179 lines
6.2 KiB
Lua
179 lines
6.2 KiB
Lua
local HeroSkillInfoUI = class("HeroSkillInfoUI", BaseUI)
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local HERO_CELL = "app/ui/hero/cell/hero_cell"
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function HeroSkillInfoUI:isFullScreen()
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return false
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end
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function HeroSkillInfoUI:getPrefabPath()
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return "assets/prefabs/ui/hero/hero_skill_info_ui.prefab"
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end
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function HeroSkillInfoUI:onPressBackspace()
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self:closeUI()
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end
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function HeroSkillInfoUI:ctor(parmas)
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self.heroEntity = parmas.heroEntity
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self.idx = parmas.idx or 1
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self.buffId = parmas.buffId
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self.isPop = parmas.isPop
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end
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function HeroSkillInfoUI:onLoadRootComplete()
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local uiMap = self.root:genAllChildren()
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self.root:addClickListener(function()
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self:closeUI()
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end)
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uiMap["hero_skill_info_ui.content.btn_close"]:addClickListener(function()
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self:closeUI()
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end)
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self.titleTx = uiMap["hero_skill_info_ui.content.tx_title"]
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self.descTx = uiMap["hero_skill_info_ui.content.desc_tx"]
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self.skillIcon = uiMap["hero_skill_info_ui.content.skill_icon"]
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self.icon = uiMap["hero_skill_info_ui.content.skill_icon.icon"]
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self.skillDescTx = uiMap["hero_skill_info_ui.content.skill_icon.desc_tx"]
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self.heroNode = uiMap["hero_skill_info_ui.content.hero_node"]
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-- self.descTx1 = uiMap["hero_skill_info_ui.content.hero_node.desc_tx_1"]
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self.unlockBg = uiMap["hero_skill_info_ui.content.unlock_bg"]
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self.unlockTx = uiMap["hero_skill_info_ui.content.unlock_bg.unlock_tx"]
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self.buffNode = uiMap["hero_skill_info_ui.content.buff_node"]
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self.content = uiMap["hero_skill_info_ui.content"]
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self.line2 = uiMap["hero_skill_info_ui.content.line_2"]
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self.vfx02 = uiMap["hero_skill_info_ui.content.vfx_c1_ui_up_b02"]
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self.vfx02:setActive(false)
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self.heroCells = {}
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self.buffImgs = {}
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self.buffTxs = {}
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self.skillDescTxs = {}
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self.skillVfxs = {}
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for i = 1, 2 do
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self.heroCells[i] = uiMap["hero_skill_info_ui.content.hero_node.hero_cell_" .. i]:addLuaComponent(HERO_CELL)
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self.buffImgs[i] = uiMap["hero_skill_info_ui.content.buff_node.buff_img_" .. i]
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self.buffTxs[i] = uiMap["hero_skill_info_ui.content.buff_node.buff_tx_" .. i]
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self.skillDescTxs[i] = uiMap["hero_skill_info_ui.content.skill_desc_tx_" .. i]
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self.skillVfxs[i] = uiMap["hero_skill_info_ui.content.skill_desc_tx_" .. i .. ".vfx_c1_ui_up_b03"]
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self.skillVfxs[i]:setActive(false)
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end
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uiMap["hero_skill_info_ui.content.hero_node.desc_tx_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_13))
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end
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function HeroSkillInfoUI:onRefresh()
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self.height = 0
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self:refreshSkillIcon()
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self:refreshSkillDesc()
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self:refreshSkillBuff()
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self:refreshSkillHero()
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self.height = self.height + 36
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self.content:setSizeDeltaY(self.height)
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end
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function HeroSkillInfoUI:refreshSkillIcon()
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local skillInfo, currIdx = self.heroEntity:getRogueSkillListByIdx(self.idx)
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local lv = self.heroEntity:getLv()
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local skillUnlcokLv = skillInfo[1][1]
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local skillId = skillInfo[1][2]
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self.titleTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_23, currIdx .. "/" .. #skillInfo))
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
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if skillUnlcokLv > lv then
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self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_ITEM, "frame_1")
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self.unlockTx:setText(I18N:getGlobalText(I18N.GlobalConst.LV_UNLOCK, skillUnlcokLv))
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local meshProComp = self.unlockTx:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentWidth = meshProComp.preferredWidth
