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- local UIBattleStatisticsView = require("UIBattle/UIBattleStatisticsView_Generate")
- function UIBattleStatisticsView:OnAwake(data)
- self.controller = require("UIBattle/UIBattleStatisticsCtr"):new()
- self.controller:Init(self)
- self.controller:SetData(data)
- end
- function UIBattleStatisticsView:AddEventListener()
- ManagerContainer.LuaEventMgr:RegisterUIEvent(self.uiData.name, UIEventNames.EID_Refresh_BattleStatistics,self,self.OnRefreshStatistics);
- ManagerContainer.LuaEventMgr:RegisterUIEvent(self.uiData.name, UIEventNames.EID_Enable_Scroll_Skill_Pnl,self,self.OnEnableScrollSkillPnl)
- ManagerContainer.LuaEventMgr:RegisterUIEvent(self.uiData.name, UIEventNames.EID_Scroll_Skill_Pnl,self,self.OnScrollSkillPnl);
- ManagerContainer.LuaEventMgr:RegisterUIEvent(self.uiData.name, UIEventNames.EID_FIGHTING_START,self,self.OnFightingStart);
- end
- function UIBattleStatisticsView:FillContent(data, uiBase)
- self.uiBase = uiBase
- local gameObject = self.uiBase:GetRoot()
- if gameObject ~= nil then
- self.gameObject = gameObject
- self.transform = gameObject.transform
- end
- self:InitGenerate(self.transform, data)
- self:Init()
- end
- function UIBattleStatisticsView:Init()
- self.pixelPerSecond = 30
- self.timeNodes = {}
- self.curToggleType = 1
- self.beginDrag = false
- self.initStaticsPnl = false
- self.initSkillPnl = false
- self.battleMode = self.controller:GetBattleMode()
- self.battleSubMode = self.controller:GetBattleSubMode()
- self.skillNodeList = {}
- self.data = LuaBattleBridge.GetBattleStatistics(self.battleMode,self.battleSubMode)
- self:InitComs()
- self.speed = 1
- self.StatisticsTog.toggle.isOn = true
- self.SkillTog.toggle.isOn = false
- self:ShowStatisticsPnl()
- self:InitSkillPnl()
- self.leftX = -480
- self.lastPassedTime = 0
- end
- function UIBattleStatisticsView:InitComs()
- local timeLineNode = self.SkillPnl.skillsInfoNode.content.timelineNode
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode1
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode2
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode3
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode4
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode5
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode6
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode7
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode8
- self.timeNodes[#self.timeNodes+1] = timeLineNode.timeNode9
- self.statisticsActorNodes = {}
- self.statisticsActorNodes[#self.statisticsActorNodes+1] = self.statisticsPnl.actorNode1
- self.statisticsActorNodes[#self.statisticsActorNodes+1] = self.statisticsPnl.actorNode2
- self.statisticsActorNodes[#self.statisticsActorNodes+1] = self.statisticsPnl.actorNode3
- self.statisticsActorNodes[#self.statisticsActorNodes+1] = self.statisticsPnl.actorNode4
- self.friendSkillActorNodes = {}
- self.friendSkillActorNodes[#self.friendSkillActorNodes+1] = self.SkillPnl.FightersNode.FriendTeam.actorNode1
- self.friendSkillActorNodes[#self.friendSkillActorNodes+1] = self.SkillPnl.FightersNode.FriendTeam.actorNode2
- self.friendSkillActorNodes[#self.friendSkillActorNodes+1] = self.SkillPnl.FightersNode.FriendTeam.actorNode3
- self.friendSkillActorNodes[#self.friendSkillActorNodes+1] = self.SkillPnl.FightersNode.FriendTeam.actorNode4
- self.bossSkillActorNodes = {}
- self.bossSkillActorNodes[#self.bossSkillActorNodes+1] = self.SkillPnl.FightersNode.EnemyTeam.bossNode1
- self.bossSkillActorNodes[#self.bossSkillActorNodes+1] = self.SkillPnl.FightersNode.EnemyTeam.bossNode2
