创建角色
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				|  | @ -165,17 +165,29 @@ class Yosin_EmeStretch extends Yosin_CommonUi { | |||
|         if (Direction) { | ||||
|             local ScaleW = (W - SpriteList[0].GetSize().w - SpriteList[2].GetSize().w); | ||||
|             local ScaleRate = ScaleW / SpriteList[1].GetSize().w; | ||||
|             local ScaleRateH = H / SpriteList[1].GetSize().h; | ||||
| 
 | ||||
|             SpriteList[1].SetPosition(SpriteList[0].GetSize().w, 0); | ||||
|             SpriteList[1].SetScale(ScaleRate, 1.0); | ||||
|             SpriteList[1].SetScale(ScaleRate, ScaleRateH); | ||||
|             SpriteList[2].SetPosition(SpriteList[0].GetSize().w + ScaleW, 0); | ||||
|             if (H !=  SpriteList[1].GetSize().h) { | ||||
|                 SpriteList[0].SetScale(1, ScaleRateH); | ||||
|                 SpriteList[2].SetScale(1, ScaleRateH); | ||||
|             } | ||||
|         } | ||||
|         //纵向 | ||||
|         else { | ||||
|             local ScaleH = (H - SpriteList[0].GetSize().h - SpriteList[2].GetSize().h); | ||||
|             local ScaleRate = ScaleH / SpriteList[1].GetSize().h; | ||||
|             local ScaleRateW = H / SpriteList[1].GetSize().w; | ||||
| 
 | ||||
|             SpriteList[1].SetPosition(0, SpriteList[0].GetSize().h); | ||||
|             SpriteList[1].SetScale(1.0, ScaleRate); | ||||
|             SpriteList[1].SetScale(ScaleRateW, ScaleRate); | ||||
|             SpriteList[2].SetPosition(0, SpriteList[0].GetSize().h + ScaleH); | ||||
|             if (W !=  SpriteList[1].GetSize().w) { | ||||
|                 SpriteList[0].SetScale(ScaleRateW, ScaleRateH); | ||||
|                 SpriteList[2].SetScale(ScaleRateW, ScaleRateH); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         foreach(Child in SpriteList) { | ||||
|  |  | |||
|  | @ -10,8 +10,8 @@ function TestStage() { | |||
|     T.Enter(); | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
|     local Window = Sq_CreateWindow(_Login_Window, "登录界面窗口", 0, 0, 1066, 600, 0); | ||||
|     // local Window = Sq_CreateWindow(_Login_Window, "登录界面窗口", 0, 0, 1066, 600, 0); | ||||
|     local Window = Sq_CreateWindow(_CreateCharacter, "创建角色", 0, 0, 1066, 600, 0); | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
|  |  | |||
|  | @ -5,66 +5,207 @@ | |||
| 文件用途: 创建角色 | ||||
| */ | ||||
| 
 | ||||
| class CreateCharacter extends Yosin_Window { | ||||
|     //调试模式 | ||||
|     // DeBugMode = true; | ||||
| // 底部光动画类型 | ||||
| enum BottomLightAniType { | ||||
|     light | ||||
|     firedust | ||||
|     dust | ||||
|     aura | ||||
| } | ||||
| 
 | ||||
|     //不是窗口 | ||||
|     // NoWindow = true; | ||||
| 
 | ||||
|     //是否可见 | ||||
|     // Visible = false; | ||||
| 
 | ||||
|     BackGroundMusic = null; | ||||
| 
 | ||||
|     constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) { | ||||
|         base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH); | ||||
| 
 | ||||
|         //注册绘制 | ||||
|         RegisterDraw(); | ||||
|         //注册控件 | ||||
|         RegisterWidget(); | ||||
| 
 | ||||
|         //播放音乐 | ||||
|         PlayBackgroundMusic(); | ||||
| // 获取职业信息 | ||||
| function getJobInfo( job ) { | ||||
|     local T = {}; | ||||
|     switch (job) { | ||||
|         case CHARACTERJOB.SWORDMAN: // 男鬼剑士 d | ||||
|             T = { | ||||
|                 index = 0, // 索引 | ||||
|                 nameIndex = 0, // 名称索引 | ||||
|                 ani = BottomLightAniType.dust, | ||||
|                 name = "鬼剑士", | ||||
