5e0d58cfad
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
32 lines
1.4 KiB
Lua
32 lines
1.4 KiB
Lua
local TemplateEnemyElementCtrl = class("TemplateEnemyElementCtrl", BaseCtrl)
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local ElementColor = {
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[GameEnum.elementType.WE] = Color(0.3058823529411765, 0.6235294117647059, 0.8470588235294118),
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[GameEnum.elementType.FE] = Color(0.9372549019607843, 0.3215686274509804, 0.1803921568627451),
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[GameEnum.elementType.SE] = Color(0.6313725490196078, 0.403921568627451, 0.23921568627450981),
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[GameEnum.elementType.AE] = Color(0.5294117647058824, 0.7490196078431373, 0.06274509803921569),
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[GameEnum.elementType.LE] = Color(0.9529411764705882, 0.7098039215686275, 0.12941176470588237),
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[GameEnum.elementType.DE] = Color(0.6941176470588235, 0.37254901960784315, 0.6235294117647059)
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}
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TemplateEnemyElementCtrl._mapNodeConfig = {
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imgElementBg = {sComponentName = "Image"},
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txtTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "T_Element_Weakness"
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},
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imgElementIcon = {nCount = 3, sComponentName = "Image"}
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}
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TemplateEnemyElementCtrl._mapEventConfig = {}
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function TemplateEnemyElementCtrl:Refresh(tbEETList)
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for _, v in ipairs(self._mapNode.imgElementIcon) do
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v.gameObject:SetActive(false)
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end
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for k, nEET in ipairs(tbEETList) do
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if nil ~= nEET and 0 ~= nEET and nil ~= self._mapNode.imgElementIcon[k] then
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self._mapNode.imgElementIcon[k].gameObject:SetActive(true)
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local sName = AllEnum.ElementIconType.Icon .. nEET
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self:SetAtlasSprite(self._mapNode.imgElementIcon[k], "12_rare", sName)
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end
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end
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end
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return TemplateEnemyElementCtrl
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