c1_lua/lua/app/ui/hero/hero_skill_info_ui.lua
2025-09-03 16:43:04 +08:00

180 lines
6.3 KiB
Lua

local HeroSkillInfoUI = class("HeroSkillInfoUI", BaseUI)
local HERO_CELL = "app/ui/hero/cell/hero_cell"
function HeroSkillInfoUI:isFullScreen()
return false
end
function HeroSkillInfoUI:getPrefabPath()
return "assets/prefabs/ui/hero/hero_skill_info_ui.prefab"
end
function HeroSkillInfoUI:onPressBackspace()
self:closeUI()
end
function HeroSkillInfoUI:ctor(parmas)
self.heroEntity = parmas.heroEntity
self.idx = parmas.idx or 1
self.buffId = parmas.buffId
self.isPop = parmas.isPop
end
function HeroSkillInfoUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.root:addClickListener(function()
self:closeUI()
end)
uiMap["hero_skill_info_ui.content.btn_close"]:addClickListener(function()
self:closeUI()
end)
self.titleTx = uiMap["hero_skill_info_ui.content.tx_title"]
self.descTx = uiMap["hero_skill_info_ui.content.desc_tx"]
self.skillIcon = uiMap["hero_skill_info_ui.content.skill_icon"]
self.icon = uiMap["hero_skill_info_ui.content.skill_icon.icon"]
self.skillDescTx = uiMap["hero_skill_info_ui.content.skill_icon.desc_tx"]
self.heroNode = uiMap["hero_skill_info_ui.content.hero_node"]
-- self.descTx1 = uiMap["hero_skill_info_ui.content.hero_node.desc_tx_1"]
self.unlockBg = uiMap["hero_skill_info_ui.content.unlock_bg"]
self.unlockTx = uiMap["hero_skill_info_ui.content.unlock_bg.unlock_tx"]
self.buffNode = uiMap["hero_skill_info_ui.content.buff_node"]
self.content = uiMap["hero_skill_info_ui.content"]
self.line2 = uiMap["hero_skill_info_ui.content.line_2"]
self.vfx02 = uiMap["hero_skill_info_ui.content.vfx_c1_ui_up_b02"]
self.vfx02:setActive(false)
self.heroCells = {}
self.buffImgs = {}
self.buffTxs = {}
self.skillDescTxs = {}
self.skillVfxs = {}
for i = 1, 2 do
self.heroCells[i] = uiMap["hero_skill_info_ui.content.hero_node.hero_cell_" .. i]:addLuaComponent(HERO_CELL)
self.buffImgs[i] = uiMap["hero_skill_info_ui.content.buff_node.buff_img_" .. i]
self.buffTxs[i] = uiMap["hero_skill_info_ui.content.buff_node.buff_tx_" .. i]
self.skillDescTxs[i] = uiMap["hero_skill_info_ui.content.skill_desc_tx_" .. i]
self.skillVfxs[i] = uiMap["hero_skill_info_ui.content.skill_desc_tx_" .. i .. ".vfx_c1_ui_up_b03"]
self.skillVfxs[i]:setActive(false)
end
uiMap["hero_skill_info_ui.content.hero_node.desc_tx_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_13))
end
function HeroSkillInfoUI:onRefresh()
self.height = 0
self:refreshSkillIcon()
self:refreshSkillDesc()
self:refreshSkillBuff()
self:refreshSkillHero()
self.height = self.height + 36
self.content:setSizeDeltaY(self.height)
end
function HeroSkillInfoUI:refreshSkillIcon()
local skillInfo, currIdx = self.heroEntity:getRogueSkillListByIdx(self.idx)
self.titleTx:setText(currIdx .. "/" .. #skillInfo)
local lv = self.heroEntity:getLv()
local skillUnlcokLv = skillInfo[1][1]
local skillId = skillInfo[1][2]
-- self.titleTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
self.icon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
if skillUnlcokLv > lv then
self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_ITEM, "frame_1")
self.unlockTx:setText(I18N:getGlobalText(I18N.GlobalConst.LV_UNLOCK, skillUnlcokLv))
local meshProComp = self.unlockTx:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentWidth = meshProComp.preferredWidth
self.unlockBg:setSizeDeltaX(contentWidth + 22)
self.unlockBg:setActive(true)
else
self.unlockBg:setActive(false)
self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
end
self.descTx:setText(ModuleManager.HeroManager:getSkillRogueDesc(skillInfo[1][2]))
self.vfx02:setActive(self.isPop)
end
function HeroSkillInfoUI:refreshSkillDesc()
local skillInfo, currIdx = self.heroEntity:getRogueSkillListByIdx(self.idx)
local posY = -324
for i = 1, 2 do
local skillUnlcokLv = skillInfo[i + 1][1]
local skillId = skillInfo[i + 1][2]
local lvStr = I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_14, skillUnlcokLv)
local skillStr = ModuleManager.HeroManager:getSkillRogueDescEntry(skillId, i)
if currIdx - 1 >= i then
self.skillDescTxs[i]:setText("<color=#FFFFFF>" .. lvStr .. "</color><color=#FFA44B> " .. skillStr .. "</color>")
else
self.skillDescTxs[i]:setText("<color=#B4B4B4>" .. lvStr .. "</color><color=#B4B4B4> " .. skillStr .. "</color>")
end
if self.isPop and currIdx - 1 == i then
self.skillVfxs[i]:setActive(true)
end
self.skillDescTxs[i]:setAnchoredPositionY(posY)
local meshProComp = self.skillDescTxs[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentHeight = meshProComp.preferredHeight
posY = posY - contentHeight - 18
end
self.line2:setAnchoredPositionY(posY + 4)
self.height = -posY
end
function HeroSkillInfoUI:refreshSkillBuff()
if not self.buffId then
self.buffNode:setActive(false)
return
else
local posY = 0
self.buffNode:setActive(true)
self.buffNode:setAnchoredPositionY(-self.height)
for i = 1, 2 do
if self.buffId[i] then
self.buffImgs[i]:setActive(true)
self.buffTxs[i]:setActive(true)
local buffInfo = ConfigManager:getConfigWithOtherKey("buff", "name")[self.buffId[i]]
self.buffTxs[i]:setText(I18N:getTextWithOtherKey("buff", "name", buffInfo.name, "tips_desc"))
self.buffImgs[i]:setSprite(GConst.ATLAS_PATH.ICON_BUFF, buffInfo.icon)
self.buffImgs[i]:setAnchoredPositionY(posY - 20)
self.buffTxs[i]:setAnchoredPositionY(posY - 8)
local meshProComp = self.buffTxs[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentHeight = meshProComp.preferredHeight
posY = posY - contentHeight - 10
else
self.buffImgs[i]:setActive(false)
self.buffTxs[i]:setActive(false)
end
end
self.height = self.height - posY
end
end
function HeroSkillInfoUI:refreshSkillHero()
local skillInfo = self.heroEntity:getRogueSkillList()[self.idx]
local skillId = skillInfo[2]
local combaHero = ModuleManager.HeroManager:getSkillRogueComboHero(skillId)
if combaHero then
self.heroNode:setActive(true)
for i = 1, 2 do
if combaHero[i] then
self.heroCells[i]:setActive(true)
self.heroCells[i]:refresh(combaHero[i])
else
self.heroCells[i]:setActive(false)
end
end
self.height = self.height + 164
else
self.heroNode:setActive(false)
end
end
return HeroSkillInfoUI