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SkillUIDetailItem = SkillUIDetailItem or BaseClass(BaseItem)
SkillUIDetailItem.UIType =
{
PreViewMode = 1,
NonePreView = 2,
}
function SkillUIDetailItem:__init(parent_wnd, prefab_asset, layer_name)
self.base_file = "skillUI"
self.layout_file = "SkillUIDetailItem"
self.model = SkillManager:getInstance()
self.skillui_model = SkillUIModel:getInstance()
self.mainVo = RoleManager.Instance.mainRoleInfo
self.skill_vo = false
self.is_pre_view = false
self.ui_type = SkillUIDetailItem.UIType.PreViewMode
self.attr_one_item_list = {}
self.need_goods_id = false
self.showing_effect = false
self.show_skill_preview = false
self.select_level = false
self.show_item_list = {}
self:Load()
end
--清除界面
function SkillUIDetailItem:__delete()
self:Remove()
end
function SkillUIDetailItem:Load_callback()
self:LoadSuccess()
self:InitEvent()
end
function SkillUIDetailItem:Remove()
if self.base_item then
UIObjPool:PushItem(UIObjPool.UIType.AwardItem, self.base_item)
end
self:ClearUIEffect(self.effect_con)
self:ClearUIEffect(self.effect_con2)
for i,v in ipairs(self.show_item_list) do
v:DeleteMe()
end
end
function SkillUIDetailItem:LoadSuccess()
local nodes = {
"priview_btn:obj:img",
"base_con_one/power:txt",
"base_con_one/name:tmp",
"base_con_one/cd:tmp",
"base_con_one/effect_con",
"base_con_one:obj",
"base_con_one/level:tmp",
"base_con_one/des_group/des:tmp",
"base_con_one/des_group/cur_level:obj",
"base_con_one/des_group:obj",
"attrlist_group/can_not_up:obj",
"base_con_one/ScrollViewSkill:obj",
"base_con_one/ScrollViewSkill/Viewport/skill_level_list_con",
"base_con_two:obj",
"base_con_two/power2:txt",
"base_con_two/name2:tmp",
"base_con_two/des_group2:obj",
"base_con_two/des_group2/des2:tmp",
"base_con_two/icon2:img",
"base_con_two/effect_con2",
"priview_group:obj",
"level_max:obj",
"attrlist_group:obj",
"learn_group/daily_light_learn:obj",
"learn_group/pre_condition:obj",
"learn_group/item_learn:obj",
"learn_group/vip_condition:obj",
"attrlist_group/ScrollViewTwo/Viewport/attr_two_con",
"attrlist_group/ScrollViewTwo:obj",
"priview_group/play_btn:obj",
"priview_group/skill_role_con:raw",
"learn_group/daily_light_learn/daily_light_des:tmp",
"learn_group/daily_light_learn/dialy_light_btn:obj",
"learn_group/item_learn/item_name:tmp",
"learn_group/vip_condition/vip_btn:obj",
"learn_group/vip_condition/vip_btn/vip_des:tmp",
"learn_group/pre_condition/pre_condition_text:tmp",
"learn_group/item_learn/go_way_btn:obj",
"learn_group/item_learn/go_way_btn/go_way_btn_text:tmp",
"learn_group/item_learn/item_con",
"learn_group/item_learn/learn_btn:obj",
"learn_group/item_learn/learn_btn/learn_btn_txt:tmp",
"priview_group/priew_text:obj",
"auto_change_daily_btn/auto_change_daily_select:obj",
"auto_change_daily_btn:obj",
"learn_group/daily_light_learn/dialy_light_btn/daily:obj",
}
self:GetChildren(nodes)
self:UpdateAutoChangeDailySkillState()
self.daily_obj:SetActive(false)
if self.need_refreshData then
self:SetData(self.skill_vo, self.ui_type, self.is_pre_view)
end
end
function SkillUIDetailItem:InitEvent()
local function onBtnClickHandler(target)
if self.priview_btn_obj == target then
--self.is_pre_view = not self.is_pre_view
-- self:SwitchViewModel()
-- if self.click_callback then
-- self.click_callback(self.is_pre_view)
-- end
