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); // SkillUIComponent skillUIComponent = await UIManager.Instance.CreateGComponent(Callback); heroDetailPanel.skillUIComponent.SetOtherBorder(this); imgBorder.color = new Color(0, 1, 0.65f); heroDetailPanel.skillUIComponent.ShowSkillDetail(skillInfo.skillConfig.IDGroup); } 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; if (skillInfo.isUnLock) { lockObj.SetActive(false); unLockObj.SetActive(true); txtLv.text = skillInfo.skillConfig.level.ToString(); lockImgObj.SetActive(false); } else { lockImgObj.SetActive(true); unLockObj.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) { lockObj.SetActive(false); } //星级解锁:把几星解锁显示出来 else { lockObj.SetActive(true); HeroUITools.SetStarShow(stars, upConfig.upValue); } } } } }