376 lines
16 KiB
Lua
376 lines
16 KiB
Lua
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local PANEL_INDEX = {
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Level = 1,
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Grade = 2,
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Quality = 3,
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Skill = 4,
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EnhanceSkill = 5,
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EnhanceSkillSp = 6,
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}
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local XUiPanelCharProperty = XLuaUiManager.Register(XLuaUi, "UiPanelCharProperty")
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local XUiPanelCharEnhanceSkillSp = require("XUi/XUiCharacter/XUiPanelCharEnhanceSkillSp")
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function XUiPanelCharProperty:OnAwake()
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self:AddListener()
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end
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function XUiPanelCharProperty:OnStart(parent, defaultIdx)
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self.Parent = parent
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self.SelectedIndex = defaultIdx
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self.CharacterId = self.Parent.CharacterId
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self:InitChildUiInfos()
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self:InitBtnTabGroup()
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self:RegisterOtherEvent()
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self:RegisterRedPointEvent()
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end
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function XUiPanelCharProperty:OnEnable(parent, defaultIdx)
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self.CharacterId = self.Parent.CharacterId
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---@type XCharacter
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self.CharEntity = XDataCenter.CharacterManager.GetCharacter(self.CharacterId)
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local characterType = XCharacterConfigs.GetCharacterType(self.CharacterId)
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self.IsSp = characterType ~= XCharacterConfigs.CharacterType.Normal
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self.Parent.PanelCharacterTypeBtns.gameObject:SetActiveEx(false)
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self.Parent.SViewCharacterList.gameObject:SetActiveEx(false)
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self.Parent.BtnFashion.gameObject:SetActiveEx(false)
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self.Parent.BtnOwnedDetail.gameObject:SetActiveEx(false)
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self.Parent.BtnTeaching.gameObject:SetActiveEx(false)
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if self.SelectedIndex == PANEL_INDEX.EnhanceSkill then
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local functionId = self.IsSp and XFunctionManager.FunctionName.SpCharacterEnhanceSkill or XFunctionManager.FunctionName.CharacterEnhanceSkill
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local IsShowEnhanceSkill = self.CharEntity:GetIsHasEnhanceSkill() and
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not XFunctionManager.CheckFunctionFitter(functionId)
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self.SelectedIndex = IsShowEnhanceSkill and self.SelectedIndex or PANEL_INDEX.Level
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end
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self.PanelPropertyButtons:SelectIndex(self.SelectedIndex or PANEL_INDEX.Level)
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if characterType == XCharacterConfigs.CharacterType.Normal then
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self.BtnTabEnhanceSkill:SetNameByGroup(0,CS.XTextManager.GetText("EnhanceSkillTab"))
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else
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self.BtnTabEnhanceSkill:SetNameByGroup(0,CS.XTextManager.GetText("SpEnhanceSkillTab"))
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end
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end
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function XUiPanelCharProperty:OnDisable()
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self.Parent.PanelCharacterTypeBtns.gameObject:SetActiveEx(true)
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self.Parent.SViewCharacterList.gameObject:SetActiveEx(true)
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self.Parent.BtnFashion.gameObject:SetActiveEx(true)
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self.Parent.BtnOwnedDetail.gameObject:SetActiveEx(true)
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self.Parent.BtnTeaching.gameObject:SetActiveEx(true)
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end
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function XUiPanelCharProperty:OnDestroy()
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self:RemoveOtherEvent()
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end
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function XUiPanelCharProperty:InitChildUiInfos()
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self.PanelsMap = {}
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self.ChildUiInitInfos = {
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[PANEL_INDEX.Level] = {
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ChildClass = XUiPanelCharLevel,
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UiParent = self.PanelCharLevel,
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AssetPath = XUiConfigs.GetComponentUrl(self.Name .. PANEL_INDEX.Level),
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},
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[PANEL_INDEX.Skill] = {
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ChildClass = XUiPanelCharSkill,
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UiParent = self.PanelCharSkill,
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AssetPath = XUiConfigs.GetComponentUrl(self.Name .. PANEL_INDEX.Skill),
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},
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[PANEL_INDEX.Quality] = {
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ChildClass = XUiPanelCharQuality,
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UiParent = self.PanelCharQuality,
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AssetPath = XUiConfigs.GetComponentUrl(self.Name .. PANEL_INDEX.Quality),
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},
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[PANEL_INDEX.Grade] = {
