local TrialDepotPanel = class("TrialDepotPanel", BasePanel) TrialDepotPanel._bIsMainPanel = false TrialDepotPanel._tbDefine = { { sPrefabPath = "Play_TrialBattle/TrialDepotPanel.prefab", sCtrlName = "Game.UI.TrialBattle.TrialDepotCtrl" } } function TrialDepotPanel:Awake() self.tbTeam = self._tbParam[1] self.tbDisc = self._tbParam[2] self.mapCharData = self._tbParam[3] self.mapDiscData = self._tbParam[4] self.mapPotentialAddLevel = self._tbParam[5] self.mapPotential = self._tbParam[6] self.mapNote = self._tbParam[7] self.bBattle = self._tbParam[8] self.mapNoteNeed = {} for nIndex, nDiscId in ipairs(self.tbDisc) do if 3 < nIndex then break end local mapDiscData = self.mapDiscData[nDiscId] if mapDiscData ~= nil then local tbNeedNote = mapDiscData.tbSkillNeedNote for _, mapNeedNote in ipairs(tbNeedNote) do if self.mapNoteNeed[mapNeedNote.nId] == nil then self.mapNoteNeed[mapNeedNote.nId] = 0 end self.mapNoteNeed[mapNeedNote.nId] = self.mapNoteNeed[mapNeedNote.nId] + mapNeedNote.nCount end end end end function TrialDepotPanel:OnEnable() end function TrialDepotPanel:OnAfterEnter() end function TrialDepotPanel:OnDisable() end function TrialDepotPanel:GetSkillLevel(nCharId) local mapChar = self.mapCharData[nCharId] local tbList = {} tbList[GameEnum.skillSlotType.NORMAL] = mapChar and mapChar.tbSkillLvs[1] or 1 tbList[GameEnum.skillSlotType.B] = mapChar and mapChar.tbSkillLvs[2] or 1 tbList[GameEnum.skillSlotType.C] = mapChar and mapChar.tbSkillLvs[3] or 1 tbList[GameEnum.skillSlotType.D] = mapChar and mapChar.tbSkillLvs[4] or 1 return tbList end return TrialDepotPanel