forked from endernon/PGRData
51 lines
No EOL
1.6 KiB
Lua
51 lines
No EOL
1.6 KiB
Lua
local XUiFubenMaverickBuffSummary = XLuaUiManager.Register(XLuaUi, "UiFubenMaverickBuffSummary")
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local XUiFubenMaverickTalentDescGrid = require("XUi/XUiFubenMaverick/XUiGrid/XUiFubenMaverickTalentDescGrid")
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local Instantiate = CS.UnityEngine.Object.Instantiate
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function XUiFubenMaverickBuffSummary:OnAwake()
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self.TalentGrids = { }
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self:InitButtons()
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end
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function XUiFubenMaverickBuffSummary:InitButtons()
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self.BtnTanchuangClose.CallBack = function() self:Close() end
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end
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function XUiFubenMaverickBuffSummary:OnStart(memberId)
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--获取这个角色的所有天赋
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local talentIds = XDataCenter.MaverickManager.GetMemberActiveTalentIds(memberId)
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if talentIds then
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for i, item in ipairs(talentIds) do
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local grid
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if self.TalentGrids[i] then
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grid = self.TalentGrids[i]
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else
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local ui = Instantiate(self.GridBuff, self.GridBuff.parent)
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grid = XUiFubenMaverickTalentDescGrid.New(ui)
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self.TalentGrids[i] = grid
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end
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grid:Refresh(item)
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grid.GameObject:SetActiveEx(true)
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end
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end
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local talentIdCount = 0
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if talentIds then
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talentIdCount = #talentIds
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end
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for j = 1, #self.TalentGrids do
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if j > talentIdCount then
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self.TalentGrids[j].GameObject:SetActiveEx(false)
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end
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end
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self.GridBuff.gameObject:SetActiveEx(false)
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self.PanelAllTheSliding.gameObject:SetActiveEx(talentIdCount > 0)
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self.PanelNone.gameObject:SetActiveEx(talentIdCount == 0)
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self.GameObject:SetActiveEx(true)
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end |