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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) diff --git a/Assets/ManagedResources/~Lua/Modules/NewActivity/ItemUpstarPre.lua b/Assets/ManagedResources/~Lua/Modules/NewActivity/ItemUpstarPre.lua index a60a1892f5..bbe79af8e3 100644 --- a/Assets/ManagedResources/~Lua/Modules/NewActivity/ItemUpstarPre.lua +++ b/Assets/ManagedResources/~Lua/Modules/NewActivity/ItemUpstarPre.lua @@ -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