- self.bossSkillActorNodes[#self.bossSkillActorNodes+1] = self.SkillPnl.FightersNode.EnemyTeam.bossNode3
- self.bossSkillActorNodes[#self.bossSkillActorNodes+1] = self.SkillPnl.FightersNode.EnemyTeam.bossNode4
- self.enemySkillActorNodes = {}
- self.enemySkillActorNodes[#self.enemySkillActorNodes+1] = self.SkillPnl.FightersNode.EnemyTeam.actorNode1
- self.enemySkillActorNodes[#self.enemySkillActorNodes+1] = self.SkillPnl.FightersNode.EnemyTeam.actorNode2
- self.enemySkillActorNodes[#self.enemySkillActorNodes+1] = self.SkillPnl.FightersNode.EnemyTeam.actorNode3
- self.enemySkillActorNodes[#self.enemySkillActorNodes+1] = self.SkillPnl.FightersNode.EnemyTeam.actorNode4
- self.enemySkillPoints = {}
- self.enemySkillPoints[#self.enemySkillPoints+1] = self.skillList.enemyPoint1
- self.enemySkillPoints[#self.enemySkillPoints+1] = self.skillList.enemyPoint2
- self.enemySkillPoints[#self.enemySkillPoints+1] = self.skillList.enemyPoint3
- self.enemySkillPoints[#self.enemySkillPoints+1] = self.skillList.enemyPoint4
- self.friendSkillPoints = {}
- self.friendSkillPoints[#self.friendSkillPoints+1] = self.skillList.friendPoint1
- self.friendSkillPoints[#self.friendSkillPoints+1] = self.skillList.friendPoint2
- self.friendSkillPoints[#self.friendSkillPoints+1] = self.skillList.friendPoint3
- self.friendSkillPoints[#self.friendSkillPoints+1] = self.skillList.friendPoint4
- for i = 1, #self.statisticsActorNodes do
- self.statisticsActorNodes[i]:SetActive(false)
- end
- for i = 1, #self.friendSkillActorNodes do
- self.friendSkillActorNodes[i]:SetActive(false)
- end
- for i = 1, #self.bossSkillActorNodes do
- self.bossSkillActorNodes[i]:SetActive(false)
- end
- for i = 1, #self.enemySkillActorNodes do
- self.enemySkillActorNodes[i]:SetActive(false)
- end
- for i = 1, #self.enemySkillPoints do
- self.enemySkillPoints[i]:SetActive(false)
- end
- for i = 1, #self.friendSkillPoints do
- self.friendSkillPoints[i]:SetActive(false)
- end
- end
- function UIBattleStatisticsView:OnFightingStart()
- if self.data == nil then
- self.data = LuaBattleBridge.GetBattleStatistics(self.battleMode,self.battleSubMode)
- self:ShowStatisticsPnl()
- end
- self:InitSkillPnl()
- end
- function UIBattleStatisticsView:InitSkillPnl()
- if self.data == nil then
- return
- end
- self.SkillPnl.skillsInfoNode.content.timelineNode.endNode:SetActive(false)
-
- local enemyList = self.data.EnemyStatistics
- local friendList = self:GetSlotSortActor(self.data.FriendStatistics)
- if enemyList ~= nil then
- for i = 1, enemyList.Count do
- if self.battleMode == BattleMode.Normal then
- self:ShowSkillPnlBossData(self.bossSkillActorNodes[i],enemyList[i-1])
- elseif self.battleMode == BattleMode.Versus then
- self:ShowSkillPnlActorData(self.enemySkillActorNodes[i],enemyList[i-1])
- elseif self.battleMode == BattleMode.Time then
- self:ShowSkillPnlBossData(self.bossSkillActorNodes[i],enemyList[i-1])
- end
- self:ResetSkillData(enemyList[i-1].skillStatistics)
- self.enemySkillPoints[i]:SetActive(true)
- end
- self.SkillPnl.FightersNode.EnemyTeam:SetActive(enemyList.Count > 0)
- self.skillList.enemySkillNode:SetActive(enemyList.Count > 0)
- else
- self.SkillPnl.FightersNode.EnemyTeam:SetActive(false)
- self.skillList.enemySkillNode:SetActive(false)
- end
- if friendList ~= nil then
- for i = 1, #friendList do
- self:ShowSkillPnlActorData(self.friendSkillActorNodes[i],friendList[i])
- self:ResetSkillData(friendList[i].skillStatistics)
- self.friendSkillPoints[i]:SetActive(true)
- end
- end
