using Core.Language; using GameLogic.Hero; namespace Fort23.Mono { [UIBinding(prefab = "ComBatFrontWidget")] public partial class ComBatFrontWidget : UIComponent { public CombatHeroInfo _combatHero; private void Init() { } public override void AddEvent() { } public override void DelEvent() { } public override void AddButtonEvent() { Btn_Xiangqing.onClick.AddListener(() => { ComBatFrontPanel comBatFrontPanel = UIManager.Instance.GetComponent(); BossInfoPanel.OpenPanel(comBatFrontPanel.levebattleId, comBatFrontPanel.eventList); }); base.AddButtonEvent(); } public void CustomInit(CombatHeroInfo combatHeroInfo) { _combatHero = combatHeroInfo; Text_Name.text = LanguageManager.Instance.Text(combatHeroInfo.modelConfig.name); // //玩家等级 // if (groupConfig.GroupMonsterLevel == null || groupConfig.GroupMonsterLevel[i] == -1) // { // MonsterPowerUpConfig heroPowerUpConfig = // ConfigComponent.Instance.Get(eventList.heroLevel); // // combatHeroInfo.InitMonster(heroModelConfig.ID, heroPowerUpConfig.ID); // } // else // { // MonsterPowerUpConfig heroPowerUpConfig = // ConfigComponent.Instance.Get(groupConfig.GroupMonsterLevel[i]); // // combatHeroInfo.InitMonster(heroModelConfig.ID, heroPowerUpConfig.ID); // } Text_Jingjie.text = LanguageManager.Instance.Text(combatHeroInfo.MonsterPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(combatHeroInfo.MonsterPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(combatHeroInfo.MonsterPowerUpConfig.jingjie3); } public void CustomInit1() { Text_Name.text = PlayerManager.Instance.PlayerName; Text_Jingjie.text = LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) + LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[1]) + LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[2]); } } }