PGRData/Script/matrix/xui/xuicharacter/XUiCharacterPanelRoleSkill.lua

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local XGridSkill = XClass(nil, "XGridSkill")
local SHOW_SKILL_LEVEL = 1 --展示的等级
function XGridSkill:Ctor(ui)
XTool.InitUiObjectByUi(self, ui)
XUiHelper.RegisterClickEvent(self, self.BtnSubSkillIconBg, self.OnBtnSubSkillIconBgClick)
end
function XGridSkill:Refresh(skillGroupId)
if not skillGroupId then
self.GameObject:SetActiveEx(false)
return
end
local skillId = XCharacterConfigs.GetGroupDefaultSkillId(skillGroupId)
local cfg = XCharacterConfigs.GetSkillGradeDesConfig(skillId, SHOW_SKILL_LEVEL)
if not cfg then return end
self.SkillData = cfg or self.SkillData
self.RImgSubSkillIconNormal:SetRawImage(cfg.Icon)
if self.RImgSubSkillIconSelected then
self.RImgSubSkillIconSelected:SetRawImage(cfg.Icon)
end
--兼容两个控件
local txtLevel = self.TxtLevel or self.TxtSubSkillLevel
txtLevel.text = SHOW_SKILL_LEVEL
self.PanelSkillLock.gameObject:SetActiveEx(false)
self.GameObject:SetActiveEx(true)
end
function XGridSkill:OnBtnSubSkillIconBgClick()
if not self.SkillData then return end
XLuaUiManager.Open("UiCharacterBuffDetails", self.SkillData)
end
--===========================================================================
---@desc 技能预览界面
--===========================================================================
local XUiCharacterPanelRoleSkill = XClass(nil, "XUiCharacterPanelRoleSkill")
local SIGNAL_BAL_MEMBER = 3 --信号球技能(红黄蓝)
local ACTIVE_SKILL_INDEX = 4 --主动技能下标
local PASSIVE_SKILL_INDEX = 5 --被动技能下标
function XUiCharacterPanelRoleSkill:Ctor(ui, onBackCb)
XTool.InitUiObjectByUi(self, ui)
self.OnBackCb = onBackCb
self.BallSkillGrids = {}
self.ActiveSkillGrids = {}
self.PassiveSkillGrids = {}
self:InitUI()
self:InitCB()
end
function XUiCharacterPanelRoleSkill:InitCB()
self.BtnGoBack.CallBack = function()
if self.OnBackCb then
self.IsOpen = false
self.OnBackCb("Back", false)
end
end
end
function XUiCharacterPanelRoleSkill:InitUI()
self.GridSkillBall.gameObject:SetActiveEx(false)
self.GridActiveSkill.gameObject:SetActiveEx(false)
self.GridSubSkill.gameObject:SetActiveEx(false)
end
function XUiCharacterPanelRoleSkill:Refresh(characterId)
if not characterId then return end
if XRobotManager.CheckIsRobotId(characterId) then
characterId = XRobotManager.GetCharacterId(characterId)
end
self.SkillList = XCharacterConfigs.GetChracterSkillPosToGroupIdDic(characterId)
self:Open(self.IsOpen)
end
function XUiCharacterPanelRoleSkill:Open(isOpen)
if not isOpen then return end
self.IsOpen = true
if not self.SkillList or XTool.IsTableEmpty(self.SkillList) then
return
end
local ballSkills = {}
for i = 1, SIGNAL_BAL_MEMBER do
for j = 1, #self.SkillList[i] do
local skillId = self.SkillList[i][j]
if XTool.IsNumberValid(skillId) then
table.insert(ballSkills, skillId)
end
end
end
local activeSkills = self.SkillList[ACTIVE_SKILL_INDEX]
local passiveSkills = self.SkillList[PASSIVE_SKILL_INDEX]
self:RefreshBallSkill(ballSkills)
self:RefreshActiveSkill(activeSkills)
self:RefreshPassiveSkill(passiveSkills)
end
function XUiCharacterPanelRoleSkill:RefreshBallSkill(skills)
if not skills then
self:DisableSkillGrid(self.BallSkillGrids)
return
end
self:RefreshGrid(SIGNAL_BAL_MEMBER, skills, self.BallSkillGrids, self.GridSkillBall, self.PanelSkilBall)
end
function XUiCharacterPanelRoleSkill:RefreshActiveSkill(skills)
if not skills then
self:DisableSkillGrid(self.ActiveSkillGrids)
return
end
self:RefreshGrid(#skills, skills, self.ActiveSkillGrids, self.GridActiveSkill, self.PanelActiveSkill)
end
function XUiCharacterPanelRoleSkill:RefreshPassiveSkill(skills)
if not skills then
self:DisableSkillGrid(self.PassiveSkillGrids)
return
end
self:RefreshGrid(#skills, skills, self.PassiveSkillGrids, self.GridSubSkill, self.PanelPassiveSkill)
end
function XUiCharacterPanelRoleSkill:DisableSkillGrid(skillGirdList)
for _, grid in ipairs(skillGirdList) do
grid.GameObject:SetActiveEx(false)
end
end
function XUiCharacterPanelRoleSkill:RefreshGrid(length, skills, grids, grid, parent)
for idx = 1, length do
local item = grids[idx]
if not item then
local ui = XUiHelper.Instantiate(grid, parent);
item = XGridSkill.New(ui)
item.GameObject:SetActiveEx(true)
grids[idx] = item
end
item:Refresh(skills[idx])
end
end
return XUiCharacterPanelRoleSkill