elseif self.play_btn_obj == target then
elseif self.up_preview_btn_obj == target then
--self.skillui_model:Fire(SkillUIModel.OPEN_SKILL_UPLEVEL_PREVIEW, self.skill_vo)
elseif self.learn_btn_obj == target then
if self.skill_vo and self.skill_vo.id then
self.model:Fire(SkillManager.REQUEST_CCMD_EVENT,21001, self.skill_vo.id )
end
elseif self.dialy_light_btn_obj == target then
self.skillui_model:Fire(SkillUIModel.CLOSE_SKILL_UPLEVEL_PREVIEW)
OpenFun.Open(147, 0)
elseif self.vip_btn_obj == target then
self.skillui_model:Fire(SkillUIModel.CLOSE_SKILL_UPLEVEL_PREVIEW)
OpenFun.Open(158, 0)
elseif self.go_way_btn_obj == target then
if self.need_goods_id then
--商店获取途径
local goods = self.skill_vo:GetNextConditionByKey("goods")
if goods and goods[1][1] and goods[1][2] then
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(goods[1][1])
local goods_num = GoodsModel:getInstance():GetTypeGoodsNum(goods[1][1]) or 0
local get_str = HtmlColorTxt(goods_num, goods_num < goods[1][2] and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK).."/".. goods[1][2]
local cfg = ShopModel:getInstance():GetShopTypeIdBuyCFG(basic.type_id)
if cfg and TableSize(cfg) > 0 and string.find(get_str, ColorUtil.RED_DARK) then
ShopModel:getInstance():Fire(ShopModel.OPEN_SHOP_BUY_TIP_VIEW,basic.type_id)
else
Message.show("参与各项活动概率获得哦!")
end
else
Message.show("参与各项活动概率获得哦!")
end
end
elseif self.pre_condition_obj == target then
if self.skill_vo and self.skill_vo:IsSpecialSkill() then
self.skillui_model:Fire(SkillUIModel.CLOSE_SKILL_UPLEVEL_PREVIEW)
OpenFun.Open(144, 0)
elseif self.skill_vo and SevenDayTargetModel:GetInstance():IsSevenDayTargetSkill(self.skill_vo.id) then
self.skillui_model:Fire(SkillUIModel.CLOSE_SKILL_UPLEVEL_PREVIEW)
SevenDayTargetModel:getInstance():Fire(SevenDayTargetModel.OPEN_SEVEN_DAY_TARGET_MAIN_VIEW)
elseif self.skill_vo and self.skill_vo:IsForbidJumpSkill() then
if not SupremeVipModel:getInstance():IsForeverSupremeVip() then
self.skillui_model:Fire(SkillUIModel.CLOSE_SKILL_UPLEVEL_PREVIEW)
if SupremeVipModel:getInstance():IsMomentSupremeVip() then
OpenFun.Open(451,6)
else
OpenFun.Open(451,5)
end
end
end
elseif self.auto_change_daily_btn_obj == target then
local b = self.skillui_model:IsAutoChangeDailySkillid()
b = not b
self.skillui_model:SetAutoChangeDailyState(b)
self:UpdateAutoChangeDailySkillState()
end
end
AddClickEvent(self.play_btn_obj,onBtnClickHandler)
AddClickEvent(self.up_preview_btn_obj,onBtnClickHandler)
AddClickEvent(self.priview_btn_obj,onBtnClickHandler)
AddClickEvent(self.learn_btn_obj, onBtnClickHandler)
AddClickEvent(self.dialy_light_btn_obj, onBtnClickHandler)
AddClickEvent(self.go_way_btn_obj, onBtnClickHandler)
AddClickEvent(self.vip_btn_obj, onBtnClickHandler)
AddClickEvent(self.pre_condition_obj, onBtnClickHandler)
AddClickEvent(self.auto_change_daily_btn_obj, onBtnClickHandler)
local function onUpdateSkillList()
if self.skill_vo then
local id = self.skill_vo.id
self.skill_vo = self.model:getSkill(id)
self:UpdateSkillInfo(self.skillui_model.is_level_up)
--如果当前是1级,则播放升级特效
if self.skill_vo.level == 1 and self.skillui_model.is_level_up then
self:AddEffect()
end
self.skillui_model.is_level_up = false
end
end
self:BindEvent(self.model,SkillManager.UPDATE_SKILL_LIST, onUpdateSkillList)
local function onChangeBagListHandler()
self:UpdateLearnGroup()
end
