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

53 lines
1.6 KiB
Lua
Raw Normal View History

local XUiGridSwitchSkill = require("XUi/XUiCharacter/XUiGridSwitchSkill")
local XUiCharacterSkillSwich = XLuaUiManager.Register(XLuaUi, "UiCharacterSkillSwich")
function XUiCharacterSkillSwich:OnAwake()
self:AutoAddListener()
self.SkillItem.gameObject:SetActiveEx(false)
end
function XUiCharacterSkillSwich:OnStart(skillId, skillLevel, switchCb)
self.SkillId = skillId
self.SkillLevel = skillLevel
self.SwitchCb = switchCb
end
function XUiCharacterSkillSwich:OnEnable()
self:Refresh()
end
function XUiCharacterSkillSwich:Refresh()
local curSkillId = self.SkillId
local groupSkillIds = XCharacterConfigs.GetGroupSkillIds(curSkillId)
self.Grids = self.Grids or {}
for index, skillId in ipairs(groupSkillIds) do
local grid = self.Grids[index]
if not grid then
local go = CS.UnityEngine.Object.Instantiate(self.SkillItem, self.Content)
local switchCb = function()
self:Refresh()
self.SwitchCb()
end
grid = XUiGridSwitchSkill.New(go, switchCb)
self.Grids[index] = grid
end
local isCurrent = XDataCenter.CharacterManager.IsSkillUsing(skillId)
grid:Refresh(skillId, self.SkillLevel, isCurrent)
grid.GameObject:SetActiveEx(true)
end
for i = #groupSkillIds + 1, #self.Grids do
self.Grids[i].GameObject:SetActiveEx(false)
end
end
function XUiCharacterSkillSwich:AutoAddListener()
self:RegisterClickEvent(self.BtnTanchuangCloseBig, self.OnBtnBackClick)
end
function XUiCharacterSkillSwich:OnBtnBackClick()
self:Close()
end