- self.initSkillPnl = (enemyList~=nil and enemyList.Count > 0) or (friendList~=nil and #friendList > 0)
- if self.curToggleType == 2 then
- self.SkillPnl:SetActive(true)
- self.delayShowSkillPnl = ManagerContainer.LuaTimerMgr:AddTimer(100, 1,self,self.DelayShowSkillPnl,nil);
- end
- end
- function UIBattleStatisticsView:DelayShowSkillPnl()
- if self.curToggleType == 2 then
- self.SkillPnl:SetActive(false)
- self.SkillPnl:SetActive(true)
- end
- end
- function UIBattleStatisticsView:ResetSkillData(skillStatisticsData)
- if skillStatisticsData == nil or skillStatisticsData.Length < 2 then
- return
- end
- for i = 2, skillStatisticsData.Length do
- local skillData = skillStatisticsData[i-1]
- if skillData ~= nil and skillData.castingTimeList ~= nil then
- skillData:ResetCreateCnt()
- skillStatisticsData[i-1] = skillData
- end
- end
- end
- function UIBattleStatisticsView:GetSlotSortActor(tbFriend)
- --伙伴界面排序
- if nil == tbFriend then
- return nil
- end
- local sortedPartnerDatas = ManagerContainer.DataMgr.PartnerData:SortPartnerData()
- --根据伙伴界面排序 排序
- local sortedData = {}
- for j =1, tbFriend.Count do--主角第一
- local actor = tbFriend[j-1]
- local UserId = 1
- if tostring(UserId)==tostring(actor.fighterId) then
- table.insert(sortedData,actor)
- end
- end
- for i=1, #sortedPartnerDatas do --伙伴排序
- local PartnerData = sortedPartnerDatas[i]
- for j =1, tbFriend.Count do
- local actor = tbFriend[j-1]
- if tostring(PartnerData.id)==tostring(actor.fighterId) then
- table.insert(sortedData,actor)
- end
- end
- end
- return sortedData
- end
- function UIBattleStatisticsView:ShowStatisticsPnl()
- if self.data == nil then
- return
- end
- local friendList = self:GetSlotSortActor(self.data.FriendStatistics)
- if friendList == nil then
- return
- end
- for i = 1, #friendList do
- self:ShowFighterStatistics(self.statisticsActorNodes[i],friendList[i])
- end
- self.initStaticsPnl = #friendList > 0
- self.statisticsPnl:SetActive(true)
- self.SkillPnl:SetActive(false)
- end
- function UIBattleStatisticsView:OnRefreshStatistics()
- if self.data == nil then
- return
- end
- if self.initSkillPnl == false then
- self:InitSkillPnl()
- end
- if self.initStaticsPnl == false and self.curToggleType == 1 then
- self:ShowStatisticsPnl()
- end
- local friendList = self:GetSlotSortActor(self.data.FriendStatistics)
- if friendList == nil then
- return
- end
- for i = 1, #friendList do
- self:SetNodeVal(self.statisticsActorNodes[i].damageNode,friendList[i].basedamage + friendList[i].reflectdamage,friendList[i].basedamagePercent)
- self:SetNodeVal(self.statisticsActorNodes[i].defenseNode,friendList[i].naturedamage,friendList[i].naturedamagePercent)
- self:SetNodeVal(self.statisticsActorNodes[i].assistNode,friendList[i].petdamage,friendList[i].petdamagePercent)
- end
- end
- function UIBattleStatisticsView:ShowSkillPnl()
- if self.data == nil then
- return
- end
- -- LogError("----ShowSkillPnl----")
- self.SkillPnl.skillsInfoNode.content.timelineNode.endNode:SetActive(false)
- self:CheckNewSkills()
- self.statisticsPnl:SetActive(false)
- self.SkillPnl:SetActive(true)
- if self.data.EndTime < 1 then
- if self.scrollTimer == nil then
- self.scrollTimer = ManagerContainer.LuaTimerMgr:AddTimer(30, -1,self,self.AutoRefreshSkillPnl,nil);
- self:SetStartNode(self.pixelPerSecond - self.data.PassedTime * self.pixelPerSecond)
- end
- else
- self:SetStartNode(-610)
- self:ShowEndNode()
- if self.data.EndTime > 0 then
- local cnt = math.ceil(self.data.EndTime / 5)
- for i= 1, cnt do
- local go = self:GetTimeNode(i)
- go:SetActive(true)
- end
- end
- end
- end
