miduo_client/Assets/ManagedResources/~Lua/Modules/CompoundHero/CompoundHeroPanel.lua

165 lines
6.1 KiB
Lua

require("Base/BasePanel")
CompoundHeroPanel = Inherit(BasePanel)
local this = CompoundHeroPanel
local TabBoxRedPoints = {}
local TabBox = require("Modules/Common/TabBox")
local _TabData={ [1] = { default = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31", name = Language[10404],redPointType = RedPointType.Huaxutan_CompoundHero },
[2] = { default = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32", name = Language[10405] },
}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
local curIndex = 1
this.contents = {
[2] = {view = require("Modules/CompoundHero/view/CompoundHero_Replace"), panelName = "CompoundHeroPanel_Replace"},
[1] = {view = require("Modules/CompoundHero/view/CompoundHero_Compound"), panelName = "CompoundHeroPanel_Compound"},
}
--初始化组件(用于子类重写)
function CompoundHeroPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.HelpBtn = Util.GetGameObject(self.gameObject,"helpBtn")
this.panle = Util.GetGameObject(self.gameObject,"panle")
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 = {}
this.prefabRedPoints = {}
for i=1,#this.contents do
this.prefabs[i]=Util.GetGameObject(this.panle,this.contents[i].panelName)
this.contents[i].view:InitComponent(this.panle)
this.prefabRedPoints = Util.GetGameObject(this.prefabs[i], "btnBack/btnBack")
end
end
--绑定事件(用于子类重写)
function CompoundHeroPanel:BindEvent()
Util.AddClick(this.btnBack, function()
self:ClosePanel()
end)
for i = 1, #this.contents do
this.contents[i].view:BindEvent()
end
TabBoxRedPoints = {}
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
this.TabCtrl:Init(this.tabBox, _TabData)
for i = 1, #_TabData do
TabBoxRedPoints[i] = Util.GetGameObject(this.tabBox, "box/tab"..i.."/Redpot")
if _TabData[i] and _TabData[i].redPointType and TabBoxRedPoints[i] then
-- LogYellow("_TabData[i].redPointType ".._TabData[i].redPointType)
BindRedPointObject(_TabData[i].redPointType,TabBoxRedPoints[i])
end
end
end
function CompoundHeroPanel.RefreshHelpBtn()
if curIndex==2 then
this.HelpBtn:SetActive(true)
Util.AddOnceClick(this.HelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.HeroReplacement,this.helpPosition.x,this.helpPosition.y)
end)
elseif curIndex==1 then
this.HelpBtn:SetActive(true)
Util.AddOnceClick(this.HelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.HeroCompound,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 CompoundHeroPanel: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 CompoundHeroPanel: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 CompoundHeroPanel: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 CompoundHeroPanel:OnShow()
if this.TabCtrl then
this.TabCtrl:ChangeTab(curIndex)
end
end
function CompoundHeroPanel:OnSortingOrderChange()
this.sortingOrder = self.sortingOrder
for i = 1, #this.contents do
this.contents[i].view:OnSortingOrderChange(self.sortingOrder)
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])
Util.GetGameObject(tab,"select"):SetActive(status=="select")
tabLab:GetComponent("Text").text = _TabData[index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
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==2 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReplace})
elseif index==1 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 CompoundHeroPanel: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 CompoundHeroPanel:OnDestroy()
SubUIManager.Close(this.upView)
for i = 1, #this.contents do
this.contents[i].view:OnDestroy()
this.spLoader:Destroy()
end
for i = 1, #_TabData do
if _TabData[i] and _TabData[i].redPointType and TabBoxRedPoints[i] then
ClearRedPointObject(_TabData[i].redPointType,TabBoxRedPoints[i])
end
end
end
return CompoundHeroPanel