local EnergyBattleCtrl = class("EnergyBattleCtrl", BaseCtrl) local img_Man = "Icon/Head/head_9101_SS" local img_Female = "Icon/Head/head_9100_SS" local leftMaxX = 0 local leftMinX = -210.8 local rightMaxX = 210.8 local rightMinX = 0 EnergyBattleCtrl._mapNodeConfig = { imgChrIcon = {sComponentName = "Image"}, imgEnergyFill1 = { sComponentName = "RectTransform" }, imgEnergyFillLight1 = {}, imgEnergyFillGlow1 = {}, imgEnergyFill2 = { sComponentName = "RectTransform" }, imgEnergyFillLight2 = {}, imgEnergyFillGlow2 = {}, rtContent = { sComponentName = "CanvasGroup" } } EnergyBattleCtrl._mapEventConfig = { MoWangPerfumeChange = "TD_Battle_MoWangEnergyChange", BossPerfumeChange = "TD_Battle_BossEnergyChange", InputEnable = "OnEvent_InputEnable" } EnergyBattleCtrl._mapRedDotConfig = {} function EnergyBattleCtrl:Awake() self._mapNode.rtContent.gameObject:SetActive(false) if PlayerData.Base:GetPlayerSex() then self:SetPngSprite(self._mapNode.imgChrIcon, img_Man) else self:SetPngSprite(self._mapNode.imgChrIcon, img_Female) end end function EnergyBattleCtrl:OnEvent_InputEnable(bEnable) NovaAPI.SetCanvasGroupAlpha(self._mapNode.rtContent, bEnable == true and 1 or 0) end function EnergyBattleCtrl:TD_Battle_MoWangEnergyChange(nCurEnergy, nMaxEnergy) self._mapNode.rtContent.gameObject:SetActive(true) self._mapNode.imgEnergyFillLight1:SetActive(nCurEnergy == nMaxEnergy) self._mapNode.imgEnergyFillGlow1:SetActive(nCurEnergy == nMaxEnergy) self._mapNode.imgEnergyFill1.anchoredPosition = Vector2(leftMinX + math.abs(leftMaxX - leftMinX) * (nCurEnergy / nMaxEnergy), self._mapNode.imgEnergyFill1.anchoredPosition.y) end function EnergyBattleCtrl:TD_Battle_BossEnergyChange(nCurEnergy, nMaxEnergy) self._mapNode.rtContent.gameObject:SetActive(true) self._mapNode.imgEnergyFillLight2:SetActive(nCurEnergy == nMaxEnergy) self._mapNode.imgEnergyFillGlow2:SetActive(nCurEnergy == nMaxEnergy) self._mapNode.imgEnergyFill2.anchoredPosition = Vector2(rightMaxX - math.abs(rightMaxX - rightMinX) * (nCurEnergy / nMaxEnergy), self._mapNode.imgEnergyFill2.anchoredPosition.y) end return EnergyBattleCtrl