self:BindEvent(GoodsModel:getInstance(),GoodsModel.CHANGE_BAGLIST,onChangeBagListHandler)
local function onClickSkillItem(view_index, skill_id, pos)
if view_index == SkillUIModel.Click_SkillItem.SkillLevelShow then
if self.show_item_list[pos] then
self.select_level = self.show_item_list[pos]:GetSkillLevel()
self:UpdateAttr(false, true)
for i,v in ipairs(self.show_item_list) do
v:SetSelect(v:GetSkillLevel() == self.select_level)
end
end
end
end
self:BindEvent(self.skillui_model,SkillUIModel.CLICK_SKILL_ITEM, onClickSkillItem)
end
function SkillUIDetailItem:SetData(vo, ui_type, is_pre_view)
self.skill_vo = vo
self.ui_type = ui_type or self.ui_type
self.is_pre_view = is_pre_view or self.is_pre_view
self.select_level = false
if self.is_loaded then
self:UpdateSkillInfo()
else
self.need_refreshData = true
end
end
function SkillUIDetailItem:UpdateSkillInfo(is_up)
local skill_vo = self.skill_vo
local cd = skill_vo:getCd()
local ui_type = self.ui_type
if not self:CanPreview(self.skill_vo) then
ui_type = SkillUIDetailItem.UIType.NonePreView
end
local show_special = self.model:IsShowSpecialSkill(self.skill_vo.id)
self.base_con_two_obj:SetActive(show_special)
self.base_con_one_obj:SetActive(not show_special)
self.cd_tmp.text = cd == 0 and " " or string.format("冷却:%s", HtmlColorTxt((cd / 1000) .. "s", "#fdffc2"))
self.des_tmp.text = skill_vo:GetDesc(1)
self.power_txt.text = skill_vo:GetPower()
self.name_tmp.text = skill_vo:getName()
self.level_tmp.text = ""
self.power2_txt.text = "f" .. skill_vo:GetPower()
self.name2_tmp.text = skill_vo:getName()
self.des2_tmp.text = skill_vo:GetDesc(1)
lua_resM:setOutsideImageSprite(self,self.icon2_img,GameResPath.GetSkillIcon(skill_vo.id), false)
lua_resM:setOutsideImageSprite(self,self.icon_img,GameResPath.GetSkillIcon(skill_vo.id), false)
--self.priview_btn_obj:SetActive(ui_type == SkillUIDetailItem.UIType.PreViewMode)
self.priview_btn_obj:SetActive(false)
--self:SwitchViewModel()
self:UpdateAttr(is_up)
self:UpdateLearnGroup()
end
function SkillUIDetailItem:UpdateAttr(is_up, update_select)
local skill_vo = self.skill_vo
local attrs = skill_vo:GetSkillAttrList(nil, true)
local level = skill_vo.level
if self.ui_type == SkillUIDetailItem.UIType.PreViewMode and not self.is_pre_view then
self.attrlist_group_obj:SetActive(true)
self.des_group_obj:SetActive(true)
else
self.attrlist_group_obj:SetActive(false)
self.des_group_obj:SetActive(false)
end
--self.cur_level_obj:SetActive(level == 1)
self.cur_level_obj:SetActive(false)
local attr_temp = false
local attr_temp_show = false
if #attrs > 10 then
attr_temp = {}
attr_temp_show = {}
if level >= #attrs - 4 then
for i= #attrs - 4, #attrs do
table.insert(attr_temp, attrs[i])
table.insert(attr_temp_show, attrs[i])
end
else
if level <= 1 then
table.insert(attr_temp_show, {level = 1,})
end
local start = level > 1 and level or 2
for i= start, start + 4 do
table.insert(attr_temp, attrs[i])
table.insert(attr_temp_show, attrs[i])
end
end
else
attr_temp = {}
attr_temp_show = {}
for i,v in ipairs(attrs) do
if v.level ~= 1 then
table.insert(attr_temp, v)
end
table.insert(attr_temp_show, v)
end
end
for i,v in ipairs(self.attr_one_item_list) do
v:ClearAllUIEffect()
v:SetVisible(false)
end
if not self.select_level then
self.select_level = self.skill_vo.level ~= 0 and self.skill_vo.level or 1
end
self.ScrollViewTwo_obj:SetActive(false)
