79 lines
1.6 KiB
Lua
79 lines
1.6 KiB
Lua
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local UIWidgetBase = require_ex('Common/Core/UIWidgetBase')
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SimplePotentialStar = HL.Class('SimplePotentialStar', UIWidgetBase)
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SimplePotentialStar.m_potentialCellList = HL.Field(HL.Table)
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SimplePotentialStar._OnFirstTimeInit = HL.Override() << function(self)
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self.m_potentialCellList = {}
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for i = 1, UIConst.CHAR_MAX_POTENTIAL do
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local potentialCellName = 'potentialCell' .. i
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local cell = self.view[potentialCellName]
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self.m_potentialCellList[i] = cell
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end
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end
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SimplePotentialStar.InitCharSimplePotentialStar = HL.Method(HL.Number) << function(self, charInstId)
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local charInfo = CharInfoUtils.getPlayerCharInfoByInstId(charInstId)
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local pLv = charInfo.potentialLevel
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self:_InitStars(pLv)
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end
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SimplePotentialStar.InitWeaponSimplePotentialStar = HL.Method(HL.Number) << function(self, pLv)
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self:_InitStars(pLv)
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end
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SimplePotentialStar._InitStars = HL.Method(HL.Number) << function(self, pLv)
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self:_FirstTimeInit()
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for index, cell in ipairs(self.m_potentialCellList) do
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self:_InitPotentialCell(cell, index, pLv)
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end
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self.view.maxBG.gameObject:SetActive(pLv == UIConst.CHAR_MAX_POTENTIAL)
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end
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SimplePotentialStar._InitPotentialCell = HL.Method(CS.Beyond.UI.UIImage, HL.Number, HL.Number) << function(self, img, index, pLv)
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if index <= pLv then
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img.color = Color.white
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img.gameObject:SetActive(true)
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elseif index == pLv + 1 then
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img.color = UIConst.NEXT_POTENTIAL_STAR_COLOR
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img.gameObject:SetActive(true)
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else
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img.gameObject:SetActive(false)
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end
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end
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HL.Commit(SimplePotentialStar)
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return SimplePotentialStar
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