|                 info = "借助凝聚在左手上鬼神之力压制敌人的鬼剑士。", // 介绍 | ||||
|                 changJob = "剑魂 / 鬼泣 / 狂战士 / 阿修罗" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.FIGHTER: // 女格斗家 d | ||||
|             T = { | ||||
|                 index = 1, // 索引 | ||||
|                 nameIndex = 1, // 名称索引 | ||||
|                 ani = BottomLightAniType.dust, | ||||
|                 name = "格斗家", | ||||
|                 info = "注重身体各不为的锻炼,并熟练运用它们攻击敌人的武道家。", // 介绍 | ||||
|                 changJob = "气功师 / 散打 / 街霸 / 柔道家" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.GUNNER: // 男神枪手 d | ||||
|             T = { | ||||
|                 index = 2, // 索引 | ||||
|                 nameIndex = 2, // 名称索引 | ||||
|                 ani = BottomLightAniType.dust, | ||||
|                 name = "神枪手", | ||||
|                 info = "生活在天界的神枪手,是善于利用枪械压制敌人的战士。", // 介绍 | ||||
|                 changJob = "漫游枪手 / 枪炮师 / 机械师 / 弹药专家 / 合金战士" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.MAGE: // 女魔法师 l | ||||
|             T = { | ||||
|                 index = 3, // 索引 | ||||
|                 nameIndex = 3, // 名称索引 | ||||
|                 ani = BottomLightAniType.light, | ||||
|                 name = "魔法师", | ||||
|                 info = "善用魔法力量攻击敌人的魔族。", // 介绍 | ||||
|                 changJob = "元素师 / 召唤师 / 战斗法师 / 魔道学者 / 小魔女" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.PRIEST: // 男圣职者 l | ||||
|             T = { | ||||
|                 index = 4, // 索引 | ||||
|                 nameIndex = 4 // 名称索引 | ||||
|                 ani = BottomLightAniType.light, | ||||
|                 name = "光职者", | ||||
|                 info = "心怀正义,为惩恶扬善甘愿接收严苛训练的勇士。", // 介绍 | ||||
|                 changJob = "光明骑士 / 蓝拳使者 / 驱魔师 / 惩戒者" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.AT_GUNNER: // 女神枪手 f | ||||
|             T = { | ||||
|                 index = 5, // 索引 | ||||
|                 nameIndex = 2, // 名称索引 | ||||
|                 ani = BottomLightAniType.firedust, | ||||
|                 name = "神枪手", | ||||
|                 info = "生活在天界的神枪手,是善于利用枪械压制敌人的战士。", // 介绍 | ||||
|                 changJob = "漫游枪手 / 枪炮师 / 机械师 / 弹药专家" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.THIEF: // 暗夜使者 a | ||||
|             T = { | ||||
|                 index = 6, // 索引 | ||||
|                 nameIndex = 5, // 名称索引 | ||||
|                 ani = BottomLightAniType.aura, | ||||
|                 name = "暗夜使者", | ||||
|                 info = "用敏捷身手执行特别人物的暗精灵成员。", // 介绍 | ||||
|                 changJob = "暗星 / 黑夜术士 / 忍者 / 影武者" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.AT_FIGHTER: // 男格斗家 f | ||||
|             T = { | ||||
|                 index = 7, // 索引 | ||||
|                 nameIndex = 1, // 名称索引 | ||||
|                 ani = BottomLightAniType.firedust, | ||||
|                 name = "格斗家", | ||||
|                 info = "注重身体各不为的锻炼,并熟练运用它们攻击敌人的武道家。", // 介绍 | ||||
|                 changJob = "气功师 / 散打 / 街霸 / 柔道家" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.AT_MAGE: // 男魔法师 a | ||||
|             T = { | ||||
|                 index = 8, // 索引 | ||||
|                 nameIndex = 3, // 名称索引 | ||||
|                 ani = BottomLightAniType.aura, | ||||
|                 name = "魔法师", | ||||
|                 info = "善用魔法力量攻击敌人的魔族。", // 介绍 | ||||
|                 changJob = "元素爆破师 / 冰洁师 / 猩红法师 / 逐风者 / 次元行者" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.DEMONIC_SWORDMAN: // 黑暗武士 a | ||||
|             T = { | ||||
