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- local UISkillAdvanceView = require("UISkill/UISkillAdvanceView_Generate")
- local ColorExtension = require("ColorExtension")
- function UISkillAdvanceView:OnAwake(data)
- self.controller = require("UISkill/UISkillAdvanceCtr"):new()
- self.controller:Init(self)
- self.controller:SetData(data)
- end
- function UISkillAdvanceView:AddEventListener()
- ManagerContainer.LuaEventMgr:RegisterUIEvent(self.uiData.name)
- end
- function UISkillAdvanceView: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 UISkillAdvanceView:Init()
- local data = self.controller:GetData()
- self:SetTagBox(1,data[1].id,data[1].lv,true)
- self:SetTagBox(2,data[2].id,data[2].lv,false)
- self.skillPreviewItem1.scrollView.scrollRect.enabled = false
- self.skillPreviewItem2.scrollView.scrollRect.enabled = false
- end
- function UISkillAdvanceView:RemoveEventListener()
- ManagerContainer.LuaEventMgr:Unregister(self.uiData.name)
- end
- function UISkillAdvanceView:AddUIEventListener()
- self.uiBase:AddButtonUniqueEventListener(self.btnClose.button, self, self.OnClickCloseBtn)
- self.uiBase:AddButtonUniqueEventListener(self.btnCancel.button, self, self.OnClickCloseBtn)
- self.uiBase:AddButtonUniqueEventListener(self.btnSkillAdvance.button, self, self.OnClickAdvanceBtn)
- end
- function UISkillAdvanceView:OnPageInEnd()
- self.super.OnPageInEnd(self)
- self.skillPreviewItem1.scrollView.scrollRect.enabled = true
- self.skillPreviewItem2.scrollView.scrollRect.enabled = true
- end
- function UISkillAdvanceView:SetTagBox(idx,skillId,lv,isNext)
- local skillPreviewItem = self["skillPreviewItem"..idx]
- if not skillPreviewItem then
- return
- end
- local skillCfgData = ManagerContainer.CfgMgr:GetSkillCfgById(skillId)
- skillPreviewItem.skillItem.icon.image.sprite = nil
- if skillCfgData then
- if skillCfgData.Icon then
- CommonUtil.LoadIcon(self, skillCfgData.Icon, function (sprite)
- skillPreviewItem.skillItem.icon.image.sprite = sprite
- end, skillPreviewItem, "SkillIconAsyncIdx")
- end
- skillPreviewItem.skillItem.num.text.text = (I18N.SetLanguageValue('Lv') .. tostring(lv))
- skillPreviewItem.skillName.text.text = I18N.SetLanguageValue(skillCfgData.Name)
- local skillTreeCfgData
- local IsLeaderHero = math.floor(skillId / 10000) == 1
- if IsLeaderHero then
- skillTreeCfgData = ManagerContainer.CfgMgr:GetSkillTreeCfgById(skillId)
- else
- skillTreeCfgData = ManagerContainer.CfgMgr:GetParterSkillTreeCfgById(skillId)
- end
- local quality = skillTreeCfgData and skillTreeCfgData.SkillQuality or 0
- if quality ~= 0 then
- CommonUtil.LoadIcon(self, Constant.Quality_Frame_Icons[quality], function (sprite)
- skillPreviewItem.skillItem.frame.image.sprite = sprite
- end)
- else
- CommonUtil.LoadIcon(self, "FrameNew/frame_item_gray", function (sprite)
- skillPreviewItem.skillItem.frame.image.sprite = sprite
- end)
- end
-
- local skillShowData = ManagerContainer.CfgMgr:GetSkillShowCfgById(skillId)
- local tags = nil
- local num = 0
- if skillShowData then
- tags = skillShowData.Label
- if tags then
- if type(tags[1]) == 'number' then
- tags = {tags}
- end
- num = #tags
- end
- end
- for i = 1, 4 do
- local skillTagItem = skillPreviewItem['skillTagItem' .. i]
- if skillTagItem then
- if i <= num then
- local tagId = tags[i][1]
- local colorId = tags[i][2]
- skillTagItem:SetActive(true)
- skillTagItem.bgColorID.image.color = ColorExtension.HexStringToColor(I18N.SetLanguageValue('ColorID' .. tostring(colorId)))
- skillTagItem.textSkillID.uILocalizeScript:SetContent('SkillTagID' .. tostring(tagId))
- else
- skillTagItem:SetActive(false)
- end
- end
- end
- self:SetDesText(skillPreviewItem.desText,skillId,lv,isNext)
- else
- skillPreviewItem.skillItem.icon.image.sprite = nil
- skillPreviewItem.skillItem.num.text.text = ''
- skillPreviewItem.skillName.text.text = ''
- skillPreviewItem.skillTagItem1:SetActive(false)
- skillPreviewItem.skillTagItem2:SetActive(false)
- skillPreviewItem.skillTagItem3:SetActive(false)
- skillPreviewItem.skillTagItem4:SetActive(false)
- end
- end
- function UISkillAdvanceView:OnClickCloseBtn()
- self:UIClose()
- end
- function UISkillAdvanceView:OnClickAdvanceBtn()
- local data = self.controller:GetData()
- local curSkillId = data[1].id
- local heroId = data[3]
- local errorCode, itemCfgId = CommonUtil.CheckSkillCanAvance(heroId,curSkillId)
- if errorCode == 0 then
- ManagerContainer.NetManager:SendMessage(ProtoMsgId.CS_SKILL_LEVEL_UP_REQ, {hero_id = heroId, skill_id=curSkillId})
- else
- if errorCode == 139 then
- CommonUtil.ItemNotEnoughHandle(itemCfgId, self.uiData.id)
- elseif errorCode == 200 then
- ManagerContainer.LuaUIMgr:ErrorNoticeDisplay('NeedAdvanceJobTips')
- elseif errorCode == 141 then
- ManagerContainer.LuaUIMgr:ErrorNoticeDisplay('LearnSkillCondition04')
- else
- ManagerContainer.LuaUIMgr:ErrorNoticeDisplay(errorCode)
- end
- end
- self:UIClose()
- end
- function UISkillAdvanceView:SetDesText(desText,skillId,skillLv,isNext)
- local skillCfgId = CommonUtil.GetSkillCfgIdByIdAndLv(skillId, skillLv)
- local skillCfgData = ManagerContainer.CfgMgr:GetSkillLevelCfgById(skillCfgId)
- if skillCfgData then
- local descParam = skillCfgData.DescParam
- if descParam then
- if type(descParam) == 'table' then
- if isNext then
- local ls = {}
- local colorStr = '<color=' .. string.formatbykey('ColorID8') .. '>'
- for i = 1, #descParam do
- ls[i] = colorStr .. tostring(descParam[i]) .. '</color>'
- end
- descParam = ls
- end
- desText.text.text = string.formatbykey(skillCfgData.Desc, unpack(descParam))
- else
- if isNext then
- desText.text.text = string.formatbykey(skillCfgData.Desc, '<color=' .. I18N.formatbykey('ColorID8') .. '>' .. tostring(descParam) .. '</color>')
- else
- desText.text.text = string.formatbykey(skillCfgData.Desc, descParam)
- end
- end
- else
- desText.text.text = string.formatbykey(skillCfgData.Desc)
- end
- else
- desText.text.text = ''
- end
- end
- function UISkillAdvanceView:OnHide()
- end
- function UISkillAdvanceView:OnShow(data)
- self.controller:SetData(data)
- end
- function UISkillAdvanceView:OnClose()
- end
- function UISkillAdvanceView:OnDispose()
- self.controller:OnDispose()
- end
- return UISkillAdvanceView
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