- function UIBattleStatisticsView:GetTimeNode(idx)
- if idx <= #self.timeNodes then
- return self.timeNodes[idx]
- end
- local go = UnityEngine.GameObject.Instantiate(self.SkillPnl.skillsInfoNode.content.timelineNode.timeNode9.gameObject)
- local txt = go:GetComponent(Enum.TypeInfo.Text)
- if txt ~= nil then
- txt.text = (idx * 5) .. "s"
- end
- go.name = (idx * 5) .. "s"
- local rectTransform = go:GetComponent(Enum.TypeInfo.RectTransform)
- rectTransform:SetParent(self.SkillPnl.skillsInfoNode.content.timelineNode.transform, false);
- rectTransform.localRotation = Quaternion.identity;
- rectTransform.localScale = Vector3(1,1,1);
- rectTransform.pivot = Vector2 (0.5, 0.5);
- self.timeNodes[#self.timeNodes+1] = go
- return go
- end
- function UIBattleStatisticsView:SetStartNode(px)
- local pos = self.SkillPnl.skillsInfoNode.content.rectTransform.anchoredPosition
- pos.x = px
- self.SkillPnl.skillsInfoNode.content.rectTransform.anchoredPosition = pos
- end
- function UIBattleStatisticsView:OnEnableScrollSkillPnl(draging)
- self.beginDrag = draging
- if self.beginDrag then
- self:CleanTimer()
- else
- if self.scrollTimer == nil and self.data.EndTime < 1 then
- self.scrollTimer = ManagerContainer.LuaTimerMgr:AddTimer(30, -1,self,self.AutoRefreshSkillPnl,nil);
- self:SetStartNode(self.pixelPerSecond - self.data.PassedTime * self.pixelPerSecond)
- else
- -- local pos = self.SkillPnl.skillsInfoNode.content.rectTransform.anchoredPosition
- -- if pos.x > self.leftX then
- -- self:SetStartNode(self.leftX)
- -- elseif pos.x < -(150+self.data.EndTime * self.pixelPerSecond) then
- -- self:SetStartNode(-(150+self.data.EndTime * self.pixelPerSecond))
- -- end
- end
- end
- end
- function UIBattleStatisticsView:OnScrollSkillPnl()
- local deltaX = self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.currentEventData.delta.x
- local pos = self.SkillPnl.skillsInfoNode.content.rectTransform.anchoredPosition
- pos.x = pos.x + deltaX
-
- if deltaX > 0 then --往右拖
- if pos.x > 0 then
- pos.x = 0
- end
- elseif deltaX < 0 then --往左拖
- if pos.x < -(630+self.data.EndTime * self.pixelPerSecond) then
- pos.x = -(630+self.data.EndTime * self.pixelPerSecond)
- end
- end
-
- self.SkillPnl.skillsInfoNode.content.rectTransform.anchoredPosition = pos
- end
- function UIBattleStatisticsView:ShowEndNode()
- local pos = self.SkillPnl.skillsInfoNode.content.timelineNode.endNode.rectTransform.anchoredPosition
- pos.x = self.data.EndTime * self.pixelPerSecond
- self.SkillPnl.skillsInfoNode.content.timelineNode.endNode.rectTransform.anchoredPosition = pos
- self.SkillPnl.skillsInfoNode.content.timelineNode.endNode:SetActive(true)
- -- LogError("----ShowEndNode----")
- end
- function UIBattleStatisticsView:AutoRefreshSkillPnl()
- if self.data.EndTime > 1 then
- self:ShowEndNode()
- self:CheckNewSkills()
- self:CleanTimer()
- else
- local pos = self.SkillPnl.skillsInfoNode.content.rectTransform.anchoredPosition
- if pos then
- pos.x = -self.data.PassedTime * self.pixelPerSecond
- self.SkillPnl.skillsInfoNode.content.rectTransform.anchoredPosition = pos
- end
- self:CheckNewSkills()
- local cnt = #self.timeNodes
- if self.data.PassedTime > cnt * 5 then
- local cnt = math.ceil(self.data.PassedTime / 5)
- for i= 1, cnt + 9 do
- local go = self:GetTimeNode(i)
- go:SetActive(true)
- end
- end
- end
- end
- function UIBattleStatisticsView:CheckNewSkills()
- local enemyList = self.data.EnemyStatistics
- local friendList = self:GetSlotSortActor(self.data.FriendStatistics)
- if enemyList ~= nil then
- for i = 1, enemyList.Count do