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ChildClass = XUiPanelCharGrade,
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UiParent = self.PanelCharGrade,
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AssetPath = XUiConfigs.GetComponentUrl(self.Name .. PANEL_INDEX.Grade),
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},
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[PANEL_INDEX.EnhanceSkill] = {
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ChildClass = XUiPanelCharEnhanceSkill,
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UiParent = self.PanelCharEnhanceSkill,
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AssetPath = XUiConfigs.GetComponentUrl(self.Name .. PANEL_INDEX.EnhanceSkill),
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},
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[PANEL_INDEX.EnhanceSkillSp] = {
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ChildClass = XUiPanelCharEnhanceSkillSp,
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UiParent = self.PanelCharEnhanceSkillSp,
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AssetPath = XUiConfigs.GetComponentUrl(self.Name .. PANEL_INDEX.EnhanceSkillSp),
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},
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}
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end
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function XUiPanelCharProperty:InitBtnTabGroup()
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self.BtnTabGrade.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.CharacterGrade))
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self.BtnTabQuality.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.CharacterQuality))
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self.BtnTabSkill.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.CharacterSkill))
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self.BtnTabLevel.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.CharacterLevelUp))
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self.BtnTabGrade:SetDisable(not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.CharacterGrade))
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self.BtnTabQuality:SetDisable(not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.CharacterQuality))
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self.BtnTabSkill:SetDisable(not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.CharacterSkill))
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if self.IsSp then
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self.BtnTabEnhanceSkill:SetDisable(not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.SpCharacterEnhanceSkill))
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else
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self.BtnTabEnhanceSkill:SetDisable(not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.CharacterEnhanceSkill))
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end
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local tabGroup = {
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[PANEL_INDEX.Level] = self.BtnTabLevel,
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[PANEL_INDEX.Grade] = self.BtnTabGrade,
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[PANEL_INDEX.Quality] = self.BtnTabQuality,
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[PANEL_INDEX.Skill] = self.BtnTabSkill,
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[PANEL_INDEX.EnhanceSkill] = self.BtnTabEnhanceSkill,
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}
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self.PanelPropertyButtons:Init(tabGroup, function(tabIndex) self:OnClickTabCallBack(tabIndex) end)
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end
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function XUiPanelCharProperty:OnClickTabCallBack(tabIndex)
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if tabIndex == PANEL_INDEX.Level then
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self.Parent:PlayAnimation("LevelBegan")
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self.PreCameraType = XCharacterConfigs.XUiCharacter_Camera.LEVEL
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elseif tabIndex == PANEL_INDEX.Grade then
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.CharacterGrade) then
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return
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end
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self.Parent:PlayAnimation("AniPanelGradesBegin")
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self.PreCameraType = XCharacterConfigs.XUiCharacter_Camera.GRADE
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elseif tabIndex == PANEL_INDEX.Quality then
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.CharacterQuality) then
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return
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end
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self.Parent:PlayAnimation("AniPanelQualityBegin")
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self.PreCameraType = XCharacterConfigs.XUiCharacter_Camera.QULITY
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elseif tabIndex == PANEL_INDEX.Skill then
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.CharacterSkill) then
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return
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end
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self.PreCameraType = XCharacterConfigs.XUiCharacter_Camera.SKILL
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self.Parent:PlayAnimation("SkillBegan")
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elseif tabIndex == PANEL_INDEX.EnhanceSkill then
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if self.IsSp then
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.SpCharacterEnhanceSkill) then
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return
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end
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else
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.CharacterEnhanceSkill) then
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return
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end
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end
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self.PreCameraType = XCharacterConfigs.XUiCharacter_Camera.ENHANCESKILL
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--self.Parent:PlayAnimation("EnhanceSkillBegan")-----------TODO张爽,动画非正式
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end
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-- v1.28 分阶拆分 刷新品质预览判断
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self.QualityToSkill = false
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self.SelectedIndex = tabIndex
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self:UpdateShowPanel()
