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

191 lines
7.2 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", lock = "r_hero_xuanze_002",select = "r_hero_xuanze_001", name = Language[10385] , funcType = FUNCTION_OPEN_TYPE.COMPOUND},--装备暂时屏蔽
--[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "宝器锻造" },
[1] = { default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002",select = "r_hero_xuanze_001", name = Language[10387] , funcType = FUNCTION_OPEN_TYPE.hunyin},
[2] = { default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002",select = "r_hero_xuanze_001", name = Language[10386], funcType = FUNCTION_OPEN_TYPE.Treasure },
}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1),
lock = UIColor.GRAY,
}
local curIndex = 1
this.contents = {
--[1] = {view = require("Modules/Compound/view/CompoundPanel_Equip"), panelName = "CompoundPanel_Equip"},--装备暂时屏蔽
--[2] = {view = require("Modules/Compound/view/CompoundPanel_Talisman"), panelName = "CompoundPanel_Talisman"},
[1] = {view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint"},
[2] = {view = require("Modules/Compound/view/CompoundPanel_Treasure"), panelName = "CompoundPanel_Treasure"},
}
--初始化组件(用于子类重写)
function CompoundPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.HelpBtn = Util.GetGameObject(self.gameObject,"helpBtn")
this.helpPosition=this.HelpBtn:GetComponent("RectTransform").localPosition
--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
function CompoundPanel.RefreshHelpBtn()
-- if curIndex==1 then
-- this.HelpBtn:SetActive(true)
-- Util.AddOnceClick(this.HelpBtn, function()
-- UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.EquipCompose,this.helpPosition.x,this.helpPosition.y)
-- end)
-- else
if curIndex==1 then
this.HelpBtn:SetActive(true)
Util.AddOnceClick(this.HelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.TreasureCompose,this.helpPosition.x,this.helpPosition.y)
end)
elseif curIndex==2 then
this.HelpBtn:SetActive(true)
Util.AddOnceClick(this.HelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.SoulPrintCommond,this.helpPosition.x,this.helpPosition.y)
end)
else
this.HelpBtn:SetActive(false)
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:RemoveListener()
end
end
--界面打开时调用(用于子类重写)
function CompoundPanel:OnOpen(_curIndex)
curIndex = _curIndex and _curIndex or 1
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:SetTabIsLockCheck(this.IsTabLock)
this.TabCtrl:Init(this.tabBox, _TabData, curIndex)
end
function CompoundPanel:OnSortingOrderChange()
this.sortingOrder = self.sortingOrder
for i = 1, #this.contents do
this.contents[i].view:OnSortingOrderChange(self.sortingOrder)
end
end
function this.IsTabLock(index)
if _TabData[index].funcType and _TabData[index].funcType > 0 then
if ActTimeCtrlManager.SingleFuncState(_TabData[index].funcType) then
return false
else
return true, "".._TabData[index].name..""..ActTimeCtrlManager.SystemOpenTip(_TabData[index].funcType)
end
else
return false
end
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 = this.spLoader:LoadSprite(_TabData[index][status])
tabLab:GetComponent("Text").text = _TabData[index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
Util.GetGameObject(tab,"LockImage"):SetActive(status == "lock")
-- this.SetBottomBarIsActive(tab, index)
end
--特殊的开启条件
function this.SetBottomBarIsActive(tab, index)
local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
if index == 2 then
local string = ConfigData[89].Value
tab:SetActive(PlayerManager.level >= tonumber(string))
end
if index == 3 then
local string = ConfigData[40].Value
local num = string.split(string.split(string,"|")[1],"#")[2]
tab:SetActive(PlayerManager.level >= tonumber(num))
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.Compound_equip})
elseif index==2 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
elseif index==3 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
end
this.RefreshHelpBtn()
--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()
this.spLoader:Destroy()
end
end
return CompoundPanel