import ExpUtil from "../ts/core/ExpUtil"; import GameModel from "../ts/core/GameModel"; import SkillUtil from "../ts/game/skill/core/SkillUtil"; cc.Class({ extends: cc.Component, properties: { itemIcon: cc.Sprite, progressLab: cc.Label, selectedNode: cc.Node, progressBar: cc.ProgressBar, }, onLoad() { // this.selectedNode.active = false; }, loadInfo(skillid, exp) { this.skillid = skillid; if (exp == null || exp == 0) { exp = 1; } this.skillLogic = SkillUtil.getSkill(skillid); let maxExp = ExpUtil.getMaxSkillLevel(GameModel.player.relive); if (exp < maxExp) { exp = maxExp; } this.skillLogic.curExp = exp; this.skillLogic.maxExp = maxExp; this.itemIcon.spriteFrame =SkillUtil.getSkillIcon(this.skillLogic.icon); if(skillid!=1045){ this.progressBar.progress = this.skillLogic.curExp / this.skillLogic.maxExp; this.progressLab.string = this.skillLogic.curExp + '/' + this.skillLogic.maxExp; } }, upgradeExp() { if (this.skillLogic.curExp >= this.skillLogic.maxExp) { return; } if (this.skillLogic.curExp == 1) { this.skillLogic.curExp = 100; } else { this.skillLogic.curExp += 100; } // if (this.skillLogic.curExp == this.skillLogic.maxExp) { // this.skillLogic.curExp -= 1; // } this.progressBar.progress = this.skillLogic.curExp / this.skillLogic.maxExp; this.progressLab.string = this.skillLogic.curExp + '/' + this.skillLogic.maxExp; }, selected() { this.selectedNode.active = true; }, unSelected() { this.selectedNode.active = false; } });