- if self.battleMode == BattleMode.Normal then
- self:ShowSkillData(self.enemySkillPoints[i],enemyList[i-1].skillStatistics)
- else
- self:ShowSkillData(self.enemySkillPoints[i],enemyList[i-1].skillStatistics)
- end
- end
- end
- if friendList ~= nil then
- for i = 1, #friendList do
- self:ShowSkillData(self.friendSkillPoints[i],friendList[i].skillStatistics)
- end
- end
- end
- function UIBattleStatisticsView:ShowSkillPnlBossData(node,data)
- node.bossName.text.text = data.actorName
- node.bossLevel.text.text = "Lv." .. data.level
- node:SetActive(true)
- end
- function UIBattleStatisticsView:ShowSkillPnlActorData(node,data)
- CommonUtil.LoadIcon(self, data.jobIcon, function (sprite)
- node.jobIcon.image.sprite = sprite
- end)
- node.actorName.text.text = data.actorName
- node:SetActive(true)
- end
- function UIBattleStatisticsView:ShowSkillData(parentNode,skillStatisticsData)
- if skillStatisticsData == nil or skillStatisticsData.Length < 2 then
- return
- end
- for i = 2, skillStatisticsData.Length do
- local skillData = skillStatisticsData[i-1]
- if skillData ~= nil and skillData.castingTimeList ~= nil then
- for j = skillData.createdCnt, skillData.castingTimeList.Count-1 do
- local castingTime = skillData.castingTimeList[j]
- self:CreateCastingSkillData(parentNode,skillData.skillIcon,skillData.skillId,skillData.skillLevel,castingTime)
- skillData:AddCreateCnt()
- end
- skillStatisticsData[i-1] = skillData
- end
- end
- end
- function UIBattleStatisticsView:CreateCastingSkillData(parentNode,skilIcon,skillId,skillLevel,time)
- local timeLinePos = self.SkillPnl.skillsInfoNode.content.timelineNode.rectTransform.anchoredPosition
- local py = 0
- local px = timeLinePos.x + time * self.pixelPerSecond
- local skillNode = UnityEngine.GameObject.Instantiate(self.CastingSkillItem.gameObject)
- self.skillNodeList[#self.skillNodeList+1] = skillNode
- local skillLua = CommonUtil.BindGridViewItem2Lua(self, "CastingSkillItem", skillNode)
- skillLua.prefabName = "CastingSkillItem"
-
- skillNode.name = "skillItem"
- skillLua.transform:SetParent(parentNode.transform)
- skillLua.transform.localScale = Vector3(1,1,1)
- skillLua.rectTransform.anchoredPosition3D = Vector3(px,py,0)
- skillLua.skillTime.text.text = CommonUtil.GetPreciseDecimal(time,1) .. "s"
- skillLua:SetActive(true)
- CommonUtil.LoadIcon(self, skilIcon, function (sprite)
- skillLua.skillIcon.image.sprite = sprite
- end)
- self.uiBase:AddButtonUniqueEventListener(skillLua.skillIcon.button, self, self.OnClickSkill, skillId,skillLevel)
- end
- function UIBattleStatisticsView:OnClickSkill(btn,params)
- local skillId = params[0]
- local skillLv = params[1]
- local data = { tipsType = Enum.UITipsType.Skill, cfgId = skillId, num = skillLv }
- ManagerContainer.LuaUIMgr:OpenTips(data)
- end
- function UIBattleStatisticsView:ShowFighterStatistics(node,data)
- CommonUtil.LoadIcon(self, data.jobIcon, function (sprite)
- node.jobIcon.image.sprite = sprite
- end)
- node.actorName.text.text = data.actorName
- self:SetNodeVal(node.damageNode,data.basedamage + data.reflectdamage,data.basedamagePercent)
- self:SetNodeVal(node.defenseNode,data.naturedamage,data.naturedamagePercent)
- self:SetNodeVal(node.assistNode,data.petdamage,data.petdamagePercent)
- node:SetActive(true)
- end
- function UIBattleStatisticsView:SetNodeVal(node,totalVal,percent)
- node.actorVal.image.fillAmount = percent
- node.percentVal.text.text = CommonUtil.FormatNumber(totalVal)
- end
- function UIBattleStatisticsView:SetNodeValPercent(node,totalVal,actorVal,percent)