|                 index = 9, // 索引 | ||||
|                 nameIndex = 10, // 名称索引 | ||||
|                 ani = BottomLightAniType.aura, | ||||
|                 name = " 黑暗武士", | ||||
|                 info = "跨越时空之门,超越界限之力的剑士。", // 介绍 | ||||
|                 changJob = "黑暗武士" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.CREATOR_MAGE: // 缔造者 l | ||||
|             T = { | ||||
|                 index = 10, // 索引 | ||||
|                 nameIndex = 11, // 名称索引 | ||||
|                 ani = BottomLightAniType.light, | ||||
|                 name = " 缔造者", | ||||
|                 info = "从异次元裂缝中获得强大力量的魔法师。", // 介绍 | ||||
|                 changJob = "缔造者" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.AT_SWORDMAN: // 女鬼剑士 d | ||||
|             T = { | ||||
|                 index = 11, // 索引 | ||||
|                 nameIndex = 0, // 名称索引 | ||||
|                 ani = BottomLightAniType.dust, | ||||
|                 name = "鬼剑士", | ||||
|                 info = "同样拥有鬼手,却能实战不同的魔力。", // 介绍 | ||||
|                 changJob = "驭剑士 / 暗殿骑士 / 契魔者 / 流浪武士 / 刃影" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.KNIGHT: // 守护者 l | ||||
|             T = { | ||||
|                 index = 12, // 索引 | ||||
|                 nameIndex = 6, // 名称索引 | ||||
|                 ani = BottomLightAniType.light, | ||||
|                 name = "守护者", | ||||
|                 info = "穿越各个次元,在战场上驰骋的少女。", // 介绍 | ||||
|                 changJob = "精灵骑士 / 混沌魔灵 / 帕拉丁 / 龙骑士" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.DEMONIC_LANCER: // 魔枪士 d | ||||
|             T = { | ||||
|                 index = 13, // 索引 | ||||
|                 nameIndex = 7, // 名称索引 | ||||
|                 ani = BottomLightAniType.dust, | ||||
|                 name = "魔枪士", | ||||
|                 info = "使用蕴含魔力的长枪,专研枪术的战士。", // 介绍 | ||||
|                 changJob = "征战者 / 决战者 / 狩猎者 / 暗枪士" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.AT_PRIEST: // 女圣职者 l | ||||
|             T = { | ||||
|                 index = 14, // 索引 | ||||
|                 nameIndex = 4, // 名称索引 | ||||
|                 ani = BottomLightAniType.light, | ||||
|                 name = "光职者", | ||||
|                 info = "心怀正义,为惩恶扬善甘愿接收严苛训练的勇士。", // 介绍 | ||||
|                 changJob = "光明骑士 / 正义审判者 / 驱魔师 / 除恶者" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.GUN_BLADER: // 枪剑士 d | ||||
|             T = { | ||||
|                 index = 15, // 索引 | ||||
|                 nameIndex = 8, // 名称索引 | ||||
|                 ani = BottomLightAniType.dust, | ||||
|                 name = "枪剑士", | ||||
|                 info = "执着枪与剑的浪漫的天界人。", // 介绍 | ||||
|                 changJob = "暗刃 / 特工 / 战线佣兵 / 源能专家" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         case CHARACTERJOB.ARCHER: // 弓箭手 l | ||||
|             T = { | ||||
|                 index = 16, // 索引 | ||||
|                 nameIndex = 9, // 名称索引 | ||||
|                 ani = BottomLightAniType.light, | ||||
|                 name = "弓箭手", | ||||
|                 info = "为了守护家园,携弓箭走上冒险之旅的神界人。", // 介绍 | ||||
|                 changJob = "缪斯 / 旅人 / 猎人 / 妖护使" // 转职 | ||||
|             }; | ||||
|             break; | ||||
|         default: | ||||
|             break; | ||||
|     } | ||||
| 
 | ||||
|     function PlayBackgroundMusic() { | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     function MusicLogic() { | ||||
|         if (BackGroundMusic == null) return; | ||||
|         if (!BackGroundMusic.IsPlaying()) BackGroundMusic.Play(); | ||||
|     } | ||||
