94 lines
2.8 KiB
Lua
94 lines
2.8 KiB
Lua
local UIWidgetBase = require_ex('Common/Core/UIWidgetBase')
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CharBreakSkillCell = HL.Class('CharBreakSkillCell', UIWidgetBase)
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CharBreakSkillCell.m_callback = HL.Field(HL.Function)
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CharBreakSkillCell._OnFirstTimeInit = HL.Override() << function(self)
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self.view.buttonSkill.onClick:RemoveAllListeners()
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self.view.buttonSkill.onClick:AddListener(function()
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if self.m_callback then
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self.m_callback()
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end
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end)
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self.view.buttonTalent.onClick:RemoveAllListeners()
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self.view.buttonTalent.onClick:AddListener(function()
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if self.m_callback then
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self.m_callback()
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end
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end)
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self.view.buttonFacSkill.onClick:RemoveAllListeners()
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self.view.buttonFacSkill.onClick:AddListener(function()
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if self.m_callback then
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self.m_callback()
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end
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end)
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end
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CharBreakSkillCell.InitCharBreakSkillCell = HL.Method(HL.Table) << function(self, data)
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self:_FirstTimeInit()
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local skillData = data.skillData
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local talentData = data.talentData
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local facSkillData = data.facSkillData
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local isUnlock = data.isUnlock
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local isSkill = skillData ~= nil
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local isTalent = talentData ~= nil
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local isFacSkill = facSkillData ~= nil
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self.m_callback = data.callback
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self.view.skillNode.gameObject:SetActive(isSkill)
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self.view.talentNode.gameObject:SetActive(talentData)
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self.view.facSkillNode.gameObject:SetActive(isFacSkill)
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if isSkill then
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self.view.buttonSkillNew:InitCharInfoSkillButton(skillData)
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self.view.textSkillName.text = skillData.patchData.skillName
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elseif isTalent then
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if isUnlock then
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self.view.describeText.text = Language.LUA_TALENT_UNLOCK
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else
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self.view.describeText.text = Language.LUA_TALENT_ENHANCE
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end
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self.view.talentNameText.text = talentData.talentName
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self.view.talentUnlockIcon.gameObject:SetActive(isUnlock)
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self.view.talentArrowIcon.gameObject:SetActive(not isUnlock)
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else
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if isUnlock then
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self.view.facSkillNode.describeText.text = Language.LUA_FAC_SKILL_UNLOCK
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else
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self.view.facSkillNode.describeText.text = Language.LUA_FAC_SKILL_ENHANCE
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end
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local facSkillNode = self.view.facSkillNode
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local cell = facSkillNode.charInfoFacSkillCell
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cell.text.text = facSkillData.name
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cell.textShadow.text = facSkillData.name
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cell.icon:LoadSprite(UIConst.UI_SPRITE_FAC_SKILL_ICON, facSkillData.icon)
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cell.iconShadow:LoadSprite(UIConst.UI_SPRITE_FAC_SKILL_ICON, facSkillData.icon)
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facSkillNode.unlockIcon.gameObject:SetActive(isUnlock)
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facSkillNode.arrowIcon.gameObject:SetActive(not isUnlock)
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end
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end
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HL.Commit(CharBreakSkillCell)
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return CharBreakSkillCell
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