local UIFightThroneSelectHero = UIViewClass() function UIFightThroneSelectHero:OnOpened(context) self.selectNode = nil local lineUpIds = MDL.Player.GetHeroLinUpIds() self.selectHeroId = lineUpIds[1] --默认选中第一个 local nodeIndex = 1 for i = 1, #lineUpIds, 2 do local node = self.group_Hero[nodeIndex] UTL.Item.SetHeroIconByHeroId(node.img_Player, lineUpIds[i], MDL.HeroAwaken.GetIsHeroAwaken(lineUpIds[i])) if lineUpIds[i] == self.selectHeroId then self:OnSelectHero(node) end nodeIndex = nodeIndex + 1 end local countDown = DataSheetManager.ConstData:GetDataByID("FightThroneSelectCountdown").IntValue self.txt_StartingLineUp:ResetAndBeginCustomTimer(false, countDown, 0, UIUtils.GetLocalizedTxt(Const_IDS.IDS_GuildWar_Countdown)) self:StartRepeatFunc(self.OnClickSelectHero, countDown, 1) end function UIFightThroneSelectHero:OnSelectHero(node) if self.selectNode then UIUtils.SetActive(self.selectNode.img_Chk, false) end self.selectNode = node UIUtils.SetActive(self.selectNode.img_Chk, true) end function UIFightThroneSelectHero:OnButtonClicked(comp) if comp == self.btn_Fight then self:OnClickSelectHero() else local lineUpIds = MDL.Player.GetHeroLinUpIds() for i, v in ipairs(self.group_Hero) do if comp == v.btn then local heroIndex = i * 2 - 1 local heroId = lineUpIds[heroIndex] self.selectHeroId = heroId self:OnSelectHero(v) break end end end end function UIFightThroneSelectHero:OnClickSelectHero() MDL.FightThrone.FightThroneSelectHeroReq(self.selectHeroId) end return UIFightThroneSelectHero