| 
 | ||||
|     function RegisterWidget() { | ||||
|         //账号输入框 | ||||
|         local AccountInputBox = Yosin_InputBox(752, 240, 200); | ||||
|         AddUIChild(AccountInputBox); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     function RegisterDraw() { | ||||
|         //大背景 | ||||
|         local BackGround = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbackground.img", 14); | ||||
|         Addchild(BackGround); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     //逻辑入口 | ||||
|     function Proc(Dt) { | ||||
|         MusicLogic(); | ||||
| 
 | ||||
|         SyncPos(X, Y); | ||||
|         base.Proc(Dt); | ||||
|     } | ||||
| 
 | ||||
|     return T; | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| //选择创建基础角色 | ||||
| class CreateCharacter_SelectBase extends Yosin_Window { | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| function getJobEnum(index) { | ||||
|     local jobList = [CHARACTERJOB.SWORDMAN, CHARACTERJOB.AT_SWORDMAN, CHARACTERJOB.AT_FIGHTER, CHARACTERJOB.FIGHTER, CHARACTERJOB.GUNNER, CHARACTERJOB.AT_GUNNER, CHARACTERJOB.AT_MAGE, CHARACTERJOB.MAGE, CHARACTERJOB.PRIEST, CHARACTERJOB.AT_PRIEST, CHARACTERJOB.THIEF, CHARACTERJOB.KNIGHT, CHARACTERJOB.DEMONIC_LANCER, CHARACTERJOB.GUN_BLADER, CHARACTERJOB.ARCHER, CHARACTERJOB.DEMONIC_SWORDMAN,CHARACTERJOB.CREATOR_MAGE ]; | ||||
|     return jobList[index]; | ||||
| } | ||||
| 
 | ||||
| //创建角色 | ||||
| class _CreateCharacter extends Yosin_Window { | ||||
|     //调试模式 | ||||
|     // DeBugMode = true; | ||||
| 
 | ||||
|  | @ -74,7 +215,19 @@ class CreateCharacter_SelectBase extends Yosin_Window { | |||
|     //是否可见 | ||||
|     // Visible = false; | ||||
| 
 | ||||
|     BackGroundMusic = null; | ||||
|     BackGround = null; | ||||
|     jobImg = null; | ||||
|     nextJobImg = null; | ||||
| 
 | ||||
|     infoWidget = null; | ||||
| 
 | ||||
|     topLightObj = null; | ||||
|     lightAni = null; | ||||
|     dustAni = null; | ||||
|     firedustAni = null; | ||||
|     auraAni = null; | ||||
| 
 | ||||
|     changJobAniClock = null; | ||||
| 
 | ||||
|     constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) { | ||||
|         base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH); | ||||
|  | @ -91,17 +244,122 @@ class CreateCharacter_SelectBase extends Yosin_Window { | |||
|     } | ||||
| 
 | ||||
|     function RegisterWidget() { | ||||
|         //账号输入框 | ||||
|         local headButton = HeadButton(0, 0, CHARACTERJOB.SWORDMAN); | ||||
|         AddUIChild(headButton); | ||||
|         //头像 | ||||
|         local headList = _CreateCharacter_SelectBaseHeadList(135, 40); | ||||
|         AddUIChild(headList); | ||||
|         headList.OnClick = changJob.bindenv(this); | ||||
| 
 | ||||
|         // 职业介绍 | ||||
|         infoWidget = _CreateCharacter_SelectBaseInfo(140,  400); | ||||
|         AddUIChild(infoWidget); | ||||
|         infoWidget.SetJob(getJobInfo(CHARACTERJOB.SWORDMAN)); | ||||
| 
 | ||||
|         // 创建职业 | ||||
|         infoWidget.OnClick = function () { | ||||
| 
 | ||||
|         }.bindenv(this); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
| 
 | ||||
|     // 切换职业 | ||||
|     function changJob(index) { | ||||
|         local jobEnum = getJobEnum(index); | ||||
|             // 切换背景 | ||||
|             BackGround.SetFrame(CL_SpriteFrameObject("sprite/interface2/charactercreatever2/characterbackground.img", jobEnum)); | ||||
|             jobImg.SetFrame(CL_SpriteFrameObject("sprite/interface2/charactercreatever2/basecharctertitle.img", jobEnum )); | ||||
