local ui = {} local _V = function(...) return SL:GetMetaValue(...) end local FUNCQUEUE = {} local TAGOBJ = {} function ui.init(parent, __data__, __update__) if __update__ then return ui.update(__data__) end -- Create Main_Skill local Main_Skill = GUI:Node_Create(parent, "Main_Skill", 0, 0) GUI:setTag(Main_Skill, -1) -- Create Panel_swallow local Panel_swallow = GUI:Layout_Create(Main_Skill, "Panel_swallow", 0, 0, 240, 270, false) GUI:setChineseName(Panel_swallow, "防点击穿透区域1") GUI:setAnchorPoint(Panel_swallow, 1.00, 0.00) GUI:setTouchEnabled(Panel_swallow, true) GUI:setTag(Panel_swallow, -1) -- Create Panel_swallow_0 local Panel_swallow_0 = GUI:Layout_Create(Main_Skill, "Panel_swallow_0", -240, 0, 50, 150, false) GUI:setChineseName(Panel_swallow_0, "防点击穿透区域2") GUI:setAnchorPoint(Panel_swallow_0, 1.00, 0.00) GUI:setTouchEnabled(Panel_swallow_0, true) GUI:setTag(Panel_swallow_0, -1) -- Create Panel_skill local Panel_skill = GUI:Layout_Create(Main_Skill, "Panel_skill", 0, 0, 320, 260, false) GUI:setChineseName(Panel_skill, "主技能组合") GUI:setAnchorPoint(Panel_skill, 1.00, 0.00) GUI:setTouchEnabled(Panel_skill, false) GUI:setTag(Panel_skill, -1) -- Create Node_cell_1 local Node_cell_1 = GUI:Node_Create(Panel_skill, "Node_cell_1", 241, 86) GUI:setChineseName(Node_cell_1, "主技能_技能节点1") GUI:setTag(Node_cell_1, -1) -- Create Node_cell_2 local Node_cell_2 = GUI:Node_Create(Panel_skill, "Node_cell_2", 130, 31) GUI:setChineseName(Node_cell_2, "主技能_技能节点2") GUI:setTag(Node_cell_2, -1) -- Create Node_cell_3 local Node_cell_3 = GUI:Node_Create(Panel_skill, "Node_cell_3", 142, 109) GUI:setChineseName(Node_cell_3, "主技能_技能节点3") GUI:setTag(Node_cell_3, -1) -- Create Node_cell_4 local Node_cell_4 = GUI:Node_Create(Panel_skill, "Node_cell_4", 186, 177) GUI:setChineseName(Node_cell_4, "主技能_技能节点4") GUI:setTag(Node_cell_4, -1) -- Create Node_cell_5 local Node_cell_5 = GUI:Node_Create(Panel_skill, "Node_cell_5", 260, 212) GUI:setChineseName(Node_cell_5, "主技能_技能节点5") GUI:setTag(Node_cell_5, -1) -- Create Node_cell_6 local Node_cell_6 = GUI:Node_Create(Panel_skill, "Node_cell_6", 51, 41) GUI:setChineseName(Node_cell_6, "主技能_技能节点6") GUI:setTag(Node_cell_6, -1) -- Create Node_cell_7 local Node_cell_7 = GUI:Node_Create(Panel_skill, "Node_cell_7", 62, 114) GUI:setChineseName(Node_cell_7, "主技能_技能节点7") GUI:setTag(Node_cell_7, -1) -- Create Node_cell_8 local Node_cell_8 = GUI:Node_Create(Panel_skill, "Node_cell_8", 93, 183) GUI:setChineseName(Node_cell_8, "主技能_技能节点8") GUI:setTag(Node_cell_8, -1) -- Create Node_cell_9 local Node_cell_9 = GUI:Node_Create(Panel_skill, "Node_cell_9", 147, 243) GUI:setChineseName(Node_cell_9, "主技能_技能节点9") GUI:setTag(Node_cell_9, -1) -- Create Panel_quick_find local Panel_quick_find = GUI:Layout_Create(Panel_skill, "Panel_quick_find", 240, 85, 120, 120, false) GUI:setChineseName(Panel_quick_find, "快速寻找目标组合") GUI:setAnchorPoint(Panel_quick_find, 0.50, 0.50) GUI:setTouchEnabled(Panel_quick_find, true) GUI:setTag(Panel_quick_find, -1) -- Create Image_player local Image_player = GUI:Image_Create(Panel_quick_find, "Image_player", 120, 120, "res/private/main/Skill/1900012706.png") GUI:setChineseName(Image_player, "寻找目标_玩家_图片") GUI:setAnchorPoint(Image_player, 1.00, 1.00) GUI:setTouchEnabled(Image_player, false) GUI:setTag(Image_player, -1) -- Create Image_monster local Image_monster = GUI:Image_Create(Panel_quick_find, "Image_monster", 0, 0, "res/private/main/Skill/1900012704.png") GUI:setChineseName(Image_monster, "寻找目标_怪物_图片") GUI:setAnchorPoint(Image_monster, 0.00, 0.00) GUI:setTouchEnabled(Image_monster, false) GUI:setTag(Image_monster, -1) -- Create Image_hero local Image_hero = GUI:Image_Create(Panel_quick_find, "Image_hero", 0, 120, "res/private/main/Skill/1900012710.png") GUI:setChineseName(Image_hero, "寻找目标_英雄_图片") GUI:setAnchorPoint(Image_hero, 0.00, 1.00) GUI:setTouchEnabled(Image_hero, false) GUI:setTag(Image_hero, -1) -- Create Button_attack local Button_attack = GUI:Button_Create(Panel_skill, "Button_attack", 320, 0, "res/private/main/Skill/icon_sifud_02.png") GUI:Button_loadTexturePressed(Button_attack, "res/private/main/Skill/icon_sifud_03.png") GUI:Button_setTitleText(Button_attack, [[]]) GUI:Button_setTitleColor(Button_attack, "#ffffff") GUI:Button_setTitleFontSize(Button_attack, 