self.can_not_up_obj:SetActive(#attr_temp == 0)
for i,v in ipairs(attr_temp) do
local item = self.attr_one_item_list[i]
if not item then
item = SkillUIAttrOne.New(self.attr_two_con,nil,self.layer_name)
self.attr_one_item_list[i] = item
end
local lv_str = (v.level) <= level and HtmlColorTxt(string.format("突破%d", v.level), "#ffffff") or HtmlColorTxt(string.format("突破%d", v.level), "#8b8b8b")
local text_str = (v.level) <= level and HtmlColorTxt(v.des, "#ffffff") or HtmlColorTxt(v.des, "#8b8b8b")
local b_cur = (v.level)== level
local b_toggle = (v.level) <= level
item:SetVisible(true)
item:SetData(lv_str, text_str, b_cur, b_toggle, i)
item:WillShowEffect((v.level)== level and is_up)
item:SetSelect(v.level == self.select_level)
end
self.ScrollViewTwo_obj:SetActive(true)
if not update_select then
self:UpdateShowListItem(attr_temp_show)
end
end
function SkillUIDetailItem:UpdatePreView()
local skill_vo = self.skill_vo
local model_id, texture_id = self.mainVo:GetRoleClotheTextureId()
local weapon_model_id, weapon_texture_id = self.mainVo:GetWeaponClotheId()
local head_model_id, head_clothe_id = self.mainVo:GetRoleHeadId()
local skill_preview_callback = function (case)
if case == 1 then
self.play_btn_obj:SetActive(false)
elseif case == 2 then
self.play_btn_obj:SetActive(true)
end
end
local ab_name = ""
local res_name = ""
local show_root = false
if self.show_skill_preview then
ab_name = "icon_skillui_skill_ui_bg_1"
res_name = "skill_ui_bg_1.png"
show_root = true
self.play_btn_obj:SetActive(true)
self.priew_text_obj:SetActive(true)
else
ab_name = "icon_skillui_skill_ui_bg_3"
res_name = "skill_ui_bg_3.png"
show_root = false
self.play_btn_obj:SetActive(false)
self.priew_text_obj:SetActive(false)
end
local data = {
career = self.mainVo.career,
clothe_res_id = self.mainVo:GetRoleClotheId(),
weapon_res_id = weapon_model_id,
weapon_clothe_id = weapon_texture_id,
type = SceneBaseType.MainRole,
fashion_model_id = model_id,
texture_id = texture_id,
callBack = call_back,
wing_id = self.mainVo.wing_id,
image_id = self.mainVo.image_id,
head_wear_id = head_model_id,
head_clothe_id =head_clothe_id,
position = Vector3(-100, 100, 45),
skill_id = skill_vo.id,
size = Vector2(1200 *1.4 * 0.5 ,720*1.4 * 0.5),
skill_preview = true,
scale = 84,
raycast_size = Vector2(100, 100),
skill_preview_callback = skill_preview_callback,
use_bloom = true,
can_rotate = false,
action_name_list = {"idle"},
show_root = show_root,
camera_args =
{
orthographic = false,
fieldOfView = 90,
localPosition = Vector3(0,255,0),
localRotation = Vector3(15,0,0),
},
rotate = Vector3(0, 45, 0),
using_sprite_bg =
{
ab_name = ab_name,
asset_name = res_name,
position = Vector3(2, -445, 2000),
scale = Vector3(518, 518, 518),
rotation = Vector3(15, 0, 0),
}
}
lua_resM:SetRoleModelByRT(self,self.skill_role_con,data)
end
function SkillUIDetailItem:SwitchViewModel()
local skill_vo = self.skill_vo
local is_pre_view = self.is_pre_view
local ui_type = self.ui_type
if not self:CanPreview(self.skill_vo) then
ui_type = SkillUIDetailItem.UIType.NonePreView
is_pre_view = false
end
local b = is_pre_view and ui_type == SkillUIDetailItem.UIType.PreViewMode
lua_resM:setImageSprite(self, self.priview_btn_img, "skillui_asset",b and "skill_ui_6" or "skill_ui_22", false)
--self.self.priview_group_obj:SetActive(b)
