local UIStormChooseSkill = UIViewClass() local SKILL_CONST_ARR = DataSheetManager.ConstData:GetDataByID("StormExtraSkills").IntListValue local SKILL_ICON_ARR = DataSheetManager.ConstData:GetDataByID("StormExtraSkillsIcon").StringListValue local SKILL_PREFIX = ConstAssetPathConfig.SkillImagePath function UIStormChooseSkill:OnOpened(context) if context then self.lineNum, self.levelID = context.lineNum, context.levelID end self.selectSkillID = SKILL_CONST_ARR[1] self.loop_Skill:ReloadAll(SKILL_CONST_ARR) end function UIStormChooseSkill:OnBackButtonPressed() self:OnButtonClicked(self.Bottom) end function UIStormChooseSkill:OnButtonClicked(comp) if comp == self.Bottom then self:CloseView() elseif comp == self.btn_Challenge then self:ClickEnterBtn() end end function UIStormChooseSkill:ClickEnterBtn() MDL.Storm.EnterStormChallenge( self.levelID, self.lineNum, self.selectSkillID ) end function UIStormChooseSkill:OnCellInit(scrollRect, index, cellTable, data) local buffData = DataSheetManager.BuffData:GetDataByBuffID(data) -- Buff名称、描述 UIUtils.SetLabelText(cellTable.txt_Name, Const_IDS[buffData.BuffName]) local skillDesc = UTL.String.FormatCombineTextByID(buffData.BuffDescribe) -- 图标 UIUtils.SetImageByAssetBundle(cellTable.sprite_Skill, string.format(SKILL_PREFIX, SKILL_ICON_ARR[index + 1])) UIUtils.SetLabel(cellTable.txt_Desc, skillDesc) -- 勾选 local isSelected = self.selectSkillID == data UIUtils.SetActive(cellTable.Checkmark.gameObject, isSelected) UIUtils.SetActive(cellTable.group_Choosed.gameObject, isSelected) end function UIStormChooseSkill:OnCellClicked(scrollRect, index, cellTable, target, data) -- 选择技能 self.selectSkillID = data self.loop_Skill:RefreshCells(false) end return UIStormChooseSkill