288 lines
11 KiB
Lua
288 lines
11 KiB
Lua
---献祭坛主面板---
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require("Base/BasePanel")
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ResolvePanel = Inherit(BasePanel)
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local this = ResolvePanel
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local isSha=false--筛选按钮状态
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--Tab
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local TabBox = require("Modules/Common/TabBox")
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local _TabData={
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[1] = { default = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31", name = Language[11732] },
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-- [2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "神将归元" },
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-- [3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "法宝归元" },
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[2] = { default = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32", name = Language[11603] },
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[3] = { default = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33", name = Language[11735] },
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[4] = { default = "UI_hz_gonghui_34", select = "UI_hz_gonghui_34", name = "名刀分解" },
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}
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local _TabFontColor = { default = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
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select = Color.New(255 / 255, 255 / 255, 255 / 255, 1)}
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--子模块脚本
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this.contents = {
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--献祭
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[1] = {view = require("Modules/Resolve/View/Resolve_Dismantle"), panelName = "Resolve_Dismantle"},
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--回溯
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-- [2] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
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--法宝归元
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-- [3] = {view = require("Modules/Resolve/View/Resolve_Talisman"), panelName = "Resolve_Talisman"},
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--宝物分解
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[2] = {view = require("Modules/Resolve/View/Resolve_EquipTreasure"), panelName = "Resolve_EquipTreasure"},
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--放生灵兽
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[3] = {view = require("Modules/Resolve/View/Resolve_Pokemon"), panelName = "Resolve_Pokemon"},
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[4] = {view = require("Modules/Resolve/View/Resolve_GodWeapon"), panelName = "Resolve_GodWeapon"},
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}
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--子模块预设
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this.prefabs={}
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--上一子模块索引
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local curIndex=0
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--Title资源名
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local titleImageName={"gongsong_zh","h_xianji_fenjie_zh","lingshou_lingshoufangshengzi_zh","GodWeaponAtlas_fenjie_title_zh"}--,"guiyuan_zh","h_guiyuan_zi_zh"
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local titleName={Language[11732],"宝物分解",Language[11735],"名刀分解"}
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local titleColor={Color.New(243 / 255, 235 / 255, 202 / 255, 1),Color.New(243 / 255, 235 / 255, 202 / 255, 1),Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
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local bgImageName={"UI_hz_ls_01","UI_hz_ls_07","UI_hz_ls_08"}--,"h_huisu_ditu","h_xianji_guiyuanditu"
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local heroEndBtns = {}
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local tabSortType
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function ResolvePanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.panel = Util.GetGameObject(self.gameObject, "Panel")
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this.bgIma=Util.GetGameObject(self.gameObject,"Bg"):GetComponent("Image")
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this.title=Util.GetGameObject(self.gameObject,"Title"):GetComponent("Image")
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this.titleDes=Util.GetGameObject(this.title.gameObject,"Text"):GetComponent("Text")
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this.backBtn = Util.GetGameObject(this.panel, "BackBtn")
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this.content = Util.GetGameObject(this.panel, "Content")
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this.itemListRoot=Util.GetGameObject(this.panel,"ItemListRoot")
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this.shaiBtn = Util.GetGameObject(this.panel, "leftUp/shaiBtn")
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this.shaiBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("UI_hz_shenjiang_32")
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this.btnHeroGrid = Util.GetGameObject(this.panel, "endTabs/btnHeroGrid")
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this.endTabs = Util.GetGameObject(this.panel, "endTabs")
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this.endTabs:SetActive(false)
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--预设赋值
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for i=1,#this.contents do
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this.prefabs[i]=Util.GetGameObject(this.panel,this.contents[i].panelName)
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end
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this.selectHeroBtn = Util.GetGameObject(this.panel, "endTabs/selectBtn")
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for i = 1, 5 do
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heroEndBtns[i]=Util.GetGameObject(this.panel, "endTabs/btnHeroGrid/btnHeroGrid/Btn"..i-1)
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Util.GetGameObject(heroEndBtns[i],"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(PropertyIcon[i-1])
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end
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for i = 1, #this.contents do
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this.contents[i].view:InitComponent(this.panel)
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end
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end
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function ResolvePanel:BindEvent()
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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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--返回按钮
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Util.AddClick(this.backBtn,function()
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if isSha then
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isSha=not isSha
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this.RewardGridGoMov(isSha,function()
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self:ClosePanel()
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end)
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else
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self:ClosePanel()
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end
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end)
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Util.AddClick(this.shaiBtn, function()
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isSha=not isSha
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this.RewardGridGoMov(isSha)
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end)
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for i = 1, 6 do
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Util.AddClick( heroEndBtns[i], function()
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print(Language[12153]..tabSortType)
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if tabSortType == i-1 then
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tabSortType = 0
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this.contents[curIndex].view.SortTypeClick(this.sortingOrder,0)--全部
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this.EndTabBtnSelect()
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else
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tabSortType = i-1
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this.contents[curIndex].view.SortTypeClick(this.sortingOrder,i-1)
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this.EndTabBtnSelect(heroEndBtns[i])
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end
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PlayerManager.now_index = tabSortType
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print(Language[12154]..tabSortType)
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end)
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end
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end
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function ResolvePanel: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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function ResolvePanel:RemoveListener()
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for i = 1, #this.contents do
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this.contents[i].view:RemoveListener()
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end
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end
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function ResolvePanel:OnSortingOrderChange()
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this.sortingOrder = self.sortingOrder
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end
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function ResolvePanel:OnOpen(...)
