103 lines
3.6 KiB
Lua
103 lines
3.6 KiB
Lua
ItemUpstarPre = {}
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local parent
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local curSelectId = 0
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function ItemUpstarPre:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = ItemUpstarPre })
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return b
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end
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--初始化组件(用于子类重写)
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function ItemUpstarPre:InitComponent()
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self.upLayout = Util.GetGameObject(self.gameObject,"Content/upLayout")
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self.midLayout = Util.GetGameObject(self.gameObject,"Content/middleLayout")
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self.btnExchange = Util.GetGameObject(self.midLayout,"btnBuy")
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self.btnText = Util.GetGameObject(self.btnExchange,"Text"):GetComponent("Text")
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self.btnRed = Util.GetGameObject(self.btnExchange,"redPoint")
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self.info = Util.GetGameObject(self.midLayout,"info")
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self.gridList ={}
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self.gridList[1] = Util.GetGameObject(self.midLayout,"itemNeed/item")
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self.gridList[2] = Util.GetGameObject(self.midLayout,"itemCost/item")
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self.gridList[3] = Util.GetGameObject(self.midLayout,"itemGet/item")
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self.itemList = {}
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self.btnMaskNeed = Util.GetGameObject(self.midLayout,"itemNeed/mask")
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self.btnMaskGet = Util.GetGameObject(self.midLayout,"itemGet/mask")
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end
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--绑定事件(用于子类重写)
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function ItemUpstarPre:BindEvent()
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Util.AddClick(self.btnMaskNeed,function ()
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LogGreen("打开选择框")
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end)
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Util.AddClick(self.btnExchange,function ()
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if curSelectId == 0 then
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PopupTipPanel.ShowTips("请选择想要升级的装备!")
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return
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end
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LogGreen("兑换")
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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 ItemUpstarPre:AddListener()
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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 ItemUpstarPre:RemoveListener()
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end
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function ItemUpstarPre:OnOpen()
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end
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function ItemUpstarPre:SetData(_data,_parent,_sortingOrder)
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self.data = _data
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self.parent = _parent
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self.sortingOrder = _sortingOrder
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self:Refresh()
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end
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function ItemUpstarPre:Refresh()
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local needItemId = curSelectId == 0 and self.data.needItems[1] or curSelectId
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local configData = ConfigManager.GetConfigData(ConfigName.ComposeBook,needItemId)
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local rewardList = {configData.NeedItems[1],configData.NeedCost[1],configData.GoalItems[1]}
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--设置内容
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if not self.itemList then
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self.itemList = {}
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end
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for i = 1, #rewardList do
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if not self.itemList[i] then
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self.itemList[i] = SubUIManager.Open(SubUIConfig.ItemView,self.gridList[i].transform)
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end
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self.itemList[i]:OnOpen(false, rewardList[i], 1,false,false,false,self.sortingOrder)
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end
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self:SetMask()
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end
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function ItemUpstarPre:SetMask()
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if curSelectId == 0 then
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self.btnMaskNeed:SetActive(true)
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self.btnMaskGet:SetActive(true)
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Util.GetGameObject(self.itemList[1].gameObject,"effects"):SetActive(false)
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Util.GetGameObject(self.itemList[1].gameObject,"item/icon"):SetActive(false)
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Util.GetGameObject(self.itemList[3].gameObject,"effects"):SetActive(false)
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Util.GetGameObject(self.itemList[3].gameObject,"item/icon"):SetActive(false)
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else
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self.btnMaskNeed:SetActive(false)
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self.btnMaskGet:SetActive(false)
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Util.GetGameObject(self.itemList[1].gameObject,"effects"):SetActive(true)
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Util.GetGameObject(self.itemList[1].gameObject,"item/icon"):SetActive(true)
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Util.GetGameObject(self.itemList[3].gameObject,"effects"):SetActive(true)
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Util.GetGameObject(self.itemList[3].gameObject,"item/icon"):SetActive(true)
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end
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end
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function ItemUpstarPre:OnClose()
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curSelectId = 0
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self.gridList = {}
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self.itemList = {}
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end
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return ItemUpstarPre |