PetSkillTipsView = PetSkillTipsView or BaseClass(BaseView) local PetSkillTipsView = PetSkillTipsView function PetSkillTipsView:__init() self.base_file = "pet" self.layout_file = "PetSkillTipsView" self.layer_name = "Top" self.destroy_imm = true self.use_background = true self.change_scene_close = true self.append_to_ctl_queue = false --是否要添加进界面堆栈 self.need_show_money = false --是否要显示顶部的金钱栏 self.click_bg_toClose = true self.is_set_zdepth = true self.model = PetModel:getInstance() self.load_callback = function () self:LoadSuccess() self:AddEvent() end self.open_callback = function ( ) self:OpenSuccess() end self.destroy_callback = function ( ) self:DestroySuccess() end end function PetSkillTipsView:Open(data,pet_id,is_awake_skill,share_role_pet_data) self.data = data self.pet_id = pet_id self.is_awake_skill = is_awake_skill self.share_role_pet_data = self.share_role_pet_data BaseView.Open(self) end function PetSkillTipsView:LoadSuccess() local nodes = { "bg:raw", "skillName:tmp","desTxt:tmp","tipsActived:tmp","activedTxt:tmp","tipsDes:tmp","activedFlag:img:obj", "conSkill:img", "skillType:tmp", "power:tmp", "starActiveCon:obj", "starActiveCon/starActivedTxt2:tmp", "starActiveCon/Star", "starActiveCon/starActivedTxt1:tmp", "powerNum:txt", } self:GetChildren(nodes) self.activedFlag_obj:SetActive(true) lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("pet_skill_info_bg")) end function PetSkillTipsView:AddEvent() end function PetSkillTipsView:OpenSuccess() self:UpdateView() end function PetSkillTipsView:UpdateView() if not self.data then Message.show("技能配置不存在","fault") return end --加载技能图 lua_resM:setOutsideImageSprite(self,self.conSkill_img,GameResPath.GetSkillIcon(self.data.skill_talent_id)) --wq临时加载技能图测试 -- lua_resM:setOutsideImageSprite(self,self.conSkill_img,GameResPath.GetPetIcon("pet_skill_test"),true) -- lua_resM:setOutsideImageSprite(self,self.conSkill_img,GameResPath.GetSkillIcon(103051)) local skill_name = SkillManager:getInstance():GetSkillNameById(self.data.skill_talent_id) skill_name = skill_name ~= "" and skill_name or self.data.name self.skillName_tmp.text = Trim(skill_name) self.skillType_tmp.text = string.format("类型:<#fdffc2>%s", PetConst.skill_type[self.data.skill_talent_type]) local skill_desc = SkillManager:getInstance():GetSkillFromConfigByIdAndLevel(self.data.skill_talent_id,1) skill_desc = skill_desc ~= "" and skill_desc or self.data.desc -- skill_desc = self.data.desc self.desTxt_tmp.text = Trim(skill_desc) local pet_data = self.model:GetPetListById(self.pet_id) if not self.is_awake_skill then local is_actived = false local use_data = self.share_role_pet_data if not use_data then use_data = pet_data end if use_data then if use_data.pet_star >= self.data.active_star then is_actived = true else is_actived = false end end local active_res = is_actived and "pet_skill_active_state_1" or "pet_skill_active_state_2" lua_resM:setImageSprite(self, self.activedFlag_img, "pet_asset",active_res) self.activedTxt_tmp.text = "" self.starActiveCon_obj:SetActive(true) self.starActivedTxt1_tmp.text = "宠物达到 "..self.data.active_star self.starActivedTxt2_tmp.text = "自动激活" SetAnchoredPositionX(self.Star,self.starActivedTxt1_tmp.preferredWidth+3) SetAnchoredPositionX(self.starActivedTxt2,self.starActivedTxt1_tmp.preferredWidth+3+21+3) else local is_actived = false local use_data = self.share_role_pet_data if not use_data then use_data = pet_data end if use_data then if use_data.pet_star >= self.data.active_star and use_data.is_awaken==1 then is_actived = true else is_actived = false end end local active_res = is_actived and "pet_skill_active_state_1" or "pet_skill_active_state_2" lua_resM:setImageSprite(self, self.activedFlag_img, "pet_asset",active_res) self.activedTxt_tmp.text = "宠物觉醒自动激活" self.starActiveCon_obj:SetActive(false) end local _,power = GetSkillAttrBySkill( self.data.skill_talent_id, 1, true ) if power == 0 then self.power_tmp.text = "" self.powerNum_txt.text = "" else self.power_tmp.text = "战力" self.powerNum_txt.text = power end end function PetSkillTipsView:DestroySuccess( ) end