|             if (index + 1 <  17){ | ||||
|                 nextJobImg.SetFrame(CL_SpriteFrameObject("sprite/interface2/charactercreatever2/basecharctertitle.img", getJobEnum(index + 1))); | ||||
|             } | ||||
| 
 | ||||
|             local info = getJobInfo(jobEnum); | ||||
|             //  切换介绍 | ||||
|             infoWidget.SetJob(getJobInfo(jobEnum)); | ||||
|             // 切换底部光动画 | ||||
| 
 | ||||
|             lightAni.SetVisible(false); | ||||
|             firedustAni.SetVisible(false); | ||||
|             dustAni.SetVisible(false); | ||||
|             auraAni.SetVisible(false); | ||||
| 
 | ||||
|             switch (info.ani){ | ||||
|                 case BottomLightAniType.light: | ||||
|                     lightAni.SetVisible(true); | ||||
|                     break; | ||||
|                 case BottomLightAniType.firedust: | ||||
|                     firedustAni.SetVisible(true); | ||||
|                 case BottomLightAniType.dust: | ||||
|                     dustAni.SetVisible(true); | ||||
|                     break; | ||||
|                 case BottomLightAniType.aura: | ||||
|                     auraAni.SetVisible(true); | ||||
|                     break; | ||||
|             } | ||||
| 
 | ||||
| 
 | ||||
|             //  开始切换动画 | ||||
|             changJobAniClock = clock(); | ||||
|     } | ||||
| 
 | ||||
| 
 | ||||
|     /// 切换职业动画 | ||||
|     function changJobAni() { | ||||
|         if (changJobAniClock == null) return; | ||||
| 
 | ||||
|         local ani_progress = sq_GetAccel(100, 0, clock() - changJobAniClock, 1000); | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
|         if (ani_progress ==  0){ | ||||
|             changJobAniClock = null; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| 
 | ||||
|     function RegisterDraw() { | ||||
|         //大背景 | ||||
|         local BackGround = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbackground.img", 0); | ||||
|         BackGround = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbackground.img", 0); | ||||
|         Addchild(BackGround); | ||||
| 
 | ||||
| 
 | ||||
|         // 人物图片 | ||||
|         jobImg = CL_SpriteObject("sprite/interface2/charactercreatever2/basecharctertitle.img", 0); | ||||
|         jobImg.SetPosition(0, 0); | ||||
|         Addchild(jobImg); | ||||
| 
 | ||||
|         // 下一个人物图片 | ||||
|         nextJobImg = CL_SpriteObject("sprite/interface2/charactercreatever2/basecharctertitle.img", 11); | ||||
|         nextJobImg.SetPosition(500, 0); | ||||
|         Addchild(nextJobImg); | ||||
| 
 | ||||
|         // 光动画 ui/charactercreate/topdodge.ani | ||||
|         topLightObj = Animation("ui/charactercreate/topdodge.ani"); | ||||
|         topLightObj.SetPosition(0, 0); | ||||
|         Addchild(topLightObj); | ||||
| 
 | ||||
| 
 | ||||
|         // 底部光动画 | ||||
|         lightAni = Animation("ui/charactercreate/dust.ani"); | ||||
|         lightAni.SetPosition(0, 0); | ||||
|         // lightAni.SetVisible(false); | ||||
|         Addchild(lightAni); | ||||
| 
 | ||||
|         firedustAni = Animation("ui/charactercreate/firedust.ani"); | ||||
|         firedustAni.SetPosition(0, 0); | ||||
|         firedustAni.SetVisible(false); | ||||
|         Addchild(firedustAni); | ||||
| 
 | ||||
|         dustAni = Animation("ui/charactercreate/dust.ani"); | ||||
|         dustAni.SetPosition(0, 0); | ||||
|         dustAni.SetVisible(false); | ||||
|         Addchild(dustAni); | ||||
| 
 | ||||
