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  1. PetSkillTipsView = PetSkillTipsView or BaseClass(BaseView)
  2. local PetSkillTipsView = PetSkillTipsView
  3. function PetSkillTipsView:__init()
  4. self.base_file = "pet"
  5. self.layout_file = "PetSkillTipsView"
  6. self.layer_name = "Top"
  7. self.destroy_imm = true
  8. self.use_background = true
  9. self.change_scene_close = true
  10. self.append_to_ctl_queue = false --是否要添加进界面堆栈
  11. self.need_show_money = false --是否要显示顶部的金钱栏
  12. self.click_bg_toClose = true
  13. self.is_set_zdepth = true
  14. self.model = PetModel:getInstance()
  15. self.load_callback = function ()
  16. self:LoadSuccess()
  17. self:AddEvent()
  18. end
  19. self.open_callback = function ( )
  20. self:OpenSuccess()
  21. end
  22. self.destroy_callback = function ( )
  23. self:DestroySuccess()
  24. end
  25. end
  26. function PetSkillTipsView:Open(data,pet_id,is_awake_skill,share_role_pet_data)
  27. self.data = data
  28. self.pet_id = pet_id
  29. self.is_awake_skill = is_awake_skill
  30. self.share_role_pet_data = self.share_role_pet_data
  31. BaseView.Open(self)
  32. end
  33. function PetSkillTipsView:LoadSuccess()
  34. local nodes = {
  35. "bg:raw",
  36. "skillName:tmp","desTxt:tmp","tipsActived:tmp","activedTxt:tmp","tipsDes:tmp","activedFlag:img:obj",
  37. "conSkill:img",
  38. "skillType:tmp",
  39. "power:tmp",
  40. "starActiveCon:obj",
  41. "starActiveCon/starActivedTxt2:tmp", "starActiveCon/Star", "starActiveCon/starActivedTxt1:tmp",
  42. "powerNum:txt",
  43. }
  44. self:GetChildren(nodes)
  45. self.activedFlag_obj:SetActive(true)
  46. lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("pet_skill_info_bg"))
  47. end
  48. function PetSkillTipsView:AddEvent()
  49. end
  50. function PetSkillTipsView:OpenSuccess()
  51. self:UpdateView()
  52. end
  53. function PetSkillTipsView:UpdateView()
  54. if not self.data then
  55. Message.show("技能配置不存在","fault")
  56. return
  57. end
  58. --加载技能图
  59. lua_resM:setOutsideImageSprite(self,self.conSkill_img,GameResPath.GetSkillIcon(self.data.skill_talent_id))
  60. --wq临时加载技能图测试
  61. -- lua_resM:setOutsideImageSprite(self,self.conSkill_img,GameResPath.GetPetIcon("pet_skill_test"),true)
  62. -- lua_resM:setOutsideImageSprite(self,self.conSkill_img,GameResPath.GetSkillIcon(103051))
  63. local skill_name = SkillManager:getInstance():GetSkillNameById(self.data.skill_talent_id)
  64. skill_name = skill_name ~= "" and skill_name or self.data.name
  65. self.skillName_tmp.text = Trim(skill_name)
  66. self.skillType_tmp.text = string.format("类型:<#fdffc2>%s</color>", PetConst.skill_type[self.data.skill_talent_type])
  67. local skill_desc = SkillManager:getInstance():GetSkillFromConfigByIdAndLevel(self.data.skill_talent_id,1)
  68. skill_desc = skill_desc ~= "" and skill_desc or self.data.desc
  69. -- skill_desc = self.data.desc
  70. self.desTxt_tmp.text = Trim(skill_desc)
  71. local pet_data = self.model:GetPetListById(self.pet_id)
  72. if not self.is_awake_skill then
  73. local is_actived = false
  74. local use_data = self.share_role_pet_data
  75. if not use_data then
  76. use_data = pet_data
  77. end
  78. if use_data then
  79. if use_data.pet_star >= self.data.active_star then
  80. is_actived = true
  81. else
  82. is_actived = false
  83. end
  84. end
  85. local active_res = is_actived and "pet_skill_active_state_1" or "pet_skill_active_state_2"
  86. lua_resM:setImageSprite(self, self.activedFlag_img, "pet_asset",active_res)
  87. self.activedTxt_tmp.text = ""
  88. self.starActiveCon_obj:SetActive(true)
  89. self.starActivedTxt1_tmp.text = "宠物达到 "..self.data.active_star
  90. self.starActivedTxt2_tmp.text = "自动激活"
  91. SetAnchoredPositionX(self.Star,self.starActivedTxt1_tmp.preferredWidth+3)
  92. SetAnchoredPositionX(self.starActivedTxt2,self.starActivedTxt1_tmp.preferredWidth+3+21+3)
  93. else
  94. local is_actived = false
  95. local use_data = self.share_role_pet_data
  96. if not use_data then
  97. use_data = pet_data
  98. end
  99. if use_data then
  100. if use_data.pet_star >= self.data.active_star and use_data.is_awaken==1 then
  101. is_actived = true
  102. else
  103. is_actived = false
  104. end
  105. end
  106. local active_res = is_actived and "pet_skill_active_state_1" or "pet_skill_active_state_2"
  107. lua_resM:setImageSprite(self, self.activedFlag_img, "pet_asset",active_res)
  108. self.activedTxt_tmp.text = "宠物觉醒自动激活"
  109. self.starActiveCon_obj:SetActive(false)
  110. end
  111. local _,power = GetSkillAttrBySkill( self.data.skill_talent_id, 1, true )
  112. if power == 0 then
  113. self.power_tmp.text = ""
  114. self.powerNum_txt.text = ""
  115. else
  116. self.power_tmp.text = "战力"
  117. self.powerNum_txt.text = power
  118. end
  119. end
  120. function PetSkillTipsView:DestroySuccess( )
  121. end