slot0 = class("CommanderSkillLayer", import("..base.BaseUI")) function slot0.getUIName(slot0) return "CommanderSkillUI" end function slot0.init(slot0) slot1 = slot0.contextData.skill slot0.backBtn = slot0:findTF("top/btnBack") slot0.skillInfoName = slot0:findTF("panel/bg/skill_name") slot0.skillInfoLv = slot0:findTF("panel/bg/skill_lv") slot0.skillInfoIntro = slot0:findTF("panel/bg/help_panel/skill_intro") slot0.skillInfoIcon = slot0:findTF("panel/bg/skill_icon") slot0.buttonList = slot0:findTF("panel/buttonList") slot0.skillDescTF = slot0:findTF("panel/bg/help_panel/Viewport/content/introTF") slot0.skillDescContent = slot0:findTF("panel/bg/help_panel/Viewport/content") setText(slot0.skillInfoName, slot1:getConfig("name")) setText(slot0.skillInfoLv, "Lv." .. slot1:getLevel()) slot0.skillDescList = UIItemList.New(slot0.skillDescContent, slot0.skillDescTF) GetImageSpriteFromAtlasAsync("commanderskillicon/" .. slot1:getConfig("icon"), "", slot0.skillInfoIcon) end function slot0.didEnter(slot0) onButton(slot0, slot0._tf, function () uv0:emit(uv1.ON_CLOSE) end, SFX_CANCEL) onButton(slot0, slot0.backBtn, function () uv0:emit(uv1.ON_CLOSE) end, SFX_CANCEL) onButton(slot0, slot0:findTF("panel/buttonList/ok_button"), function () uv0:emit(uv1.ON_CLOSE) end, SFX_CONFIRM) pg.UIMgr.GetInstance():BlurPanel(slot0._tf) slot0.commonFlag = defaultValue(slot0.contextData.commonFlag, true) slot0:UpdateList() end function slot0.UpdateList(slot0) slot1 = slot0.contextData.skill slot2 = slot1:getConfig("lv") slot4 = slot1:getConfig("lv") slot0.skillDescList:make(function (slot0, slot1, slot2) if slot0 == UIItemList.EventUpdate then slot3 = uv0[slot1 + 1] slot5 = uv1:GetColor(slot3.lv <= uv2) setText(slot2, "" .. uv1:GetDesc(uv1.commonFlag, slot3) .. (uv2 < slot3.lv and "(Lv." .. slot3.lv .. i18n("word_take_effect") .. ")" or "") .. "") setText(slot2:Find("level"), "" .. "Lv." .. slot3.lv .. "") end end) slot0.skillDescList:align(#slot1:GetSkillGroup()) end function slot0.GetDesc(slot0, slot1, slot2) if not slot1 and slot2.desc_world and slot2.desc_world ~= "" then return slot2.desc_world else return slot2.desc end end function slot0.GetColor(slot0, slot1) return "#FFFFFFFF" end function slot0.willExit(slot0) pg.UIMgr.GetInstance():UnblurPanel(slot0._tf) end function slot0.onBackPressed(slot0) triggerButton(slot0.backBtn) end return slot0