|         auraAni = Animation("ui/charactercreate/aura.ani"); | ||||
|         auraAni.SetPosition(0, 0); | ||||
|         auraAni.SetVisible(false); | ||||
|         Addchild(auraAni); | ||||
| 
 | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     //逻辑入口 | ||||
|  | @ -109,6 +367,79 @@ class CreateCharacter_SelectBase extends Yosin_Window { | |||
| 
 | ||||
|         SyncPos(X, Y); | ||||
|         base.Proc(Dt); | ||||
| 
 | ||||
|         changJobAni(); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| //选择创建基础介绍 | ||||
| class _CreateCharacter_SelectBaseInfo extends Yosin_Window { | ||||
| 
 | ||||
|     //是否为独立窗口 | ||||
|     IsIndependent = false; | ||||
| 
 | ||||
|     icon = null; | ||||
|     name = null; | ||||
|     jobInfo = null; | ||||
|     jobChangeText = null; | ||||
| 
 | ||||
|     OnClick = null; | ||||
| 
 | ||||
|     constructor(gX, gY ) { | ||||
|         base.constructor("创建角色职业介绍信息", gX, gY, 278, 600, 0); | ||||
| 
 | ||||
|         // 职业图标 | ||||
|         icon = CL_SpriteObject("sprite/interface2/charactercreatever2/charactermark.img", 0); | ||||
|         icon.SetPosition(0, 0); | ||||
|         Addchild(icon); | ||||
| 
 | ||||
|         //职业名称 | ||||
|         name = CL_SpriteObject("sprite/interface2/charactercreatever2/charctertitle.img", 0); | ||||
|         name.SetPosition(55, 10); | ||||
|         Addchild(name); | ||||
| 
 | ||||
|         // 职业介绍 | ||||
|         jobInfo = FontAssetManager.GenerateNormal("职业介绍", false, { | ||||
|             color = sq_RGBA(194, 160, 53, 255) | ||||
|         }); | ||||
|         jobInfo.SetPosition(0, 52); | ||||
|         Addchild(jobInfo); | ||||
| 
 | ||||
|         local jobChangeTextY = 52 + jobInfo.GetSize().h + 5; | ||||
|         // 转职 | ||||
|         jobChangeText = FontAssetManager.GenerateNormal("■ 转职:转职名 / 转职名", true, { | ||||
|             color = sq_RGBA(194, 160, 53, 255) | ||||
|         }); | ||||
|         jobChangeText.SetPosition(0, jobChangeTextY); | ||||
|         Addchild(jobChangeText); | ||||
| 
 | ||||
|         //创建角色按钮 | ||||
|         local createButton = Yosin_EmeStretch(59, jobChangeTextY + 30, 160, 36, "sprite/interface/lenheartwindowcommon.img", 172); | ||||
|         //点击事件回调 | ||||
|         createButton.OnClick = function(Button) { | ||||
|             if (OnClick) OnClick(); | ||||
|         }.bindenv(this); | ||||
|         // 按钮文本 | ||||
|         local createText = CL_SpriteObject("sprite/interface2/charactercreatever2/charctertitle.img", 12); | ||||
|         createText.SetPosition(42.5, 8); | ||||
|         createButton.Addchild(createText); | ||||
|         AddUIChild(createButton); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     function SetJob(jobInfoMap) { | ||||
|         icon.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/charactermark.img", jobInfoMap.index)); | ||||
|         name.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/charctertitle.img", jobInfoMap.nameIndex)); | ||||
|         jobInfo.SetText(jobInfoMap.info); | ||||
|         jobChangeText.SetText("■ 转职:" + jobInfoMap.changJob); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
| } | ||||
|  | @ -116,14 +447,73 @@ class CreateCharacter_SelectBase extends Yosin_Window { | |||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| //选择创建基础角色头像列表 | ||||
| class _CreateCharacter_SelectBaseHeadList extends Yosin_Window { | ||||
| 
 | ||||
|     //是否为独立窗口 | ||||
|     IsIndependent = false; | ||||
| 
 | ||||
|     // 点击关闭 | ||||
|     clickOff = false; | ||||
| 
 | ||||
|     OnClick = null; | ||||