10) GUI:Button_titleEnableOutline(Button_attack, "#000000", 1) GUI:setChineseName(Button_attack, "寻找目标_强攻_按钮") GUI:setAnchorPoint(Button_attack, 1.00, 0.00) GUI:setTouchEnabled(Button_attack, true) GUI:setTag(Button_attack, -1) -- Create Panel_hide local Panel_hide = GUI:Layout_Create(Main_Skill, "Panel_hide", 0, 0, 1136, 640, false) GUI:setChineseName(Panel_hide, "菜单_触摸还原区域") GUI:setAnchorPoint(Panel_hide, 1.00, 0.00) GUI:setTouchEnabled(Panel_hide, true) GUI:setTag(Panel_hide, -1) -- Create Panel_button local Panel_button = GUI:Layout_Create(Main_Skill, "Panel_button", 0, 0, 225, 355, false) GUI:setChineseName(Panel_button, "菜单切换组合") GUI:setAnchorPoint(Panel_button, 1.00, 0.00) GUI:setTouchEnabled(Panel_button, false) GUI:setTag(Panel_button, -1) -- Create Panel_constant local Panel_constant = GUI:Layout_Create(Panel_button, "Panel_constant", 225, 355, 225, 70, false) GUI:setChineseName(Panel_constant, "菜单快捷组合") GUI:setAnchorPoint(Panel_constant, 1.00, 1.00) GUI:setTouchEnabled(Panel_constant, false) GUI:setTag(Panel_constant, -1) -- Create Button_change local Button_change = GUI:Button_Create(Panel_constant, "Button_change", 225, 35, "res/private/main/bottom/1900012580.png") GUI:Button_loadTexturePressed(Button_change, "res/private/main/bottom/1900012580.png") GUI:Button_setTitleText(Button_change, [[]]) GUI:Button_setTitleColor(Button_change, "#ffffff") GUI:Button_setTitleFontSize(Button_change, 10) GUI:Button_titleEnableOutline(Button_change, "#000000", 1) GUI:setChineseName(Button_change, "菜单_切换_按钮") GUI:setAnchorPoint(Button_change, 1.00, 0.50) GUI:setTouchEnabled(Button_change, true) GUI:setTag(Button_change, -1) -- Create Image_change_act local Image_change_act = GUI:Image_Create(Button_change, "Image_change_act", 49, 46, "res/private/main/bottom/1900012538.png") GUI:setChineseName(Image_change_act, "菜单_装饰_图片") GUI:setAnchorPoint(Image_change_act, 0.50, 0.50) GUI:setTouchEnabled(Image_change_act, false) GUI:setTag(Image_change_act, -1) -- Create Panel_active local Panel_active = GUI:Layout_Create(Panel_button, "Panel_active", 0, 305, 225, 280, false) GUI:setChineseName(Panel_active, "菜单_按钮区域") GUI:setAnchorPoint(Panel_active, 0.00, 1.00) GUI:setTouchEnabled(Panel_active, false) GUI:setTag(Panel_active, -1) -- Create Button_pick local Button_pick = GUI:Button_Create(Main_Skill, "Button_pick", -160, 320, "res/private/main/Skill/btn_zhijiemian_05.png") GUI:Button_loadTextureDisabled(Button_pick, "res/private/main/Skill/btn_zhijiemian_06.png") GUI:Button_setTitleText(Button_pick, [[]]) GUI:Button_setTitleColor(Button_pick, "#ffffff") GUI:Button_setTitleFontSize(Button_pick, 10) GUI:Button_titleEnableOutline(Button_pick, "#000000", 1) GUI:setChineseName(Button_pick, "一键拾取_按钮") GUI:setAnchorPoint(Button_pick, 0.50, 0.50) GUI:setTouchEnabled(Button_pick, true) GUI:setTag(Button_pick, -1) -- Create Node_hj_skill local Node_hj_skill = GUI:Node_Create(Main_Skill, "Node_hj_skill", -345, 244) GUI:setChineseName(Node_hj_skill, "技能_合击技能_节点") GUI:setTag(Node_hj_skill, -1) -- Create Node_combo_skill local Node_combo_skill = GUI:Node_Create(Main_Skill, "Node_combo_skill", -402, 278) GUI:setChineseName(Node_combo_skill, "技能_连击技能_节点") GUI:setTag(Node_combo_skill, -1) -- Create Button_Lock local Button_Lock = GUI:Button_Create(Main_Skill, "Button_Lock", -240, 290, "res/private/player_hero/btn_heji_05_1.png") GUI:Button_loadTexturePressed(Button_Lock, "res/private/player_hero/btn_heji_05_1.png") GUI:Button_loadTextureDisabled(Button_Lock, "res/private/player_hero/btn_heji_05.png") GUI:Button_setTitleText(Button_Lock, [[]]) GUI:Button_setTitleColor(Button_Lock, "#ffffff") GUI:Button_setTitleFontSize(Button_Lock, 10) GUI:Button_titleEnableOutline(Button_Lock, "#000000", 1) GUI:setChineseName(Button_Lock, "目标_锁定_按钮") GUI:setAnchorPoint(Button_Lock, 0.50, 0.50) GUI:setTouchEnabled(Button_Lock, true) GUI:setTag(Button_Lock, -1) ui.update(__data__) return Main_Skill end function ui.update(data) for _, func in pairs(FUNCQUEUE) do if func then func(data) end end end return ui