5e0d58cfad
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
45 lines
1.4 KiB
Lua
45 lines
1.4 KiB
Lua
local VampireLevelSelect_talent_iconGridCtrl = class("VampireLevelSelect_talent_iconGridCtrl", BaseCtrl)
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VampireLevelSelect_talent_iconGridCtrl._mapNodeConfig = {
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Node = {
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sNodeName = "imgTalentBg_",
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nCount = 3
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},
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anim = {
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sNodeName = "imgTalentBg_1",
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sComponentName = "Animator"
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},
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Icon = {
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sComponentName = "Image",
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sNodeName = "imgCurTalentIcon_",
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nCount = 3
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},
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imgSelect = {}
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}
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VampireLevelSelect_talent_iconGridCtrl._mapEventConfig = {}
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VampireLevelSelect_talent_iconGridCtrl._mapRedDotConfig = {}
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function VampireLevelSelect_talent_iconGridCtrl:SetTalent(nId)
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self.nTalentId = nId
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local mapTalent = ConfigTable.GetData("VampireTalent", nId)
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if mapTalent ~= nil then
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self:SetPngSprite(self._mapNode.Icon[1], mapTalent.Icon)
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self:SetPngSprite(self._mapNode.Icon[2], mapTalent.Icon)
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self:SetPngSprite(self._mapNode.Icon[3], mapTalent.Icon)
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end
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end
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function VampireLevelSelect_talent_iconGridCtrl:SetState(nState)
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self._mapNode.Node[1]:SetActive(nState == 1)
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self._mapNode.Node[2]:SetActive(nState == 2)
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self._mapNode.Node[3]:SetActive(nState == 3)
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end
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function VampireLevelSelect_talent_iconGridCtrl:SetSelect(bSelect)
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self._mapNode.imgSelect:SetActive(bSelect)
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end
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function VampireLevelSelect_talent_iconGridCtrl:PlayActiveAnim()
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.anim:Play("VampireTalentBg_in")
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end
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cs_coroutine.start(wait)
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end
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return VampireLevelSelect_talent_iconGridCtrl
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