miduo_client/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua

123 lines
4.5 KiB
Lua

require("Base/BasePanel")
CompoundPanel = Inherit(BasePanel)
local this = CompoundPanel
local TabBox = require("Modules/Common/TabBox")
local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "装备合成" },
--[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "宝器锻造" },
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "魂印合成" }
}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
local curIndex = 1
this.contents = {
[1] = {view = require("Modules/Compound/view/CompoundPanel_Equip"), panelName = "CompoundPanel_Equip"},
--[2] = {view = require("Modules/Compound/view/CompoundPanel_Talisman"), panelName = "CompoundPanel_Talisman"},
[2] = {view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint"}
}
--初始化组件(用于子类重写)
function CompoundPanel:InitComponent()
--子模块脚本
this.tabBox = Util.GetGameObject(self.gameObject, "TabBox")
this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack/btnBack")
--预设赋值
this.prefabs = {}
for i=1,#this.contents do
this.prefabs[i]=Util.GetGameObject(self.gameObject,this.contents[i].panelName)
this.contents[i].view:InitComponent(Util.GetGameObject(self.gameObject, "panle"))
end
end
--绑定事件(用于子类重写)
function CompoundPanel:BindEvent()
Util.AddClick(this.btnBack, function()
self:ClosePanel()
end)
for i = 1, #this.contents do
this.contents[i].view:BindEvent()
end
end
--添加事件监听(用于子类重写)
function CompoundPanel:AddListener()
for i = 1, #this.contents do
this.contents[i].view:AddListener()
end
end
--移除事件监听(用于子类重写)
function CompoundPanel:RemoveListener()
for i = 1, #this.contents do
this.contents[i].view:AddListener()
end
end
--界面打开时调用(用于子类重写)
function CompoundPanel:OnOpen(...)
curIndex = 1
end
function CompoundPanel:OnSortingOrderChange()
this.sortingOrder = self.sortingOrder
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function CompoundPanel:OnShow()
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
this.TabCtrl:Init(this.tabBox, _TabData, curIndex)
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
tabLab:GetComponent("Text").text = _TabData[index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
end
--切换视图
function this.SwitchView(index)
--先执行上一面板关闭逻辑
local oldSelect
oldSelect, curIndex = curIndex, index
for i = 1, #this.contents do
if oldSelect~=0 then this.contents[oldSelect].view:OnClose() break end
end
--切换预设显隐
for i = 1, #this.prefabs do
this.prefabs[i].gameObject:SetActive(i == index)--切换子模块预设显隐
end
--区分显示
if index==1 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
elseif index==2 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone})
elseif index==3 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
end
--执行子模块初始化
this.contents[index].view:OnShow(this)
end
--刷新魂印合成的方法
function this.UpdateCompoundPanel_SoulPrint(equipSign,index)
this.contents[curIndex].view.ShowTitleEquipData(nil,equipSign,index)
end
--界面关闭时调用(用于子类重写)
function CompoundPanel:OnClose()
for i = 1, #this.contents do
this.contents[i].view:OnClose()
end
end
--界面销毁时调用(用于子类重写)
function CompoundPanel:OnDestroy()
SubUIManager.Close(this.upView)
for i = 1, #this.contents do
this.contents[i].view:OnDestroy()
end
end
return CompoundPanel