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self.unlockBg:setSizeDeltaX(contentWidth + 22)
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self.unlockBg:setActive(true)
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else
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self.unlockBg:setActive(false)
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self.skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
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end
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self.descTx:setText(ModuleManager.HeroManager:getSkillRogueDesc(skillInfo[1][2]))
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self.vfx02:setActive(self.isPop)
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end
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function HeroSkillInfoUI:refreshSkillDesc()
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local skillInfo, currIdx = self.heroEntity:getRogueSkillListByIdx(self.idx)
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local posY = -324
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for i = 1, 2 do
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local skillUnlcokLv = skillInfo[i + 1][1]
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local skillId = skillInfo[i + 1][2]
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local lvStr = I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_14, skillUnlcokLv)
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local skillStr = ModuleManager.HeroManager:getSkillRogueDescEntry(skillId, i)
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if currIdx - 1 >= i then
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self.skillDescTxs[i]:setText("<color=#FFFFFF>" .. lvStr .. "</color><color=#FFA44B> " .. skillStr .. "</color>")
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else
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self.skillDescTxs[i]:setText("<color=#B4B4B4>" .. lvStr .. "</color><color=#B4B4B4> " .. skillStr .. "</color>")
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end
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if self.isPop and currIdx - 1 == i then
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self.skillVfxs[i]:setActive(true)
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end
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self.skillDescTxs[i]:setAnchoredPositionY(posY)
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local meshProComp = self.skillDescTxs[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentHeight = meshProComp.preferredHeight
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posY = posY - contentHeight - 18
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end
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self.line2:setAnchoredPositionY(posY + 4)
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self.height = -posY
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end
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function HeroSkillInfoUI:refreshSkillBuff()
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if not self.buffId then
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self.buffNode:setActive(false)
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return
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else
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local posY = 0
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self.buffNode:setActive(true)
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self.buffNode:setAnchoredPositionY(-self.height)
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for i = 1, 2 do
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if self.buffId[i] then
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self.buffImgs[i]:setActive(true)
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self.buffTxs[i]:setActive(true)
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local buffInfo = ConfigManager:getConfigWithOtherKey("buff", "name")[self.buffId[i]]
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self.buffTxs[i]:setText(I18N:getTextWithOtherKey("buff", "name", buffInfo.name, "tips_desc"))
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self.buffImgs[i]:setSprite(GConst.ATLAS_PATH.ICON_BUFF, buffInfo.icon)
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self.buffImgs[i]:setAnchoredPositionY(posY - 20)
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self.buffTxs[i]:setAnchoredPositionY(posY - 8)
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local meshProComp = self.buffTxs[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
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local contentHeight = meshProComp.preferredHeight
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posY = posY - contentHeight - 10
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else
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self.buffImgs[i]:setActive(false)
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self.buffTxs[i]:setActive(false)
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end
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end
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self.height = self.height - posY
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end
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end
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function HeroSkillInfoUI:refreshSkillHero()
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local skillInfo = self.heroEntity:getRogueSkillList()[self.idx]
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local skillId = skillInfo[2]
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local combaHero = ModuleManager.HeroManager:getSkillRogueComboHero(skillId)
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if combaHero then
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self.heroNode:setActive(true)
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for i = 1, 2 do
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if combaHero[i] then
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self.heroCells[i]:setActive(true)
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self.heroCells[i]:refresh(combaHero[i])
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else
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self.heroCells[i]:setActive(false)
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end
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end
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self.height = self.height + 164
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else
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self.heroNode:setActive(false)
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end
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end
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return HeroSkillInfoUI |