PGRData/Script/matrix/xui/xuifubenmaverick/XUiFubenMaverickBuffSummary.lua

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local XUiFubenMaverickBuffSummary = XLuaUiManager.Register(XLuaUi, "UiFubenMaverickBuffSummary")
local XUiFubenMaverickTalentDescGrid = require("XUi/XUiFubenMaverick/XUiGrid/XUiFubenMaverickTalentDescGrid")
local Instantiate = CS.UnityEngine.Object.Instantiate
function XUiFubenMaverickBuffSummary:OnAwake()
self.TalentGrids = { }
self:InitButtons()
end
function XUiFubenMaverickBuffSummary:InitButtons()
self.BtnTanchuangClose.CallBack = function() self:Close() end
end
function XUiFubenMaverickBuffSummary:OnStart(memberId)
--获取这个角色的所有天赋
local talentIds = XDataCenter.MaverickManager.GetMemberActiveTalentIds(memberId)
if talentIds then
for i, item in ipairs(talentIds) do
local grid
if self.TalentGrids[i] then
grid = self.TalentGrids[i]
else
local ui = Instantiate(self.GridBuff, self.GridBuff.parent)
grid = XUiFubenMaverickTalentDescGrid.New(ui)
self.TalentGrids[i] = grid
end
grid:Refresh(item)
grid.GameObject:SetActiveEx(true)
end
end
local talentIdCount = 0
if talentIds then
talentIdCount = #talentIds
end
for j = 1, #self.TalentGrids do
if j > talentIdCount then
self.TalentGrids[j].GameObject:SetActiveEx(false)
end
end
self.GridBuff.gameObject:SetActiveEx(false)
self.PanelAllTheSliding.gameObject:SetActiveEx(talentIdCount > 0)
self.PanelNone.gameObject:SetActiveEx(talentIdCount == 0)
self.GameObject:SetActiveEx(true)
end