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