slot0 = class("LevelCMDFormationView", import("..base.BaseSubView")) function slot0.getUIName(slot0) return "LevelCommanderView" end function slot0.OnInit(slot0) slot0:InitUI() end function slot0.OnDestroy(slot0) if slot0:isShowing() then slot0:Hide() end slot0.callback = nil end function slot0.Show(slot0) pg.UIMgr.GetInstance():BlurPanel(slot0._tf) setActive(slot0._tf, true) end function slot0.Hide(slot0) setActive(slot0._go, false) pg.UIMgr.GetInstance():UnblurPanel(slot0._tf, slot0._parentTF) end function slot0.InitUI(slot0) slot0.descFrameTF = slot0:findTF("frame") slot0.descPos1 = slot0:findTF("commander1/frame/info", slot0.descFrameTF) slot0.descPos2 = slot0:findTF("commander2/frame/info", slot0.descFrameTF) slot0.skillTFPos1 = slot0:findTF("commander1/skill_info", slot0.descFrameTF) slot0.skillTFPos2 = slot0:findTF("commander2/skill_info", slot0.descFrameTF) slot0.abilitysTF = UIItemList.New(slot0:findTF("atttr_panel/abilitys/mask/content", slot0.descFrameTF), slot0:findTF("atttr_panel/abilitys/mask/content/attr", slot0.descFrameTF)) slot0.talentsTF = UIItemList.New(slot0:findTF("atttr_panel/talents/mask/content", slot0.descFrameTF), slot0:findTF("atttr_panel/talents/mask/content/attr", slot0.descFrameTF)) slot0.abilityArr = slot0:findTF("frame/atttr_panel/abilitys/arr") slot0.talentsArr = slot0:findTF("frame/atttr_panel/talents/arr") slot0.restAllBtn = slot0:findTF("rest_all", slot0.descFrameTF) slot0.quickBtn = slot0:findTF("quick_btn", slot0.descFrameTF) slot0.recordPanel = slot0:findTF("record_panel") slot0.recordCommanders = { slot0.recordPanel:Find("current/commanders/commander1/frame/info"), slot0.recordPanel:Find("current/commanders/commander2/frame/info") } slot0.reocrdSkills = { slot0.recordPanel:Find("current/commanders/commander1/skill_info"), slot0.recordPanel:Find("current/commanders/commander2/skill_info") } slot0.recordList = UIItemList.New(slot0.recordPanel:Find("record/content"), slot0.recordPanel:Find("record/content/commanders")) onButton(slot0, slot0.restAllBtn, function () uv0.callback({ type = LevelUIConst.COMMANDER_OP_REST_ALL }) end, SFX_PANEL) onButton(slot0, slot0.quickBtn, function () uv0:OpenRecordPanel() end, SFX_PANEL) onButton(slot0, slot0.recordPanel:Find("back"), function () uv0:CloseRecordPanel() end, SFX_PANEL) onButton(slot0, slot0._tf:Find("bg"), function () uv0:Hide() end, SFX_PANEL) end function slot0.setCallback(slot0, slot1) slot0.callback = slot1 end function slot0.update(slot0, slot1, slot2) slot0:updateFleet(slot1) slot0:updatePrefabs(slot2) end function slot0.updateFleet(slot0, slot1) slot0.fleet = slot1 slot0:updateDesc() slot0:updateRecordFleet() end function slot0.updatePrefabs(slot0, slot1) slot0.prefabFleets = slot1 slot0:updateRecordPanel() end function slot0.updateRecordFleet(slot0) for slot5, slot6 in ipairs(slot0.recordCommanders) do slot7 = slot0.fleet:getCommanders()[slot5] slot0:updateCommander(slot6, slot5, slot7) slot0:updateSkillTF(slot7, slot0.reocrdSkills[slot5]) end end function slot0.updateRecordPanel(slot0) slot1 = slot0.fleet:getCommanders() slot0.recordList:make(function (slot0, slot1, slot2) if slot0 == UIItemList.EventUpdate then uv0:UpdatePrefabFleet(uv0.prefabFleets[slot1 + 1], slot2, uv1) end end) slot0.recordList:align(#slot0.prefabFleets) end function slot0.UpdatePrefabFleet(slot0, slot1, slot2, slot3) slot4 = slot2:Find("fleet_name") onInputEndEdit(slot0, slot4, function () uv1.callback({ type = LevelUIConst.COMMANDER_OP_RENAME, id = uv2.id, str = getInputText(uv0), onFailed = function () setInputText(uv0, uv1) end }) end) setInputText(slot4, slot1:getName()) onButton(slot0, slot2:Find("use_btn"), function () uv0.callback({ type = LevelUIConst.COMMANDER_OP_USE_PREFAB, id = uv1.id }) uv0:CloseRecordPanel() end, SFX_PANEL) onButton(slot0, slot2:Find("record_btn"), function () uv0.callback({ type = LevelUIConst.COMMANDER_OP_RECORD_PREFAB, id = uv1.id }) end, SFX_PANEL) for slot11, slot12 in ipairs({ slot2:Find("commander1/frame/info"), slot2:Find("commander2/frame/info") }) do slot13 = slot1:getCommanderByPos(slot11) slot0:updateCommander(slot12, slot11, slot13) slot0:updateSkillTF(slot13, ({ slot2:Find("commander1/skill_info"), slot2:Find("commander2/skill_info") })[slot11]) end end function slot0.updateDesc(slot0) for slot5 = 1, CommanderConst.MAX_FORMATION_POS do slot6 = slot0.fleet:getCommanders()[slot5] slot0:updateCommander(slot0["descPos" .. slot5], slot5, slot6, true) slot0:updateSkillTF(slot6, slot0["skillTFPos" .. slot5]) end slot0:updateAdditions() end function slot0.updateAdditions(slot0) slot1 = slot0.fleet slot2 = _.values(slot1:getCommandersTalentDesc()) slot3, slot4 = slot1:getCommandersAddition() slot0.abilitysTF:make(function (slot0, slot1, slot2) if slot0 == UIItemList.EventUpdate then slot3 = uv0[slot1 + 1] setText(slot2:Find("name"), AttributeType.Type2Name(slot3.attrName)) setText(slot2:Find("Text"), string.format("%0.3f", slot3.value) .. "%") GetImageSpriteFromAtlasAsync("attricon", slot3.attrName, slot2:Find("icon"), false) setImageAlpha(slot2:Find("bg"), slot1 % 2) end end) slot0.abilitysTF:align(#slot3) setActive(slot0.abilityArr, #slot3 > 4) slot0.talentsTF:make(function (slot0, slot1, slot2) if slot0 == UIItemList.EventUpdate then slot3 = uv0[slot1 + 1] setScrollText(findTF(slot2, "name_mask/name"), slot3.name) setText(slot2:Find("Text"), slot3.value .. (slot3.type == CommanderConst.TALENT_ADDITION_RATIO and "%" or "")) setImageAlpha(slot2:Find("bg"), slot1 % 2) end end) slot0.talentsTF:align(#slot2) setActive(slot0.talentsArr, #slot2 > 4) end function slot0.updateSkillTF(slot0, slot1, slot2) setActive(slot2, slot1) if slot1 then slot3 = slot1:getSkills()[1] GetImageSpriteFromAtlasAsync("CommanderSkillIcon/" .. slot3:getConfig("icon"), "", slot2:Find("icon")) setText(slot2:Find("level"), "Lv." .. slot3:getLevel()) onButton(slot0, slot2, function () uv0.callback({ type = LevelUIConst.COMMANDER_OP_SHOW_SKILL, skill = uv1 }) end, SFX_PANEL) return end removeOnButton(slot2) end function slot0.updateCommander(slot0, slot1, slot2, slot3, slot4) slot5 = slot1:Find("add") slot6 = slot1:Find("info") if slot3 then slot8 = slot1:Find("info/frame") GetImageSpriteFromAtlasAsync("CommanderHrz/" .. slot3:getPainting(), "", slot1:Find("info/mask/icon")) if slot1:Find("info/name") then setText(slot9, slot3:getName()) end setImageSprite(slot8, GetSpriteFromAtlas("weaponframes", "commander_" .. Commander.rarity2Frame(slot3:getRarity()))) end if slot4 then onButton(slot0, slot6, function () uv0.callback({ type = LevelUIConst.COMMANDER_OP_ADD, pos = uv1 }) end, SFX_PANEL) onButton(slot0, slot5, function () uv0.callback({ type = LevelUIConst.COMMANDER_OP_ADD, pos = uv1 }) end, SFX_PANEL) end setActive(slot5, not slot3) setActive(slot6, slot3) end function slot0.OpenRecordPanel(slot0) setActive(slot0.descFrameTF, false) setActive(slot0.recordPanel, true) end function slot0.CloseRecordPanel(slot0) setActive(slot0.descFrameTF, true) setActive(slot0.recordPanel, false) end return slot0