEntity = parmas.heroEntity
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else
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local heroId = parmas.heroId
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self.heroEntity = DataManager.HeroData:getHeroById(heroId)
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end
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end
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function HeroDetailUI:onLoadRootComplete()
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local uiMap = self.root:genAllChildren()
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self.commonInfo = uiMap["hero_detail_ui.common"]
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self.heroInfo = uiMap["hero_detail_ui.hero_info"]
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self.weaponInfo = uiMap["hero_detail_ui.weapon_info"]
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self.armorInfo = uiMap["hero_detail_ui.armor_info"]
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self.runesInfo = uiMap["hero_detail_ui.runes_info"]
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self.txTitle = uiMap["hero_detail_ui.common.img_title.tx_title"]
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self.btnClose = uiMap["hero_detail_ui.common.btn_close"]
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self.bg = uiMap["hero_detail_ui.common.bg.bg"]
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self.btnHero = uiMap["hero_detail_ui.common.btns.btn_hero"]
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self.txHero1 = uiMap["hero_detail_ui.common.btns.btn_hero.tx_btn"]
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self.selectHero = uiMap["hero_detail_ui.common.btns.btn_hero.select"]
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self.txHero2 = uiMap["hero_detail_ui.common.btns.btn_hero.select.tx_select"]
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self.btnWeapon = uiMap["hero_detail_ui.common.btns.btn_weapon"]
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self.lockWeapon = uiMap["hero_detail_ui.common.btns.btn_weapon.img_lock"]
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self.txWeapon1 = uiMap["hero_detail_ui.common.btns.btn_weapon.tx_btn"]
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self.selectWeapon = uiMap["hero_detail_ui.common.btns.btn_weapon.select"]
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self.txWeapon2 = uiMap["hero_detail_ui.common.btns.btn_weapon.select.tx_select"]
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self.btnArmor = uiMap["hero_detail_ui.common.btns.btn_armor"]
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self.lockArmor = uiMap["hero_detail_ui.common.btns.btn_armor.img_lock"]
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self.txArmor1 = uiMap["hero_detail_ui.common.btns.btn_armor.tx_btn"]
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self.selectArmor = uiMap["hero_detail_ui.common.btns.btn_armor.select"]
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self.txArmor2 = uiMap["hero_detail_ui.common.btns.btn_armor.select.tx_select"]
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self.btnRunes = uiMap["hero_detail_ui.common.btns.btn_runes"]
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self.lockRunes = uiMap["hero_detail_ui.common.btns.btn_runes.content.img_lock"]
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self.txRunes1 = uiMap["hero_detail_ui.common.btns.btn_runes.content.tx_btn"]
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self.selectRunes = uiMap["hero_detail_ui.common.btns.btn_runes.select"]
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self.txRunes2 = uiMap["hero_detail_ui.common.btns.btn_runes.select.tx_select"]
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self.btnLeft = uiMap["hero_detail_ui.common.btn_left"]
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self.btnRight = uiMap["hero_detail_ui.common.btn_right"]
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self.txHero1:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
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self.txHero2:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
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self.txWeapon1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1))
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self.txWeapon2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1))
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self.txArmor1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_2))
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self.txArmor2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_2))
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self.txRunes1:setText(I18N:getGlobalText(I18N.GlobalConst.RUNES_DESC_6))
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self.txRunes2:setText(I18N:getGlobalText(I18N.GlobalConst.RUNES_DESC_6))
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if not DataManager.EquipData:isWeaponOpen() then
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self.lockWeapon:setVisible(true)
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GFunc.centerImgAndTx(self.lockWeapon, self.txWeapon1, 5)
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else
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self.lockWeapon:setVisible(false)
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end
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if not DataManager.EquipData:isArmorOpen() then
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self.lockArmor:setVisible(true)
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GFunc.centerImgAndTx(self.lockArmor, self.txArmor1, 5)
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else
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self.lockArmor:setVisible(false)
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end
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if not DataManager.RunesData:isOpen() then
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self.lockRunes:setVisible(true)
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GFunc.centerImgAndTx(self.lockRunes, self.txRunes1, 5)
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else
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self.lockRunes:setVisible(false)
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end
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self.heroList = DataManager.HeroData:getAllHeroesSort(self.formationType)
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self:updateSide()
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self:refreshShow()
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self.btnHero:addClickListener(function()
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self.panelType = GConst.HeroConst.PANEL_TYPE.HERO
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self:refreshShow()
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end)
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self.btnWeapon:addClickListener(function()
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if not DataManager.EquipData:isWeaponOpen(true) then
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return
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end
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self.panelType = GConst.HeroConst.PANEL_TYPE.WEAPON
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self:refreshShow()
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end)
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self.btnArmor:addClickListener(function()
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if not DataManager.EquipData:isArmorOpen(true) then
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return
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end
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self.panelType = GConst.HeroConst.PANEL_TYPE.ARMOR
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self:refreshShow()
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end)
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self.btnRunes:addClickListener(function()
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if not DataManager.RunesData:isOpen(true) then
