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- --大血条
- BigBloodBar = BigBloodBar or BaseClass(BaseComponent)
- local BigBloodBar= BigBloodBar
- function BigBloodBar:__init(parent, max_value, curr_value)
- self.hp_width = 64
- self.hp_height = 6
- self:InitData(max_value, curr_value)
- self:CreateGameObject(UIType.BigBloodBar)
- end
-
- function BigBloodBar:InitData(max_value, curr_value)
- self.ab_name = "uicomponent_asset"
- self.max_value = max_value or 100 --最大值
- self.curr_value = curr_value or 1 --当前值
- self.last_value = self.curr_value --上一次值
- end
-
- function BigBloodBar:LoadSuccess()
- self.bg_img = self:GetChild("bg_img")
- -- self.virtual_img = self:GetChild("virtual_img")
- self.realy_img = self:GetChild("realy_img"):GetComponent("Image")
- self:SetValue()
- end
-
- function BigBloodBar:SetValue(value,max_value)
- self.curr_value = value or self.curr_value
- self.max_value = max_value or self.max_value
- self.curr_value = math.min(self.curr_value,self.max_value)
- self.last_value = math.min(self.last_value,self.max_value)
- self.realy_img.fillAmount = math.min(self.curr_value / self.max_value,1)
- end
-
- function BigBloodBar:SetFrontImageStyle(front_img_name)
- if self.front_img_name == front_img_name then return end
- self.front_img_name = front_img_name
- lua_resM:setImageSprite(self,self.realy_img:GetComponent("Image"),self.ab_name,self.front_img_name)
- end
-
-
- function BigBloodBar:__delete()
- if self.timer_id then
- GlobalTimerQuest:CancelQuest(self.timer_id)
- self.timer_id = nil
- end
- destroy(self.gameObject)
- end
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