ys = ys or {} slot1 = require("Mgr/Pool/PoolUtil") slot2 = singletonClass("BattlePopNumManager") ys.Battle.BattlePopNumManager = slot2 slot2.__name = "BattlePopNumManager" slot2.CONTAINER_HP = "HPTextContainer" slot2.CONTAINER_SCORE = "ScoreTextContainer" slot2.POP_SCORE = "score" slot2.POP_MISS = "miss" slot2.POP_HEAL = "heal" slot2.POP_COMMON = "common" slot2.POP_UNBREAK = "unbreak" slot2.POP_NORMAL = "normal" slot2.POP_EXPLO = "explo" slot2.POP_PIERCE = "pierce" slot2.POP_CT_NORMAL = "critical_normal" slot2.POP_CT_EXPLO = "critical_explo" slot2.POP_CT_PIERCE = "critical_pierce" slot2.FontIndex = { slot2.POP_NORMAL, slot2.POP_PIERCE, slot2.POP_EXPLO, slot2.POP_UNBREAK } slot2.CTFontIndex = { slot2.POP_CT_NORMAL, slot2.POP_CT_PIERCE, slot2.POP_CT_EXPLO, slot2.POP_UNBREAK } function slot2.Ctor(slot0) end function slot2.Init(slot0, slot1, slot2) slot0._allPool = {} slot0._activeList = {} slot0._allPool[uv0.POP_COMMON] = slot0:generateTempPool(uv0.POP_COMMON, slot2, slot1, 10) slot0._allPool[uv0.POP_MISS] = slot0:generateTempPool(uv0.POP_MISS, slot2, slot1, 10) slot0._allPool[uv0.POP_UNBREAK] = slot0:generateTempPool(uv0.POP_UNBREAK, slot2, slot1, 10) slot0._allPool[uv0.POP_HEAL] = slot0:generateTempPool(uv0.POP_HEAL, slot2, slot1, 0) slot0._allPool[uv0.POP_NORMAL] = slot0:generateTempPool(uv0.POP_NORMAL, slot2, slot1, 0) slot0._allPool[uv0.POP_EXPLO] = slot0:generateTempPool(uv0.POP_EXPLO, slot2, slot1, 0) slot0._allPool[uv0.POP_PIERCE] = slot0:generateTempPool(uv0.POP_PIERCE, slot2, slot1, 0) slot0._allPool[uv0.POP_CT_NORMAL] = slot0:generateTempPool(uv0.POP_CT_NORMAL, slot2, slot1, 0) slot0._allPool[uv0.POP_CT_EXPLO] = slot0:generateTempPool(uv0.POP_CT_EXPLO, slot2, slot1, 0) slot0._allPool[uv0.POP_CT_PIERCE] = slot0:generateTempPool(uv0.POP_CT_PIERCE, slot2, slot1, 0) slot0._allPool[uv0.POP_SCORE] = slot0:generateTempPool(uv0.POP_SCORE, slot2, slot1, 5) end function slot2.InitialPoolRoot(slot0, slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_COMMON], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_MISS], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_UNBREAK], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_HEAL], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_NORMAL], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_EXPLO], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_PIERCE], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_CT_NORMAL], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_CT_EXPLO], slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_CT_PIERCE], slot1) end function slot2.InitialScorePoolRoot(slot0, slot1) slot0:resetPopParent(slot0._allPool[uv0.POP_SCORE], slot1) end function slot2.Clear(slot0) for slot4, slot5 in pairs(slot0._allPool) do slot5:Dispose() end slot0._allPool = {} slot0._activeList = {} end function slot2.Update(slot0) for slot4, slot5 in pairs(slot0._activeList) do slot4:Update() end end function slot2.UnloadPopNum(slot0, slot1) slot0._activeList[slot1] = nil end function slot2.GetPop(slot0, slot1, slot2, slot3, slot4, slot5) slot6, slot7 = slot0.getType(slot1, slot2, slot3, slot5) slot9 = slot0._allPool[slot6]:GetObject() if slot6 ~= uv0.POP_MISS then slot9:SetText(slot4) end slot9:SetScale(slot7) slot0._activeList[slot9] = 1 return slot9 end function slot2.GetScorePop(slot0, slot1) slot3 = slot0._allPool[uv0.POP_SCORE]:GetObject() slot3:SetText(slot1) slot0._activeList[slot3] = 1 return slot3 end function slot2.getType(slot0, slot1, slot2, slot3) slot4 = 1 slot5 = nil if slot0 and not slot2 then slot5 = uv0.POP_HEAL elseif slot2 then slot5 = uv0.POP_MISS elseif slot3 then slot6 = slot3[1] slot7 = slot3[2] slot5 = (not slot1 or uv0.CTFontIndex[slot6]) and uv0.FontIndex[slot6] slot4 = slot3[2] else slot5 = (not slot1 or uv0.POP_CT_EXPLO) and uv0.POP_COMMON end return slot5, slot4 end function slot2.generatePool(slot0, slot1, slot2, slot3, slot4) return pg.LuaObPool.New(uv0.Battle.BattlePopNum, { template = slot3:Find(slot1).gameObject, parentTF = slot2, mgr = slot0 }, slot4) end function slot2.generateTempPool(slot0, slot1, slot2, slot3, slot4) return pg.LuaObPool.New(uv0.Battle.BattlePopNum, { template = slot3.transform:Find(slot1).gameObject, parentTF = slot2, mgr = slot0 }, slot4) end function slot2.resetPopParent(slot0, slot1, slot2) slot6 = slot2 slot1:UpdateInfo("parentTF", slot6) for slot6, slot7 in ipairs(slot1.list) do slot7:SetParent(slot2) end end