slot0 = class("TechnologyConst") slot0.OPEN_TECHNOLOGY_TREE_SCENE = "TechnologyConst:OPEN_TECHNOLOGY_TREE_SCENE" slot0.OPEN_SHIP_BUFF_DETAIL = "TechnologyConst:OPEN_SHIP_BUFF_DETAIL" slot0.OPEN_TECHNOLOGY_NATION_LAYER = "TechnologyConst:OPEN_TECHNOLOGY_NATION_LAYER" slot0.CLOSE_TECHNOLOGY_NATION_LAYER = "TechnologyConst:CLOSE_TECHNOLOGY_NATION_LAYER" slot0.CLOSE_TECHNOLOGY_NATION_LAYER_NOTIFICATION = "TechnologyConst:CLOSE_TECHNOLOGY_NATION_LAYER_NOTIFICATION" slot0.OPEN_ALL_BUFF_DETAIL = "TechnologyConst:OPEN_ALL_BUFF_DETAIL" slot0.UPDATE_REDPOINT_ON_TOP = "TechnologyConst:UPDATE_REDPOINT_ON_TOP" slot0.CLICK_UP_TEC_BTN = "TechnologyConst:CLICK_UP_TEC_BTN" slot0.START_TEC_BTN_SUCCESS = "TechnologyConst:START_TEC_BTN_SUCCESS" slot0.FINISH_UP_TEC = "TechnologyConst:FINISH_UP_TEC" slot0.FINISH_TEC_SUCCESS = "TechnologyConst:FINISH_TEC_SUCCESS" slot0.MAX_LV = 120 slot0.AtlasName = "ui/technologytreeui_atlas" slot0.NationOrder = { Nation.US, Nation.EN, Nation.JP, Nation.DE, Nation.CN, Nation.SN, Nation.FF, Nation.MNF, Nation.ITA } slot0.NationResName = { "nation_all_", "nation_baiying_", "nation_huangjia_", "nation_chongying_", "nation_tiexue_", "nation_donghuang_", "nation_beilian_", "nation_ziyou_", "nation_weixi_", "nation_sading_" } slot0.TECH_NATION_ATTRS = { AttributeType.Durability, AttributeType.Cannon, AttributeType.Torpedo, AttributeType.AntiAircraft, AttributeType.Air, AttributeType.Reload, AttributeType.Armor, AttributeType.Hit, AttributeType.Dodge, AttributeType.Speed, AttributeType.Luck, AttributeType.AntiSub } function slot0.GetNationSpriteByIndex(slot0) return GetSpriteFromAtlas(uv0.AtlasName, uv0.NationResName[slot0] .. "01", true), GetSpriteFromAtlas(uv0.AtlasName, uv0.NationResName[slot0] .. "02", true) end slot0.TypeOrder = { { ShipType.QuZhu }, { ShipType.QingXun }, { ShipType.ZhongXun, ShipType.ChaoXun }, { ShipType.QingHang, ShipType.ZhengHang }, { ShipType.ZhanXun, ShipType.ZhanLie }, { ShipType.QianTing, ShipType.QianMu }, { ShipType.WeiXiu, ShipType.ZhongPao, ShipType.Yunshu } } slot0.TypeResName = { "type_qvzhu_", "type_qingxun_", "type_zhongxun_", "type_hangmu_", "type_zhanlie_", "type_qianting_", "type_other_", "type_all_" } function slot0.GetTypeSpriteByIndex(slot0) return GetSpriteFromAtlas(uv0.AtlasName, uv0.TypeResName[slot0] .. "01", true), GetSpriteFromAtlas(uv0.AtlasName, uv0.TypeResName[slot0] .. "02", true) end function slot0.ClassToGroupIDList() slot0 = {} for slot4, slot5 in ipairs(pg.fleet_tech_ship_template.all) do if slot0[pg.fleet_tech_ship_template[slot5].class] then table.insert(slot0[slot6], slot5) else slot0[slot6] = { slot5 } end end return slot0 end function slot0.GetOrderClassList() slot0 = {} for slot4, slot5 in ipairs(pg.fleet_tech_ship_class.all) do slot0[#slot0 + 1] = slot5 end table.sort(slot0, function (slot0, slot1) slot4 = nil return pg.fleet_tech_ship_class[slot0].t_level == pg.fleet_tech_ship_class[slot1].t_level and slot3.t_level_1 < slot2.t_level_1 or slot3.t_level < slot2.t_level end) return slot0 end return slot0