118 lines
2.9 KiB
Lua
118 lines
2.9 KiB
Lua
local uiCtrl = require_ex('UI/Panels/Base/UICtrl')
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local PANEL_ID = PanelId.BattleDamageText
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BattleDamageTextCtrl = HL.Class('BattleDamageTextCtrl', uiCtrl.UICtrl)
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BattleDamageTextCtrl.s_messages = HL.StaticField(HL.Table) << {
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[MessageConst.TOGGLE_DEBUG_DAMAGE_TEXT_MODE] = 'OnToggleDebugDamageTextMode',
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}
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BattleDamageTextCtrl.m_isGPUMode = HL.Field(HL.Boolean) << true
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BattleDamageTextCtrl.m_isGPUModeInited = HL.Field(HL.Boolean) << false
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BattleDamageTextCtrl.m_isCPUModeInited = HL.Field(HL.Boolean) << false
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BattleDamageTextCtrl.OnCreate = HL.Override(HL.Any) << function(self, arg)
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if self.m_isGPUMode then
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self.view.damageTextCtrlV2:OnCreate()
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self.m_isGPUModeInited = true
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self.view.content.gameObject:SetActive(false)
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self.view.prefabNode.gameObject:SetActive(false)
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else
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self.view.damageTextCtrl:OnCreate()
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self.m_isCPUModeInited = true
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end
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end
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BattleDamageTextCtrl.OnClose = HL.Override() << function(self)
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if self.m_isGPUModeInited then
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if not self.m_isGPUMode then
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self.view.damageTextCtrlV2:DebugChangeImpl(false)
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end
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self.view.damageTextCtrlV2:OnClose()
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end
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if self.m_isCPUModeInited then
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if self.m_isGPUMode then
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self.view.damageTextCtrl:DebugChangeImpl(false)
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end
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self.view.damageTextCtrl:OnClose()
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end
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end
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BattleDamageTextCtrl.OnShow = HL.Override() << function(self)
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if self.m_isGPUMode then
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self.view.damageTextCtrlV2:OnShow()
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else
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self.view.damageTextCtrl:OnShow()
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end
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end
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BattleDamageTextCtrl.OnHide = HL.Override() << function(self)
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if self.m_isGPUMode then
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self.view.damageTextCtrlV2:OnHide()
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else
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self.view.damageTextCtrl:OnHide()
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end
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end
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BattleDamageTextCtrl.OnToggleDebugDamageTextMode = HL.Method() << function(self)
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self.m_isGPUMode = not self.m_isGPUMode
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GameAction.ShowUIToast("已切换到" .. (self.m_isGPUMode and "GPU模式" or "CPU模式"))
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if self.m_isGPUModeInited == false and self.m_isGPUMode then
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self.m_isGPUModeInited = true
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self.view.damageTextCtrlV2:OnCreate()
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self.view.damageTextCtrlV2:OnShow()
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self.view.damageTextCtrl:DebugChangeImpl(self.m_isGPUMode)
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return
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end
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if self.m_isCPUModeInited == false and not self.m_isGPUMode then
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self.m_isCPUModeInited = true
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self.view.content.gameObject:SetActive(true)
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self.view.prefabNode.gameObject:SetActive(true)
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self.view.damageTextCtrl:OnCreate()
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self.view.damageTextCtrl:OnShow()
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self.view.damageTextCtrlV2:DebugChangeImpl(not self.m_isGPUMode)
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return
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end
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if self.m_isGPUModeInited then
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self.view.damageTextCtrlV2:DebugChangeImpl(not self.m_isGPUMode)
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end
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if self.m_isCPUModeInited then
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self.view.damageTextCtrl:DebugChangeImpl(self.m_isGPUMode)
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end
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end
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HL.Commit(BattleDamageTextCtrl)
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