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end
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function XUiPanelCharProperty:UpdateShowPanel()
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self.Parent:UpdateCamera(self.PreCameraType)
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local index = self.SelectedIndex
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if self.IsSp and index == PANEL_INDEX.EnhanceSkill then
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index = PANEL_INDEX.EnhanceSkillSp
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end
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for k, panel in pairs(self.PanelsMap) do
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if k ~= index then
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panel:HidePanel()
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end
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end
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local panel = self.PanelsMap[index]
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if not panel then
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local childUiInfo = self.ChildUiInitInfos[index]
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local ui = childUiInfo.UiParent:LoadPrefab(childUiInfo.AssetPath)
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if index == PANEL_INDEX.EnhanceSkill or index == PANEL_INDEX.EnhanceSkillSp then
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panel = childUiInfo.ChildClass.New(ui, self, true)
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else
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panel = childUiInfo.ChildClass.New(ui, self)
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end
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self.PanelsMap[index] = panel
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end
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if index == PANEL_INDEX.EnhanceSkill or index == PANEL_INDEX.EnhanceSkillSp then
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panel:ShowPanel(self.CharacterId, true)
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else
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panel:ShowPanel(self.CharacterId)
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end
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local characterType = XCharacterConfigs.GetCharacterType(self.CharacterId)
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local functionId = characterType == XCharacterConfigs.CharacterType.Normal and XFunctionManager.FunctionName.CharacterEnhanceSkill or XFunctionManager.FunctionName.SpCharacterEnhanceSkill
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local IsShowEnhanceSkill = self.CharEntity:GetIsHasEnhanceSkill() and
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not XFunctionManager.CheckFunctionFitter(functionId)
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self.BtnTabEnhanceSkill.gameObject:SetActiveEx(IsShowEnhanceSkill)
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self:OnCheckRedPoint()
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end
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function XUiPanelCharProperty:OnCheckRedPoint()
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local characterId = self.CharacterId
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XRedPointManager.CheckByNode(self.BtnTabGrade, characterId)
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XRedPointManager.CheckByNode(self.BtnTabQuality, characterId)
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XRedPointManager.CheckByNode(self.BtnTabSkill, characterId)
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XRedPointManager.CheckByNode(self.BtnTabLevel, characterId)
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XRedPointManager.CheckByNode(self.BtnTabEnhanceSkill, characterId)
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end
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function XUiPanelCharProperty:RegisterOtherEvent()
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XEventManager.AddEventListener(XEventId.EVENT_ITEM_BUYASSET, self.UpdateCondition, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_INCREASE_TIP, self.ShowTip, self)
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--v1.28【角色】升阶拆分 - 从品质预览到技能详情事件注册
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_QUALITY_SKILL, self.OpenSkillInfo, self)
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end
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function XUiPanelCharProperty:RegisterRedPointEvent()
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local characterId = self.CharacterId
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XRedPointManager.AddRedPointEvent(self.BtnTabGrade, self.OnCheckCharacterGradeRedPoint, self, { XRedPointConditions.Types.CONDITION_CHARACTER_GRADE }, characterId)
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XRedPointManager.AddRedPointEvent(self.BtnTabQuality, self.OnCheckCharacterQualityRedPoint, self, { XRedPointConditions.Types.CONDITION_CHARACTER_QUALITY }, characterId)
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XRedPointManager.AddRedPointEvent(self.BtnTabSkill, self.OnCheckCharacterSkillRedPoint, self, { XRedPointConditions.Types.CONDITION_CHARACTER_SKILL }, characterId)
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XRedPointManager.AddRedPointEvent(self.BtnTabLevel, self.OnCheckCharacterLevelRedPoint, self, { XRedPointConditions.Types.CONDITION_CHARACTER_LEVEL, XRedPointConditions.Types.CONDITION_EXHIBITION_NEW}, characterId)
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XRedPointManager.AddRedPointEvent(self.BtnTabEnhanceSkill, self.OnCheckCharacterEnhanceSkillRedPoint, self, { XRedPointConditions.Types.CONDITION_CHARACTER_ENHANCESKILL }, characterId)
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end
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function XUiPanelCharProperty:RemoveOtherEvent()
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XEventManager.RemoveEventListener(XEventId.EVENT_ITEM_BUYASSET, self.UpdateCondition, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_INCREASE_TIP, self.ShowTip, self)
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--v1.28【角色】升阶拆分 - 从品质预览到技能详情事件注销
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_QUALITY_SKILL, self.OpenSkillInfo, self)
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end
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function XUiPanelCharProperty:OnGetEvents()
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return {
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XEventId.EVENT_ITEM_USE,
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}
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end
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function XUiPanelCharProperty:OnNotify(evt, ...)
