miduo_client/Assets/ManagedResources/~Lua/Modules/Resolve/ResolvePanel.lua

203 lines
6.5 KiB
Lua

---献祭坛主面板---
require("Base/BasePanel")
ResolvePanel = Inherit(BasePanel)
local this = ResolvePanel
local isSha=false--筛选按钮状态
--Tab
local TabBox = require("Modules/Common/TabBox")
local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "回溯" },
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "献祭" }}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
--子模块脚本
this.contents = {
--回溯
[1] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
--献祭
[2] = {view = require("Modules/Resolve/View/Resolve_Dismantle"), panelName = "Resolve_Dismantle"},
}
--子模块预设
this.prefabs={}
--上一子模块索引
local curIndex=0
--Title资源名
local titleImageName={"h_huisu_zibiao","h_xianji_zhuzi"}
local heroEndBtns = {}
local tabSortType
function ResolvePanel:InitComponent()
this.panel = Util.GetGameObject(self.gameObject, "Panel")
this.title=Util.GetGameObject(self.gameObject,"Title"):GetComponent("Image")
this.backBtn = Util.GetGameObject(this.panel, "BackBtn")
this.content = Util.GetGameObject(this.panel, "Content")
this.itemListRoot=Util.GetGameObject(this.panel,"ItemListRoot")
this.shaiBtn = Util.GetGameObject(this.panel, "leftUp/shaiBtn")
this.btnHeroGrid = Util.GetGameObject(this.panel, "endTabs/btnHeroGrid")
this.endTabs = Util.GetGameObject(this.panel, "endTabs")
this.endTabs:SetActive(false)
--预设赋值
for i=1,#this.contents do
this.prefabs[i]=Util.GetGameObject(this.panel,this.contents[i].panelName)
end
this.selectHeroBtn = Util.GetGameObject(this.panel, "endTabs/selectBtn")
for i = 1, 6 do
heroEndBtns[i]=Util.GetGameObject(this.panel, "endTabs/btnHeroGrid/btnHeroGrid/Btn"..i)
end
for i = 1, #this.contents do
this.contents[i].view:InitComponent(this.panel)
end
end
function ResolvePanel:BindEvent()
for i = 1, #this.contents do
this.contents[i].view:BindEvent()
end
--返回按钮
Util.AddClick(this.backBtn,function()
if isSha then
isSha=not isSha
this.RewardGridGoMov(isSha,function()
self:ClosePanel()
end)
else
self:ClosePanel()
end
end)
Util.AddClick(this.shaiBtn, function()
isSha=not isSha
this.RewardGridGoMov(isSha)
end)
for i = 1, 6 do
Util.AddClick( heroEndBtns[i], function()
if tabSortType == i then
tabSortType = 0
this.contents[curIndex].view.SortTypeClick(0)--全部
else
tabSortType = i
this.contents[curIndex].view.SortTypeClick(i)
end
this.EndTabBtnSelect(heroEndBtns[i])
end)
end
end
function ResolvePanel:AddListener()
for i = 1, #this.contents do
this.contents[i].view:AddListener()
end
end
function ResolvePanel:RemoveListener()
for i = 1, #this.contents do
this.contents[i].view:RemoveListener()
end
end
function ResolvePanel:OnSortingOrderChange()
this.sortingOrder = self.sortingOrder
end
function ResolvePanel:OnOpen(...)
local args = {...}
if args[1] then
curIndex=args[1]
else
curIndex=1
end
tabSortType = 0
this.EndTabBtnSelect()
end
function ResolvePanel:OnShow()
this.upView = SubUIManager.Open(SubUIConfig.UpView, self.transform, {showType = UpViewOpenType.ShowLeft})
this.tabBox = Util.GetGameObject(this.panel, "TabBox")
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
this.TabCtrl:Init(this.tabBox, _TabData,curIndex)
end
function ResolvePanel:OnClose()
SubUIManager.Close(this.upView)
for i = 1, #this.contents do
this.contents[i].view:OnClose()
end
end
function ResolvePanel:OnDestroy()
for i = 1, #this.contents do
this.contents[i].view:OnDestroy()
end
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})
this.title.sprite=Util.LoadSprite(titleImageName[1])
elseif index==2 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone})
this.title.sprite=Util.LoadSprite(titleImageName[2])
end
this.title:SetNativeSize()
--执行子模块初始化
this.contents[index].view:OnShow(this.sortingOrder,this.itemListRoot)
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
function this.RewardGridGoMov(isSha,fun)
this.shaiBtn:GetComponent("Button").enabled = false
if isSha then
this.endTabs:SetActive(true)
--this.btnHeroGrid.transform:DOAnchorPosY(-670, 0.5, false)
this.endTabs.transform:DOAnchorPosY(251.62, 0.5, false):OnComplete(function()
this.shaiBtn:GetComponent("Button").enabled = true
if fun then
fun()
end
end)
else
--this.btnHeroGrid.transform:DOAnchorPosY(-766, 0.5, false)
this.endTabs.transform:DOAnchorPosY(-38.64, 0.5, false):OnComplete(function()
this.shaiBtn:GetComponent("Button").enabled = true
this.endTabs:SetActive(false)
if fun then
fun()
end
end)
end
end
--下部页签排序
function this.EndTabBtnSelect(_btn)
this.selectHeroBtn:SetActive(tabSortType > 0)
if _btn then
this.selectHeroBtn.transform:SetParent(_btn.transform)
this.selectHeroBtn.transform.localScale = Vector3.one
this.selectHeroBtn.transform.localPosition=Vector3.zero
end
end
return ResolvePanel