87 lines
No EOL
3.3 KiB
Lua
87 lines
No EOL
3.3 KiB
Lua
XUiPanelCharLevel = XClass(nil, "XUiPanelCharLevel")
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function XUiPanelCharLevel:Ctor(ui, parent)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.Parent = parent
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XTool.InitUiObject(self)
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self:AutoAddListener()
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self.SelectLevelItems = XUiPanelSelectLevelItems.New(self.PanelSelectLevelItems, self.Parent, self)
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end
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function XUiPanelCharLevel:AutoAddListener()
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self.BtnLevelUpButton.CallBack = function ()
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self:OnBtnLevelUpButtonClick()
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end
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self.BtnLiberation.CallBack = function ()
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self:OnBtnLiberationClick()
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end
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end
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function XUiPanelCharLevel:OnBtnLevelUpButtonClick()
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self.SelectLevelItems:ShowPanel(self.CharacterId)
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self.SelectLevelItemsEnable:PlayTimelineAnimation()
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self.PanelLeveInfo.gameObject:SetActive(false)
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end
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function XUiPanelCharLevel:OnBtnLiberationClick()
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local characterId = self.CharacterId
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XLuaUiManager.Open("UiExhibitionInfo", characterId)
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end
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function XUiPanelCharLevel:OnCheckExhibitionRedPoint(count)
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self.BtnLiberation:ShowReddot(count >= 0)
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end
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function XUiPanelCharLevel:ShowPanel(characterId)
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self.CharacterId = characterId or self.CharacterId
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self.IsShow = true
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self.GameObject:SetActive(true)
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self.PanelLeveInfo.gameObject:SetActive(true)
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self.LeveInfoQiehuan:PlayTimelineAnimation()
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self:HideSelectLevelItems()
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self:UpdatePanel()
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self:CheckMaxLevel()
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self:UpdateLiberationProgress()
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XRedPointManager.AddRedPointEvent(self.BtnLiberation, self.OnCheckExhibitionRedPoint, self, { XRedPointConditions.Types.CONDITION_EXHIBITION_NEW }, characterId)
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end
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function XUiPanelCharLevel:HidePanel()
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self.IsShow = false
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self.GameObject:SetActive(false)
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self:HideSelectLevelItems()
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end
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function XUiPanelCharLevel:HideSelectLevelItems()
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if self.GameObject.activeSelf then
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self.SelectLevelItemsDisable:PlayTimelineAnimation()
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end
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self.SelectLevelItems:HidePanel()
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end
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function XUiPanelCharLevel:CheckMaxLevel()
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local isMaxLevel = XDataCenter.CharacterManager.IsMaxLevel(self.CharacterId)
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self.BtnLevelUpButton.gameObject:SetActive(not isMaxLevel)
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self.ImgMaxLevel.gameObject:SetActive(isMaxLevel)
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end
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function XUiPanelCharLevel:UpdatePanel()
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local characterId = self.CharacterId
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local character = XDataCenter.CharacterManager.GetCharacter(characterId)
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local nextLeveExp = XCharacterConfigs.GetNextLevelExp(characterId, character.Level)
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self.TxtCurLevel.text = character.Level
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self.TxtMaxLevel.text = "/" .. XCharacterConfigs.GetCharMaxLevel(characterId)
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self.TxtExp.text = character.Exp .. "/" .. nextLeveExp
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self.ImgFill.fillAmount = character.Exp / nextLeveExp
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self.TxtAttack.text = FixToInt(character.Attribs[XNpcAttribType.AttackNormal])
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self.TxtLife.text = FixToInt(character.Attribs[XNpcAttribType.Life])
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self.TxtDefense.text = FixToInt(character.Attribs[XNpcAttribType.DefenseNormal])
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self.TxtCrit.text = FixToInt(character.Attribs[XNpcAttribType.Crit])
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end
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function XUiPanelCharLevel:UpdateLiberationProgress()
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local characterId = self.CharacterId
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local growUpLevel = XDataCenter.ExhibitionManager.GetCharacterGrowUpLevel(characterId)
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local progress = (growUpLevel - 1) / (XCharacterConfigs.GrowUpLevel.End - 1)
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self.ImgLiberationProgress.fillAmount = progress
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end |