【云游商人】

dev_chengFeng
ZhangBiao 2021-04-17 16:45:33 +08:00
parent e08a50f30c
commit 11ea817c16
4 changed files with 473 additions and 29 deletions

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View File

@ -91,7 +91,6 @@ function CommonActPage:RefreshActData(isTop,isAni)
self.scrollView:ForeachItemGO(function(index, go)
go.gameObject:SetActive(false)
end)
LogRed("self.ActData:"..tostring(#self.ActData.rewards))
self.scrollView:SetData(self.ActData.rewards, function (index, item)
self:ShowSingleData(item, self.ActData.rewards[index],index)
end,not isTop,not isAni)

View File

@ -1,6 +1,7 @@
ItemUpstarPre = {}
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local parent
local curSelectId = 0
function ItemUpstarPre:New(gameObject)
local b = {}
b.gameObject = gameObject
@ -17,14 +18,27 @@ function ItemUpstarPre:InitComponent()
self.btnText = Util.GetGameObject(self.btnExchange,"Text"):GetComponent("Text")
self.btnRed = Util.GetGameObject(self.btnExchange,"redPoint")
self.info = Util.GetGameObject(self.midLayout,"info")
self.itemNeed = Util.GetGameObject(self.midLayout,"itemNeed/item")
self.itemCost = Util.GetGameObject(self.midLayout,"itemCost/item")
self.itemGet = Util.GetGameObject(self.midLayout,"itemGet/item")
self.gridList ={}
self.gridList[1] = Util.GetGameObject(self.midLayout,"itemNeed/item")
self.gridList[2] = Util.GetGameObject(self.midLayout,"itemCost/item")
self.gridList[3] = Util.GetGameObject(self.midLayout,"itemGet/item")
self.itemList = {}
self.btnMaskNeed = Util.GetGameObject(self.midLayout,"itemNeed/mask")
self.btnMaskGet = Util.GetGameObject(self.midLayout,"itemGet/mask")
end
--绑定事件(用于子类重写)
function ItemUpstarPre:BindEvent()
Util.AddClick(self.btnMaskNeed,function ()
LogGreen("打开选择框")
end)
Util.AddClick(self.btnExchange,function ()
if curSelectId == 0 then
PopupTipPanel.ShowTips("请选择想要升级的装备!")
return
end
LogGreen("兑换")
end)
end
--添加事件监听(用于子类重写)
@ -38,28 +52,51 @@ end
function ItemUpstarPre:OnOpen()
end
function ItemUpstarPre:SetData(data,_parent,sortingOrder)
self.data = data
function ItemUpstarPre:SetData(_data,_parent,_sortingOrder)
self.data = _data
self.parent = _parent
self.sortingOrder = _sortingOrder
self:Refresh()
end
--设置礼包内容
function ItemUpstarPre:Refresh()
local needItemId = curSelectId == 0 and self.data.needItems[1] or curSelectId
local configData = ConfigManager.GetConfigData(ConfigName.ComposeBook,needItemId)
local rewardList = {configData.NeedItems[1],configData.NeedCost[1],configData.GoalItems[1]}
--设置内容
if not self.itemList then
self.itemList = {}
end
for i = 1, #self.itemList do
self.itemList[i].gameObject:SetActive(false)
end
for i = 1, 3 do
for i = 1, #rewardList do
if not self.itemList[i] then
self.itemList[i] = SubUIManager.Open(SubUIConfig.ItemView,self.grid.transform)
self.itemList[i].gameObject:SetActive(false)
self.itemList[i] = SubUIManager.Open(SubUIConfig.ItemView,self.gridList[i].transform)
end
self.itemList[i]:OnOpen(false, {self.data.data.shows[i][1],self.data.data.shows[i][2],self.data.data.shows[i][3]}, 0.9,false,false,false,sortingOrder)
self.itemList[i].gameObject:SetActive(true)
self.itemList[i]:OnOpen(false, rewardList[i], 1,false,false,false,self.sortingOrder)
end
self:SetMask()
end
function ItemUpstarPre:SetMask()
if curSelectId == 0 then
self.btnMaskNeed:SetActive(true)
self.btnMaskGet:SetActive(true)
Util.GetGameObject(self.itemList[1].gameObject,"effects"):SetActive(false)
Util.GetGameObject(self.itemList[1].gameObject,"item/icon"):SetActive(false)
Util.GetGameObject(self.itemList[3].gameObject,"effects"):SetActive(false)
Util.GetGameObject(self.itemList[3].gameObject,"item/icon"):SetActive(false)
else
self.btnMaskNeed:SetActive(false)
self.btnMaskGet:SetActive(false)
Util.GetGameObject(self.itemList[1].gameObject,"effects"):SetActive(true)
Util.GetGameObject(self.itemList[1].gameObject,"item/icon"):SetActive(true)
Util.GetGameObject(self.itemList[3].gameObject,"effects"):SetActive(true)
Util.GetGameObject(self.itemList[3].gameObject,"item/icon"):SetActive(true)
end
end
function ItemUpstarPre:OnClose()
curSelectId = 0
self.gridList = {}
self.itemList = {}
end