var SkillPanel = require("SkillPanel"); var ItemType = require("ItemType"); var SkillUpPanel = cc.Class({ extends: cc.Component, properties: { skillPanel:SkillPanel, titleLbl:cc.Label, Data:null, DesNull:cc.Label, DesNormal:cc.Node, des1:cc.Label, des2:cc.Label, costLbl:cc.Label, }, ShowPanel:function(data){ this.Data = null; this.Data = data; this.titleLbl.string = data.name; //cc.log("草泥马哦" + this.Data.level); if(data.Uplv == data.level) { this.DesNull.node.active = true; this.DesNormal.active = false; this.DesNull.string = cc.Mgr.global.getTranslation("Tf_"+data.desId)+ "\n技能已升至满级"; } else { this.DesNull.node.active = false; this.DesNormal.active = true; var bonuscur = cc.Mgr.MapDataMgr.getSkillAddBonusByTwoIdAndLv(data.Id, data.subId, data.level); var bonusnext = cc.Mgr.MapDataMgr.getSkillAddBonusByTwoIdAndLv(data.Id, data.subId, (data.level+1)); this.des1.string = cc.Mgr.global.getTranslation("Tf_"+data.desId); this.costLbl.string = cc.Mgr.MapDataMgr.getUpgradeCostByTwoId(data.Id, data.subId, (data.level + 1)); if(data.level == 0) { this.des1.string = cc.Mgr.global.getTranslation("Tf_"+data.desId); if(bonusnext < 1) this.des2.string = (bonusnext * 100) + "%"; else this.des2.string = bonusnext; } else { if(bonusnext < 1) this.des2.string = (bonuscur * 100) + "% - " + (bonusnext * 100); else this.des2.string = bonuscur +"—"+bonusnext; } } }, ClickUpGrade:function(){ if(this.Data.Uplv == this.Data.level) { this.ClosePanel(); return; } var re = cc.Mgr.UserDataMgr.UpGradeSkill(this.Data.Id, this.Data.subId, (this.Data.level + 1)); if(re == false) { cc.Mgr.AudioMgr.playSFX("click"); this.DesNull.node.active = true; this.DesNormal.active = false; this.DesNull.string = "升级技能失败\n(技能点不足或者未点亮上一个天赋)"; } else { this.skillPanel.RefreshPanel(); //cc.Mgr.UserDataMgr.SkillBonusPoint -= cc.Mgr.MapDataMgr.getUpgradeCostByTwoId(this.Data.Id, this.Data.subId, (this.Data.level + 1)); this.ClosePanel(); } }, ClosePanel:function(){ cc.Mgr.AudioMgr.playSFX("click"); this.node.active = false; }, }); module.exports = SkillUpPanel;