miduo_client/Assets/ManagedResources/~Lua/View/PlayerHeadView.lua

157 lines
4.4 KiB
Lua

local PlayerHeadView = {}
function PlayerHeadView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = PlayerHeadView })
return b
end
--初始化组件(用于子类重写)
function PlayerHeadView:InitComponent()
self.spLoader = SpriteLoader.New()
self.icon = Util.GetGameObject(self.gameObject, "icon")
self.frame = Util.GetGameObject(self.gameObject, "frame")
self.lvRoot = Util.GetGameObject(self.gameObject, "lvRoot")
self.lv = Util.GetGameObject(self.gameObject, "lvRoot/lv")
self.orderLayer = 0
self.effectScale = 1
self.effectScaleFix = 1
end
--绑定事件(用于子类重写)
function PlayerHeadView:BindEvent()
end
--添加事件监听(用于子类重写)
function PlayerHeadView:AddListener()
end
--移除事件监听(用于子类重写)
function PlayerHeadView:RemoveListener()
end
--界面打开时调用(用于子类重写)
function PlayerHeadView:OnOpen(...)
self:Reset()
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 PlayerHeadView:OnShow()
end
--界面关闭时调用(用于子类重写)
function PlayerHeadView:OnClose()
self:Reset()
self.spLoader:Destroy()
end
-- 设置头像
function PlayerHeadView:SetHead(headId)
self.icon:SetActive(true)
self.icon:GetComponent("Image").sprite = GetPlayerHeadSprite(self.spLoader, headId)
end
-- 设置头像框
function PlayerHeadView:SetFrame(frameId)
self.frame:SetActive(true)
self.frame:GetComponent("Image").sprite = GetPlayerHeadFrameSprite(self.spLoader, frameId)
-- 检测特效
self:UnLoadFrameEffect()
self:LoadFrameEffect(frameId)
end
-- 设置等级
function PlayerHeadView:SetLevel(level)
self.lvRoot:SetActive(true)
self.lv:GetComponent("Text").text = level
end
-- 设置等级
function PlayerHeadView:SetGray(isGray)
Util.SetGray(self.gameObject, isGray)
if self.frameEffect then
self.frameEffect:SetActive(not isGray)
end
end
function PlayerHeadView:Reset()
Util.SetGray(self.gameObject, false)
self.icon:SetActive(false)
self.frame:SetActive(false)
self.lvRoot:SetActive(false)
-- 卸载头像框特效
self:UnLoadFrameEffect()
--
end
-- 设置节点父节点
function PlayerHeadView:SetParent(parent)
if self.transform then
self.transform:SetParent(parent.transform)
self.parent = parent.transform
end
end
-- 设置节点位置
function PlayerHeadView:SetPosition(v3)
if not v3 then return end
if self.transform then
self.transform.localPosition = v3
end
end
-- 设置节点缩放值
function PlayerHeadView:SetScale(v3)
if type(v3) == "number" then
v3 = Vector3.one * v3
end
if not v3 then return end
if self.transform then
self.transform.localScale = v3
end
end
function PlayerHeadView:SetEffectScale(scale)
if self.frameEffect then
local targetScale = scale / self.effectScale
self.effectScale = scale
Util.SetParticleScale(self.frameEffect, targetScale)
end
end
-- 头像框特效相关
function PlayerHeadView:LoadFrameEffect(frameId)
local name, scale, pos = GetPlayerHeadFrameEffect(frameId)
if name then
self.frameEffectName = name
self.frameEffect = poolManager:LoadAsset(self.frameEffectName, PoolManager.AssetType.GameObject)
self.frameEffect.transform:SetParent(self.frame.transform)
self.frameEffect.transform.localPosition = pos
self.frameEffect.transform.localScale = Vector3.one
self.effectScaleFix = scale
Util.SetParticleScale(self.frameEffect, self.effectScaleFix) -- 设置修正大小
end
end
function PlayerHeadView:UnLoadFrameEffect()
if self.frameEffectName and self.frameEffect then
self:SetLayer(0)
self:SetEffectScale(1)
Util.SetParticleScale(self.frameEffect, 1/self.effectScaleFix) -- 还原修正大小
poolManager:UnLoadAsset(self.frameEffectName, self.frameEffect, PoolManager.AssetType.GameObject)
self.frameEffectName = nil
self.frameEffect = nil
end
end
function PlayerHeadView:SetLayer(orderLayer)
if self.frameEffect then
Util.AddParticleSortLayer(self.frameEffect, orderLayer - self.orderLayer)
self.orderLayer = orderLayer
end
end
function PlayerHeadView:Recycle()
SubUIManager.Close(self)
end
return PlayerHeadView