using Excel2Json; using Fort23.UTool; using GameLogic.Hero; using UnityEngine; namespace Fort23.Mono { [UIBinding(prefab = "WidgetIconSkill" )] public partial class WidgetIconSkill : UIComponent { private void Init() { } public override void AddEvent() { } public override void DelEvent() { } public override void AddButtonEvent() { btnSkillDetail.onClick.AddListener(OnClickSkillBtn); } private int groupID; private async void OnClickSkillBtn() { //HeroDetailPanel heroDetailPanel = await UIManager.Instance.LoadAndOpenPanel(null); HeroDetailPanel heroDetailPanel = UIManager.Instance.GetComponent(); // SkillUIComponent skillUIComponent = await UIManager.Instance.CreateGComponent(Callback); heroDetailPanel.skillUIComponent.SetOtherBorder(this); Highlight(); heroDetailPanel.skillUIComponent.ShowSkillDetail(skillInfo.skillConfig.IDGroup); } public void Highlight() { imgBorder.color = new Color(0, 1, 0.65f); } public void UnHighlight() { imgBorder.color = Color.black; } private void Callback(SkillUIComponent obj) { LogTool.Log("SkillUIComponent 加载完成"); } private SkillInfo skillInfo; public void InitWidget(SkillInfo skillInfo) { this.skillInfo = skillInfo; iconSkill.icon_name = skillInfo.skillConfig.icon; #region 暂时不用 lockImgObj.SetActive(false); starsObj.SetActive(false); #endregion UIManager.Instance.SetGray(iconSkill.gameObject, false); if (skillInfo.isUnLock) { starsObj.SetActive(false); lvObj.SetActive(true); txtLv.text = skillInfo.skillConfig.level.ToString(); // lockImgObj.SetActive(false); } else { UIManager.Instance.SetGray(iconSkill.gameObject, true); // lockImgObj.SetActive(true); lvObj.SetActive(false); // //等级解锁: 只留锁,其他都隐藏 // SkillUpConfig upConfig = // PlayerManager.Instance.heroController.GetSkillUpConfig(skillInfo.skillConfig.ID); // if (upConfig.upType == 1) // { // starsObj.SetActive(false); // } // //星级解锁:把几星解锁显示出来 // else // { // starsObj.SetActive(true); // HeroUITools.SetStarShow(stars, upConfig.upValue); // } } } } }