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if evt == XEventId.EVENT_ITEM_USE then
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self:UpdateCondition()
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end
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end
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function XUiPanelCharProperty:UpdateCondition()
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local index = self.SelectedIndex
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if self.IsSp and index == PANEL_INDEX.EnhanceSkill then
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index = PANEL_INDEX.EnhanceSkillSp
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end
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local panel = self.PanelsMap[index]
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if panel and panel.Refresh then
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panel:Refresh()
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end
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end
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function XUiPanelCharProperty:OnCheckCharacterGradeRedPoint(count)
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self.BtnTabGrade:ShowReddot(count >= 0)
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end
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function XUiPanelCharProperty:OnCheckCharacterQualityRedPoint(count)
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self.BtnTabQuality:ShowReddot(count >= 0)
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end
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function XUiPanelCharProperty:OnCheckCharacterSkillRedPoint(count)
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self.BtnTabSkill:ShowReddot(count >= 0)
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end
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function XUiPanelCharProperty:OnCheckCharacterLevelRedPoint(count)
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self.BtnTabLevel:ShowReddot(count >= 0)
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end
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function XUiPanelCharProperty:OnCheckCharacterEnhanceSkillRedPoint(count)
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self.BtnTabEnhanceSkill:ShowReddot(count >= 0)
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end
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function XUiPanelCharProperty:AddListener()
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self:RegisterClickEvent(self.BtnExchange, self.OnBtnExchangeClick)
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end
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function XUiPanelCharProperty:OnBtnExchangeClick()
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self.Parent:OpenChangeCharacterView()
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end
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function XUiPanelCharProperty:RecoveryPanel()
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local levelPanel = self.PanelsMap[PANEL_INDEX.Level]
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if levelPanel and levelPanel.SelectLevelItems.IsShow then
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levelPanel.SelectLevelItems:HidePanel()
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levelPanel:ShowPanel()
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self.Parent:PlayAnimation("LevelBegan")
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return true
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end
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local skillPanel = self.PanelsMap[PANEL_INDEX.Skill]
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if skillPanel and skillPanel.SkillInfoPanel.IsShow and not self.QualityToSkill then
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skillPanel.SkillInfoPanel:HidePanel()
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skillPanel:ShowPanel()
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self.Parent:PlayAnimation("SkillBegan")
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return true
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elseif self.QualityToSkill then
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self:BackToQualityPreview()
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return true
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end
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local enhanceSkillPanel = self.PanelsMap[PANEL_INDEX.EnhanceSkill]
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if enhanceSkillPanel and enhanceSkillPanel:IsSelectPos() then
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enhanceSkillPanel:CleatSelectPos()
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enhanceSkillPanel:ShowPanel()
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--self.Parent:PlayAnimation("EnhanceSkillBegan")-----------TODO张爽,动画非正式
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return true
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end
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local enhanceSkillSpPanel = self.PanelsMap[PANEL_INDEX.EnhanceSkillSp]
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if enhanceSkillSpPanel and enhanceSkillSpPanel:IsSelectPos() then
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enhanceSkillSpPanel:CleatSelectPos()
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enhanceSkillSpPanel:ShowPanel()
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return true
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end
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return false
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end
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function XUiPanelCharProperty:ShowTip(stringDescribe, attrib, oldLevel)
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local character = XDataCenter.CharacterManager.GetCharacter(self.CharacterId)
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if oldLevel and oldLevel < character.Level then
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CS.XAudioManager.PlaySound(XSoundManager.UiBasicsMusic.UiCharacter_LevelUp)
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return
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end
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stringDescribe = stringDescribe or ""
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attrib = attrib or ""
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XLuaUiManager.Open("UiLeftPopupTip", stringDescribe, attrib)
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end
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--===========================================================================
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--v1.28【角色】升阶拆分 - 打开品质预览
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--===========================================================================
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function XUiPanelCharProperty:OpenQualityPreview(characterId, star)
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self.Parent:OpenQualityPreview(characterId, star)
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end
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--===========================================================================
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--v1.28【角色】升阶拆分 - 从品质预览到技能详情
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--===========================================================================
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function XUiPanelCharProperty:OpenSkillInfo(characterId, skillId)
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.CharacterSkill) then
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return
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end
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local skills = XCharacterConfigs.GetCharacterSkills(characterId)
|
|||
|
local skillGroupId, index = XCharacterConfigs.GetSkillGroupIdAndIndex(skillId)
|
|||
|
local skillPosToGroupIdDic = XCharacterConfigs.GetChracterSkillPosToGroupIdDic(characterId)
|
|||
|
for pos, group in ipairs(skillPosToGroupIdDic) do
|
|||
|
for gridIndex, id in ipairs(group) do
|
|||
|
if id == skillGroupId then
|
|||
|
self.PanelPropertyButtons:SelectIndex(PANEL_INDEX.Skill)
|
|||
|
self.PanelsMap[PANEL_INDEX.Skill]:OnSelectSkill(pos)
|
|||
|
self.PanelsMap[PANEL_INDEX.Skill].SkillInfoPanel.SubSkillGrids[gridIndex]:OnBtnSubSkillIconBgClick()
|
|||
|
self.QualityToSkill = true
|
|||
|
return
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--===========================================================================
|
|||
|
--v1.28【角色】升阶拆分 - 从技能详情到品质预览
|
|||
|
--===========================================================================
|
|||
|
function XUiPanelCharProperty:BackToQualityPreview()
|
|||
|
self.PanelPropertyButtons:SelectIndex(PANEL_INDEX.Quality)
|
|||
|
self:OpenQualityPreview(self.CharacterId)
|
|||
|
self.QualityToSkill = false
|
|||
|
end
|