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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UI.RoleLvUp;
- using FairyGUI;
- namespace GFGGame
- {
- public class RoleLvUpView : BaseWindow
- {
- private UI_RoleLvUpUI _ui;
- private int oldLvValue;
- private EffectUI _effectUI1;
- private EffectUI _effectUI2;
- private EffectUI _effectUI3;
- public override void Dispose()
- {
- EffectUIPool.Recycle(_effectUI1);
- _effectUI1 = null;
- EffectUIPool.Recycle(_effectUI2);
- _effectUI2 = null;
- EffectUIPool.Recycle(_effectUI3);
- _effectUI3 = null;
- if (_ui != null)
- {
- _ui.Dispose();
- _ui = null;
- }
- base.Dispose();
- }
- protected override void OnInit()
- {
- base.OnInit();
- packageName = UI_RoleLvUpUI.PACKAGE_NAME;
- _ui = UI_RoleLvUpUI.Create();
- this.viewCom = _ui.target;
- this.viewCom.Center();
- this.modal = true;
- //viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
- AddEffect();
- }
- protected override void OnShown()
- {
- base.OnShown();
- oldLvValue = (int)this.viewData;
- UpdateView();
- }
- private void UpdateView()
- {
- _ui.m_txtLv.text = RoleDataManager.lvl.ToString();
- _ui.m_txtLastLv.text = oldLvValue.ToString();
- _ui.m_txtCurLv.text = RoleDataManager.lvl.ToString();
- int limiteCountAdd = 0;
- int powerCount = 0;
- for (int i = oldLvValue; i < RoleDataManager.lvl; i++)
- {
- RoleLevelCfg cfg = RoleLevelCfgArray.Instance.GetCfg(i);
- limiteCountAdd += cfg.addPowerLimit;
- powerCount += cfg.addPower;
- }
- _ui.m_com0.target.visible = limiteCountAdd > 0;
- _ui.m_com1.target.visible = powerCount > 0;
- _ui.m_com0.m_txtCount.text = string.Format("+{0}", limiteCountAdd);
- _ui.m_com1.m_txtCount.text = string.Format("+{0}", powerCount);
- }
- protected override void OnHide()
- {
- base.OnHide();
- string viewName = GuideController.CheckHasRoleLvGuideOpen();
- if (viewName != "")
- {
- // ViewManager.Show(viewName, null, null, true);
- }
- }
- private void AddEffect()
- {
- //升级成功特效
- _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holderTitle, "ui_sj", "SJ");
- //升级成功特效上层
- _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holderTitleUp, "ui_sj", "SJ_top_number");
- //等级特效
- _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holderNumber, "ui_sj", "SJ_Number");
- }
- }
- }
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