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