| 
 | ||||
|     buttonList = []; | ||||
| 
 | ||||
|     constructor(gX, gY) { | ||||
|         base.constructor("所有的职业头像", gX, gY, 278, 350, 0); | ||||
| 
 | ||||
|         local headX = 0; | ||||
|         local headY = 0; | ||||
| 
 | ||||
|         for (local i =  0; i < 17; i++) { | ||||
|             local jobEnum = getJobEnum(i); | ||||
|             local headButton = HeadButton(headX, headY, jobEnum, getJobInfo(jobEnum).name); | ||||
|             headButton.tag = i; | ||||
|             AddUIChild(headButton); | ||||
| 
 | ||||
|             buttonList.push(headButton); | ||||
|             headX = headX + 67; | ||||
|             if (i % 4 == 3) { | ||||
|                 headX = 0; | ||||
|                 headY = headY + 67; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         // 点击事件回调 | ||||
|         for (local i =  0; i < buttonList.len(); i++) { | ||||
| 
 | ||||
|             local headButton = buttonList[i]; | ||||
| 
 | ||||
|             headButton.OnClick = function (b) { | ||||
|                 if (clickOff) return; | ||||
| 
 | ||||
|                 for (local t = 0; t < buttonList.len(); t++) { | ||||
|                     local button = buttonList[t]; | ||||
|                     button.state = 0; | ||||
|                     button.ChangeFrame(); | ||||
|                 } | ||||
|                 headButton.state = 2; | ||||
|                 headButton.ChangeFrame(); | ||||
| 
 | ||||
|                 if (OnClick) OnClick(headButton.tag); | ||||
| 
 | ||||
|             }.bindenv(this); | ||||
|         } | ||||
| 
 | ||||
|         local button = buttonList[0]; | ||||
|         button.state = 2; | ||||
|         button.ChangeFrame(); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| //头像按钮 | ||||
| class HeadButton extends Yosin_CommonUi { | ||||
| 
 | ||||
|     DeBugMode = true; | ||||
| 
 | ||||
|     // 角色名称 | ||||
|     name = ""; | ||||
| 
 | ||||
|  | @ -134,13 +524,22 @@ class HeadButton extends Yosin_CommonUi { | |||
|     state = 0; | ||||
|     spriteState = 0; | ||||
| 
 | ||||
|     // 角色头像精灵 | ||||
|     CharacterSprite = null; | ||||
|     tag = 0; | ||||
| 
 | ||||
|     // 角色头像覆盖精灵 | ||||
|     CharacterSpriteCover = null; | ||||
|     // 角色头像 | ||||
|     Character = null; | ||||
|     jobNameText = null; | ||||
| 
 | ||||
|     constructor(X, Y, jobEnum, state = 0) { | ||||
|     // 角色头像覆盖 | ||||
|     CharacterCover = null; | ||||
| 
 | ||||
|     yellowBox = null; | ||||
| 
 | ||||
|     blueBox = null; | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
|     constructor(X, Y, jobEnum, name, state = 0) { | ||||
| 
 | ||||
|         this.name = name; | ||||
|         this.state = state; | ||||
|  | @ -152,33 +551,59 @@ class HeadButton extends Yosin_CommonUi { | |||
|         base.constructor(X, Y, 62, 62); | ||||
| 
 | ||||
|         // 角色头像 | ||||
|         CharacterSprite = CL_SpriteObject(); | ||||
|         CharacterSprite.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/characterbtn.img", imageId)); | ||||
|         CharacterSprite.SetPosition(0, 0); | ||||
|         Addchild(CharacterSprite); | ||||
|         Character = CL_SpriteObject( "sprite/interface2/charactercreatever2/characterbtn.img", imageId) | ||||
|         Character.SetPosition(0, 0); | ||||
|         Addchild(Character); | ||||
| 
 | ||||
|         CharacterSpriteCover = CL_SpriteObject(); | ||||
|         CharacterSpriteCover.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/characterbtn.img", state)); | ||||