self.show_skill_preview = b
self.attrlist_group_obj:SetActive(not b)
self.des_group_obj:SetActive(not b)
--self:UpdatePreView( )
end
function SkillUIDetailItem:UpdateLearnGroup()
local skill_vo = self.skill_vo
local is_max = skill_vo:IsMaxLevel()
self.level_max_obj:SetActive(false)
self.item_learn_obj:SetActive(false)
self.pre_condition_obj:SetActive(false)
self.daily_light_learn_obj:SetActive(false)
self.vip_condition_obj:SetActive(false)
self.auto_change_daily_btn_obj:SetActive(self.skill_vo:IsDailyLightSkill())
self.need_goods_id = false
if is_max then
self.level_max_obj:SetActive(true)
else
if self.skill_vo:IsSpecialSkill() and not SevenDayTargetModel:GetInstance():IsSevenDayTargetSkill(self.skill_vo.id) then
self.pre_condition_obj:SetActive(true)
self.pre_condition_text_tmp.text = HtmlColorTxt("<u>魂力突破</u>", "#0ce148")
self.pre_condition_text_tmp.text = string.format("提升 %s 可升级 %s", HtmlColorTxt("魂力突破", "#FFE27D"), HtmlColorTxt("<u>前往培养</u>", "#0ce148"))
elseif self.skill_vo:IsDailyLightSkill() then
self.daily_light_learn_obj:SetActive(true)
local item = self.skillui_model:GetDailySkillItem(skill_vo.id, skill_vo.level + 1)
local str = skill_vo.level == 0 and "可获得" or "可升级"
if item then
self.daily_light_des_tmp.text = string.format("激活 %s %s %s", HtmlColorTxt(Trim(item.name), "#9C6CFF"), str, HtmlColorTxt("<u>前往激活</u>", "#2CF86F"))
else
self.daily_light_des_tmp.text = "暂时无法获取"
end
elseif SevenDayTargetModel:GetInstance():IsSevenDayTargetSkill(skill_vo.id) then
self.pre_condition_obj:SetActive(true)
self.pre_condition_text_tmp.text = "<u>七日目标任务获取</u>"
elseif self.skill_vo:IsForbidJumpSkill() then
self.pre_condition_obj:SetActive(true)
self.pre_condition_text_tmp.text = string.format("激活 %s 可获得 %s", HtmlColorTxt("二阶贵族", "#FFE27D"), HtmlColorTxt("<u>前往获得</u>", "#0ce148"))
else
local vip = skill_vo:GetNextConditionByKey("vip")
local turn = skill_vo:GetNextConditionByKey("turn")
local level = skill_vo:GetNextConditionByKey("level")
local goods = skill_vo:GetNextConditionByKey("goods")
if self.base_item then
self.base_item:SetVisible(false)
end
if skill_vo:CanUpButGoods() then
self.item_learn_obj:SetActive(true)
if not self.base_item then
self.base_item = UIObjPool:PopItem(UIObjPool.UIType.AwardItem, self.item_con)
self.base_item:SetItemSize(78, 78)
end
if goods then
self.base_item:SetVisible(true)
print(">>>>>>>>>>>>>>道具id", goods[1][1], goods[1][2])
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(goods[1][1])
self.need_goods_id = goods[1][1]
self.base_item:SetData(goods[1][1], goods[1][2])
self.item_name_tmp.text = Language.substitute("<color={0}>{1}</color>", WordManager.GetGoodsColor(basic.color), Trim(basic.goods_name))
local goods_num = GoodsModel:getInstance():GetTypeGoodsNum(goods[1][1]) or 0
local get_str = HtmlColorTxt(goods_num, goods_num < goods[1][2] and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK).."/".. goods[1][2]
self.base_item:SetNumStr("")
self.base_item:IsGetGoods(true,get_str,true)
self.go_way_btn_obj.gameObject:SetActive(true)
local cfg = ShopModel:getInstance():GetShopTypeIdBuyCFG(basic.type_id)
local str = ""
if cfg and TableSize(cfg) > 0 then
local shop_cfg = false
for k,v in pairs(cfg) do
shop_cfg = v
break
end
str = HtmlColorTxt( string.format("<u>%s</u>", ShopModel:getInstance():GetShopTabName(shop_cfg.shop_type)), "#0ce148")