- node.totalVal.image.fillAmount = totalVal
- node.actorVal.image.fillAmount = actorVal
- node.percentVal.text.text = CommonUtil.GetPreciseDecimal(percent*100,2) .. "%"
- end
- function UIBattleStatisticsView:RemoveEventListener()
- ManagerContainer.LuaEventMgr:Unregister(self.uiData.name)
- end
- function UIBattleStatisticsView:AddUIEventListener()
- self.uiBase:AddButtonEventListener(self.AnyBtn.button,self, self.OnClickClose)
- self.uiBase:AddButtonEventListener(self.closeBtn.button,self, self.OnClickClose)
- self.uiBase:AddToggleEventListener(self.StatisticsTog.toggle, self, self.OnValueChangedToggle, 1)
- self.uiBase:AddToggleEventListener(self.SkillTog.toggle, self, self.OnValueChangedToggle, 2)
- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onBeginDrag = function()
- ManagerContainer.LuaEventMgr:Dispatch(UIEventNames.EID_Enable_Scroll_Skill_Pnl,true)
- end
- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onPointerUp = function()
- ManagerContainer.LuaEventMgr:Dispatch(UIEventNames.EID_Enable_Scroll_Skill_Pnl,false)
- end
- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onEndDrag = function()
- ManagerContainer.LuaEventMgr:Dispatch(UIEventNames.EID_Enable_Scroll_Skill_Pnl,false)
- end
- -- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onPointerExit = function()
- -- ManagerContainer.LuaEventMgr:Dispatch(UIEventNames.EID_Enable_Scroll_Skill_Pnl,false)
- -- end
- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onDrag = function()
- ManagerContainer.LuaEventMgr:Dispatch(UIEventNames.EID_Scroll_Skill_Pnl)
- end
- end
- function UIBattleStatisticsView:OnHide()
- end
- function UIBattleStatisticsView:OnShow(data)
- self.controller:SetData(data)
- end
- function UIBattleStatisticsView:OnClose()
- self:DestroyGOes()
- self.initSkillPnl = false
- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onBeginDrag = nil
- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onDrag = nil
- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onPointerUp = nil
- self.SkillPnl.skillsInfoNode.content.uIEventTriggerListener.onPointerExit = nil
- self.statisticsActorNodes = nil
- self.friendSkillActorNodes = nil
- self.bossSkillActorNodes = nil
- self.enemySkillActorNodes = nil
- self.enemySkillPoints = nil
- self.friendSkillPoints = nil
- if self.skillNodeList ~= nil then
- for i= 1, #self.skillNodeList do
- CommonUtil.DestroyGO(self.skillNodeList[i])
- end
- self.skillNodeList = nil
- end
- self.data = nil
- self:CleanTimer()
- if self.delayShowSkillPnl ~= nil then
- ManagerContainer.LuaTimerMgr:RemoveTimer(self.delayShowSkillPnl)
- self.delayShowSkillPnl = nil
- end
- end
- function UIBattleStatisticsView:OnDispose()
- self.controller:OnDispose()
- end
- function UIBattleStatisticsView:OnClickClose()
- ManagerContainer.LuaUIMgr:ClosePage(Enum.UIPageName.UIBattleStatistics)
- end
- function UIBattleStatisticsView:OnValueChangedToggle(toggle,toggleType, isOn)
- if isOn then
- if toggleType == 1 then
- self.curToggleType = 1
- self:ShowStatisticsPnl()
- elseif toggleType == 2 then
- self.curToggleType = 2
- self:ShowSkillPnl()
- end
- end
- end
- function UIBattleStatisticsView:CleanTimer()
- if self.scrollTimer~= nil then
- ManagerContainer.LuaTimerMgr:RemoveTimer(self.scrollTimer)
- self.scrollTimer = nil
- end
- end
- function UIBattleStatisticsView:DestroyGOes()
- if self.timeNodes ~= nil then
- for i = 10, #self.timeNodes do
- CommonUtil.DestroyGO(self.timeNodes[i])
- end
- end
- self.timeNodes = nil
- end
- return UIBattleStatisticsView
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