using Core.Language; using Excel2Json; using Fort23.UTool; using GameLogic.Hero; using UnityEngine.UI; namespace Fort23.Mono { [UIBinding(prefab = "SkillWidget")] public partial class SkillWidget : ItemWidgetBasic { public SkillInfo skillConfigId; private SkillSelectPanel skillSelectPanel; private void Init() { } public override void AddEvent() { } public override void DelEvent() { } public override void AddButtonEvent() { base.AddButtonEvent(); // myButton.onClick=delegate { // skillSelectPanel.SelectSkill(skillConfigId); // }; // myButton.OnPressAndHold=delegate // { // SkillConfig skillConfig = skillConfigId.skillConfig; // SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillConfig.name), LanguageManager.Instance.Text(skillConfig.dec)); // }; } public void InitSkillWidget(SkillInfo skillId, SkillSelectPanel skillSelectPanel) { this.skillSelectPanel = skillSelectPanel; skillConfigId = skillId; SkillConfig skillConfig = skillId.skillConfig; icon.icon_name = skillConfig.icon; Text_Level.text = skillConfig.level.ToString() + "级"; Text_SkillName.text = LanguageManager.Instance.Text(skillConfig.name); for (var i = 0; i < StarRoot.Count; i++) { MyImage myImage = StarRoot[i] as MyImage; if (i < skillId.skillConfig.level) { myImage.gameObject.SetActive(true); if (skillId.skillConfig.level >= 5 && i == skillId.skillConfig.level - 5) { myImage.icon_name = "dec_star_2"; } else { myImage.icon_name = "dec_star_1"; } } else { myImage.gameObject.SetActive(false); } } switch (skillConfig.SkillType) { case 1: Text_SkillType.text = "主动"; break; case 2: Text_SkillType.text = "被动"; break; case 5: Text_SkillType.text = "辅助"; break; } } } }