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local args = {...}
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if args[1] then
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curIndex=args[1]
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else
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curIndex=1
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end
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tabSortType = 0
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this.EndTabBtnSelect()
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end
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function ResolvePanel:OnShow()
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this.upView = SubUIManager.Open(SubUIConfig.UpView, self.transform, {showType = UpViewOpenType.ShowLeft})
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this.tabBox = Util.GetGameObject(this.panel, "TabBox")
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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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function ResolvePanel:OnClose()
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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:OnClose()
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end
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this.RewardGridGoMov(false)
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PlayerManager.now_index = 0
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this.EndTabBtnSelect()
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end
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function ResolvePanel:OnDestroy()
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this.spLoader:Destroy()
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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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--切换视图
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function this.SwitchView(index,isNotTop,isNotAni)
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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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if oldSelect ~= curIndex then
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-- body
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this.RewardGridGoMov(false)
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isSha = false
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PlayerManager.now_index = 0
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end
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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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this.shaiBtn:SetActive(true)
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if index==1 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone})
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this.bgIma.sprite=this.spLoader:LoadSprite(bgImageName[1])
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this.title.sprite=this.spLoader:LoadSprite(titleImageName[1])
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this.titleDes.text=titleName[1]
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-- elseif index==2 then
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-- this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
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-- this.bgIma.sprite=this.spLoader:LoadSprite(bgImageName[2])
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-- this.title.sprite=this.spLoader:LoadSprite(titleImageName[2])
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-- elseif index==3 then
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-- this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
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-- this.bgIma.sprite=this.spLoader:LoadSprite(bgImageName[3])
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-- this.title.sprite=this.spLoader:LoadSprite(titleImageName[3])
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elseif index==2 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
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this.bgIma.sprite=this.spLoader:LoadSprite(bgImageName[2])
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this.title.sprite=this.spLoader:LoadSprite(titleImageName[2])
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this.titleDes.text=titleName[2]
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elseif index==3 then
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this.shaiBtn:SetActive(false)
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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
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this.bgIma.sprite=this.spLoader:LoadSprite(bgImageName[3])
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this.title.sprite=this.spLoader:LoadSprite(titleImageName[3])
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this.titleDes.text=titleName[3]
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elseif index==4 then
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this.shaiBtn:SetActive(false)
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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
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this.bgIma.sprite=this.spLoader:LoadSprite(bgImageName[3])
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this.title.sprite=this.spLoader:LoadSprite(titleImageName[4])
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this.titleDes.text=titleName[4]
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end
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this.title:SetNativeSize()
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--执行子模块初始化
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this.contents[index].view:OnShow(this.sortingOrder,this.itemListRoot,isNotTop,isNotAni)
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--刷新选择按钮
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tabSortType = 0
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this.EndTabBtnSelect(heroEndBtns[PlayerManager.now_index + 1])
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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 = this.spLoader:LoadSprite(_TabData[index][status])
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tabLab:GetComponent("Text").text = GetCurLanguage() ~= 2 and _TabData[index].name or "<size=30>".._TabData[index].name.."</size>"
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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Util.GetGameObject(tab,"select"):SetActive(status=="select")
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this.SetBottomBarIsActive(tab, index)
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end
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--特殊的开启条件
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function this.SetBottomBarIsActive(tab, index)
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local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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if index == 2 then
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local string = ConfigData[40].Value
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local num = string.split(string.split(string,"|")[1],"#")[2]
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tab:SetActive(PlayerManager.level >= tonumber(num))
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elseif index == 3 then
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tab.gameObject:SetActive(ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.POKEMON))
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end
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end
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function this.RewardGridGoMov(isSha,fun)
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this.shaiBtn:GetComponent("Button").enabled = false
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if isSha then
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this.endTabs:SetActive(true)
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--this.btnHeroGrid.transform:DOAnchorPosY(-670, 0.5, false)
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this.endTabs.transform:DOAnchorPosY(330, 0.5, false):OnComplete(function()
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this.shaiBtn:GetComponent("Button").enabled = true
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if fun then
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fun()
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end
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end)
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else
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--this.btnHeroGrid.transform:DOAnchorPosY(-766, 0.5, false)
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this.endTabs.transform:DOAnchorPosY(0, 0.5, false):OnComplete(function()
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this.shaiBtn:GetComponent("Button").enabled = true
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this.endTabs:SetActive(false)
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if fun then
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fun()
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end
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end)
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end
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end
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--下部页签排序
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function this.EndTabBtnSelect(_btn)
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-- this.selectHeroBtn:SetActive(tabSortType > 0)
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if _btn then
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this.selectHeroBtn.transform:SetParent(_btn.transform)
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this.selectHeroBtn.transform.localScale = Vector3.one
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this.selectHeroBtn.transform.localPosition=Vector3.New(0.8,-1.3,0)
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else
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this.selectHeroBtn.transform:SetParent(heroEndBtns[1].transform)
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this.selectHeroBtn.transform.localScale = Vector3.one
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this.selectHeroBtn.transform.localPosition=Vector3.New(0.8,-1.3,0)
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end
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end
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return ResolvePanel |