else
str = HtmlColorTxt("<u>运营活动</u>", "#0ce148")
end
self.go_way_btn_text_tmp.text = str
else
self.base_item:SetVisible(false)
self.item_name_tmp.text = ""
self.go_way_btn_obj.gameObject:SetActive(false)
end
else
if vip then
self.vip_condition_obj:SetActive(true)
local str = skill_vo.level == 0 and "可获得" or "可升级"
self.vip_des_tmp.text = string.format("达到 %s %s", HtmlColorTxt("<u>VIP"..vip .. "</u>", "#2cf86f"), str)
elseif level then
local str = skill_vo.level == 0 and "可学习" or "可升级"
self.pre_condition_obj:SetActive(true)
if turn and turn > 0 then
self.pre_condition_text_tmp.text = string.format("达到 %s %s", HtmlColorTxt(turn.."".. level .. "", "#2cf86f"), str)
else
self.pre_condition_text_tmp.text = string.format("达到 %s %s", HtmlColorTxt(level.."", "#2cf86f"), str)
end
end
end
end
self.learn_btn_txt_tmp.text = skill_vo.level == 0 and "学习技能" or "升级技能"
end
end
function SkillUIDetailItem:SetClickCallBack(cb)
self.click_callback = cb
end
function SkillUIDetailItem:CanPreview(skill_vo)
return skill_vo and skill_vo:GetSkillType()== SkillVo.SkillType.Initiative and Config.CareerFightMovies[skill_vo.id]
end
function SkillUIDetailItem:AddEffect()
if not self.showing_effect then
local function call_back( )
self.showing_effect = false
end
self:ClearUIEffect(self.effect_con)
self:ClearUIEffect(self.effect_con2)
if self.skill_vo and not self.model:IsShowSpecialSkill(self.skill_vo.id)then
self:AddUIEffect("ui_jinjieshuxing", self.effect_con, self.layer_name, Vector3(-170,0,0), 1, false, 0.75, false, call_back)
else
self:AddUIEffect("ui_jinjieshuxing", self.effect_con2, self.layer_name, Vector3(-170,0,0), 1, false, 0.75, false, call_back)
end
self.showing_effect = true
end
end
function SkillUIDetailItem:UpdateShowListItem(list)
if self.skill_vo and not self.model:IsShowSpecialSkill(self.skill_vo.id)then
for i,v in ipairs(self.show_item_list) do
v:SetVisible(false)
end
if not list or #list == 0 or not self.skill_vo then return end
local idx = false
local is_one = #list == 1
SetAnchoredPositionX(self.ScrollViewSkill, is_one and (140 - 45 ) or -28)
SetSizeDeltaX(self.skill_level_list_con, is_one and 300 or (165 * #list - 55) )
for i, v in ipairs(list) do
local skill_vo = SkillVo.New(self.skill_vo.id)
skill_vo.level = v.level
local item = self.show_item_list[i]
if not item then
item = SkillUIItem.New(self.skill_level_list_con,nil,self.maskID)
self.show_item_list[i] = item
end
item:SetVisible(true)
item:SetUseFor("SkillLevelShow")
item:SetData(skill_vo, i, SkillUIModel.Click_SkillItem.SkillLevelShow, false)
item:CanDrag(false)
item:SetLockInfo(true)
item:SetAnchoredPosition( is_one and 100 or (55 + 165 * (i - 1)), -45)
item:SetSelect(skill_vo.level == self.select_level)
item:SetLock(skill_vo.level > self.skill_vo.level)
if i == #list then
item:ShowNext(false)
else
item:ShowNext(skill_vo.level <= self.skill_vo.level and 1 or 0)
end
if not idx and (skill_vo.level == self.skill_vo.level or self.skill_vo.level == 0) then
idx = i
end
end
idx = idx or 1
if idx < 2 then
idx = 0
elseif idx > #list - 2 then
idx = #list - 3
else
idx = idx -2
end
SetAnchoredPositionX(self.skill_level_list_con, idx * (- 165))
end
end
function SkillUIDetailItem:UpdateAutoChangeDailySkillState()
local b = self.skillui_model:IsAutoChangeDailySkillid()
self.auto_change_daily_select_obj:SetActive(b)
end