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return
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end
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if not self.heroEntity:isActived() then
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GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.RUNES_DESC_24))
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return
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end
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self.panelType = GConst.HeroConst.PANEL_TYPE.RUNES
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self:refreshShow()
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end)
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self.btnClose:addClickListener(function()
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self:closeUI()
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end)
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self.btnLeft:addClickListener(function()
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if not self:isShowLeftArrow() then
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return
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end
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self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxLast].cfgId)
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self:updateSide()
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self:refreshShow()
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end)
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self.btnRight:addClickListener(function()
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if not self:isShowRightArrow() then
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return
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end
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self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxNext].cfgId)
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self:updateSide()
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self:refreshShow()
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end)
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self:addEventListener(EventManager.CUSTOM_EVENT.HERO_UPGRADE_SUCCESS, function(id)
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self:refreshRedPoint()
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end)
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self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPSECTION_SUCCESS, function(part)
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Logger.logHighlight("升段:"..part)
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if part == GConst.EquipConst.PART_TYPE.WEAPON then
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self.compWeapon:playEffect(true, true)
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else
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self.compArmor:playUpgradeEffect(part)
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end
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self:refreshRedPoint()
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end)
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self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPGRADE_SUCCESS, function(part)
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Logger.logHighlight("升级:"..part)
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if part == GConst.EquipConst.PART_TYPE.WEAPON then
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self.compWeapon:playEffect(true, false)
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else
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self.compArmor:playUpgradeEffect(part)
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end
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self:refreshRedPoint()
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end)
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self:addEventListener(EventManager.CUSTOM_EVENT.GO_DUNGEON_UI, function()
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self:closeUI()
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end)
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end
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function HeroDetailUI:updateSide()
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for index, data in ipairs(self.heroList) do
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if data.cfgId == self.heroEntity:getCfgId() then
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self.idxLast = index - 1
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self.idxNext = index + 1
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end
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end
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end
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function HeroDetailUI:refreshShow()
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self.txTitle:setText(self.heroEntity:getName())
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if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then
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self:showHeroInfo()
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.WEAPON then
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self:showWeaponInfo()
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.ARMOR then
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self:showArmorInfo()
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elseif self.panelType == GConst.HeroConst.PANEL_TYPE.RUNES then
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self:showRunesInfo()
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end
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if self.onlyLook then -- 仅查看的不显示升级和激活按钮
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self.btnHero:setActive(false)
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self.btnWeapon:setActive(false)
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self.btnArmor:setActive(false)
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self.btnRunes:setActive(false)
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self.btnLeft:setActive(false)
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self.btnRight:setActive(false)
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if self.panelType == GConst.HeroConst.PANEL_TYPE.HERO then
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self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK_HERO)
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end
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else
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self.btnHero:setActive(true)
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self.btnWeapon:setActive(true)
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self.btnArmor:setActive(true)
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self.btnRunes:setActive(true)
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self.btnLeft:setActive(self:isShowLeftArrow())
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self.btnRight:setActive(self:isShowRightArrow())
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self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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self:refreshRedPoint()
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end
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end
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-- 刷新标签红点
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function HeroDetailUI:refreshRedPoint()
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if self.heroEntity:canLvUp() then
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self.btnHero:addRedPoint(-55, 0, 0.6)
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else
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self.btnHero:removeRedPoint()
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end
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if DataManager.EquipData:canUpgradeWeapon(self.heroEntity:getCfgId()) then
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self.btnWeapon:addRedPoint(-55, 0, 0.6)
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else