|         CharacterSprite.SetPosition(0, 0); | ||||
|         Addchild(CharacterSpriteCover); | ||||
|         // 转职 | ||||
|         jobNameText = FontAssetManager.GenerateNormal(name, true, { | ||||
|             color = sq_RGBA(194, 160, 53, 255) | ||||
|         }); | ||||
|         jobNameText.SetPosition( 31 - jobNameText.GetSize().w / 2 , 45); | ||||
|         Addchild(jobNameText); | ||||
| 
 | ||||
|         CharacterCover = CL_SpriteObject( "sprite/interface2/charactercreatever2/characterbtn.img", 0) | ||||
|         CharacterCover.SetPosition(0, 0); | ||||
|         Addchild(CharacterCover); | ||||
| 
 | ||||
|         yellowBox = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbtn.img", 2); | ||||
|         yellowBox.SetPosition(0, 0); | ||||
|         yellowBox.SetVisible(false); | ||||
|         Addchild(yellowBox); | ||||
| 
 | ||||
|         blueBox = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbtn.img", 1); | ||||
|         blueBox.SetPosition(0, 0); | ||||
|         blueBox.SetVisible(false); | ||||
|         Addchild(blueBox); | ||||
| 
 | ||||
|         ChangeFrame(); | ||||
|     } | ||||
| 
 | ||||
|     function ChangeFrame() { | ||||
|         if (spriteState == state) return; | ||||
|         print(111); | ||||
|         spriteState = state; | ||||
| 
 | ||||
|         //不可用 | ||||
|         if (state == 3) { | ||||
|             CharacterSprite.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/characterbtn.img", imageId + 1)); | ||||
|             CharacterSpriteCover.SetVisible(false); | ||||
|             Character.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/characterbtn.img", imageId + 1)); | ||||
|             CharacterCover.SetVisible(false); | ||||
|             yellowBox.SetVisible(false); | ||||
|             blueBox.SetVisible(false); | ||||
|         } else if (state == 2) { | ||||
|             CharacterCover.SetVisible(false); | ||||
|             yellowBox.SetVisible(true); | ||||
|             blueBox.SetVisible(false); | ||||
|         } else if (state == 1) { | ||||
|             CharacterCover.SetVisible(false); | ||||
|             yellowBox.SetVisible(false); | ||||
|             blueBox.SetVisible(true); | ||||
|         }else{ | ||||
|             CharacterSprite.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/characterbtn.img", imageId)); | ||||
|             CharacterSpriteCover.SetVisible(true) | ||||
|             CharacterSpriteCover.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/characterbtn.img", state)); | ||||
|             CharacterCover.SetVisible(true); | ||||
|             yellowBox.SetVisible(false); | ||||
|             blueBox.SetVisible(false); | ||||
|         } | ||||
| 
 | ||||
|         spriteState = state; | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     function Proc(Dt) { | ||||
|  | @ -188,7 +613,7 @@ class HeadButton extends Yosin_CommonUi { | |||
|         } else { | ||||
|             //按下 | ||||
|             if (isLBDown) { | ||||
|                 state = 2; | ||||
|                 // state = 2; | ||||
|             } | ||||
|             //悬停 | ||||
|             else if (isInRect) { | ||||
|  |  | |||
|  | @ -13,7 +13,7 @@ enum CHARACTERJOB { | |||
|     MAGE // 女魔法师 | ||||
|     PRIEST // 男圣职者 | ||||
|     AT_GUNNER // 女神枪手 | ||||
|     THIEF // 女暗夜使者 | ||||
|     THIEF // 暗夜使者 | ||||
|     AT_FIGHTER // 男格斗家 | ||||
|     AT_MAGE // 男魔法师 | ||||
|     DEMONIC_SWORDMAN // 黑暗武士 | ||||
|  |  | |||
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		Reference in New Issue