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