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self.btnWeapon:removeRedPoint()
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end
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if DataManager.EquipData:canUpgradeArmor(self.heroEntity:getCfgId()) then
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self.btnArmor:addRedPoint(-55, 0, 0.6)
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else
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self.btnArmor:removeRedPoint()
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end
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if DataManager.RunesData:hasRedPoint() then
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self.btnRunes:addRedPoint(-55, 0, 0.6)
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else
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self.btnRunes:removeRedPoint()
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end
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end
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function HeroDetailUI:showHeroInfo()
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self.heroInfo:setActive(true)
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self.selectHero:setActive(true)
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self.weaponInfo:setActive(false)
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self.selectWeapon:setActive(false)
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self.armorInfo:setActive(false)
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self.selectArmor:setActive(false)
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self.runesInfo:setActive(false)
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self.selectRunes:setActive(false)
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self.bg:setActive(true)
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if not self.compHero then
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self.heroInfo:initPrefabHelper()
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self.heroInfo:genAllChildren()
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self.compHero = self.heroInfo:addLuaComponent(COMP_HERO)
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end
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self.compHero:setHeroData(self.heroEntity, self.onlyLook)
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self.compHero:refresh()
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end
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function HeroDetailUI:showWeaponInfo()
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self.heroInfo:setActive(false)
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self.selectHero:setActive(false)
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self.weaponInfo:setActive(true)
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self.selectWeapon:setActive(true)
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self.armorInfo:setActive(false)
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self.selectArmor:setActive(false)
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self.runesInfo:setActive(false)
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self.selectRunes:setActive(false)
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self.bg:setActive(true)
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if not self.compWeapon then
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self.weaponInfo:initPrefabHelper()
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self.weaponInfo:genAllChildren()
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self.compWeapon = self.weaponInfo:addLuaComponent(COMP_WEAPON)
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self.compWeapon:setUI(self)
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end
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self.compWeapon:setHeroData(self.heroEntity)
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self.compWeapon:refresh()
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end
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function HeroDetailUI:showArmorInfo()
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self.heroInfo:setActive(false)
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self.selectHero:setActive(false)
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self.weaponInfo:setActive(false)
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self.selectWeapon:setActive(false)
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self.armorInfo:setActive(true)
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self.selectArmor:setActive(true)
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self.runesInfo:setActive(false)
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self.selectRunes:setActive(false)
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self.bg:setActive(true)
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if not self.compArmor then
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self.armorInfo:initPrefabHelper()
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self.armorInfo:genAllChildren()
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self.compArmor = self.armorInfo:addLuaComponent(COMP_ARMOR)
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self.compArmor:setUI(self)
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end
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self.compArmor:setHeroData(self.heroEntity)
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self.compArmor:refresh()
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end
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function HeroDetailUI:showRunesInfo()
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self.heroInfo:setActive(false)
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self.selectHero:setActive(false)
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self.weaponInfo:setActive(false)
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self.selectWeapon:setActive(false)
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self.armorInfo:setActive(false)
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self.selectArmor:setActive(false)
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self.runesInfo:setActive(true)
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self.selectRunes:setActive(true)
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self.bg:setActive(false)
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if not self.compRunes then
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self.runesInfo:initPrefabHelper()
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self.runesInfo:genAllChildren()
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self.compRunes = self.runesInfo:addLuaComponent(COMP_RUNES)
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end
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self.compRunes:setHeroData(self.heroEntity)
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self.compRunes:refresh()
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end
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-- 是否显示左箭头
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function HeroDetailUI:isShowLeftArrow()
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if self.panelType == GConst.HeroConst.PANEL_TYPE.RUNES then
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return false
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end
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return self.idxLast and self.idxLast > 0
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end
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-- 是否显示右箭头
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function HeroDetailUI:isShowRightArrow()
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if self.panelType == GConst.HeroConst.PANEL_TYPE.RUNES then
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return false
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end
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return self.idxNext and self.idxNext <= #self.heroList
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end
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return HeroDetailUI |