165 lines
6.1 KiB
Lua
165 lines
6.1 KiB
Lua
require("Base/BasePanel")
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CompoundHeroPanel = Inherit(BasePanel)
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local this = CompoundHeroPanel
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local TabBoxRedPoints = {}
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local TabBox = require("Modules/Common/TabBox")
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local _TabData={ [1] = { default = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31", name = Language[10404],redPointType = RedPointType.Huaxutan_CompoundHero },
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[2] = { default = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32", name = Language[10405] },
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}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
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local curIndex = 1
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this.contents = {
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[2] = {view = require("Modules/CompoundHero/view/CompoundHero_Replace"), panelName = "CompoundHeroPanel_Replace"},
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[1] = {view = require("Modules/CompoundHero/view/CompoundHero_Compound"), panelName = "CompoundHeroPanel_Compound"},
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}
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--初始化组件(用于子类重写)
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function CompoundHeroPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.HelpBtn = Util.GetGameObject(self.gameObject,"helpBtn")
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this.panle = Util.GetGameObject(self.gameObject,"panle")
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this.helpPosition=this.HelpBtn:GetComponent("RectTransform").localPosition
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--子模块脚本
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this.tabBox = Util.GetGameObject(self.gameObject, "TabBox")
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this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack/btnBack")
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--预设赋值
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this.prefabs = {}
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this.prefabRedPoints = {}
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for i=1,#this.contents do
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this.prefabs[i]=Util.GetGameObject(this.panle,this.contents[i].panelName)
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this.contents[i].view:InitComponent(this.panle)
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this.prefabRedPoints = Util.GetGameObject(this.prefabs[i], "btnBack/btnBack")
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end
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end
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--绑定事件(用于子类重写)
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function CompoundHeroPanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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self:ClosePanel()
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end)
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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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TabBoxRedPoints = {}
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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)
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for i = 1, #_TabData do
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TabBoxRedPoints[i] = Util.GetGameObject(this.tabBox, "box/tab"..i.."/Redpot")
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if _TabData[i] and _TabData[i].redPointType and TabBoxRedPoints[i] then
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-- LogYellow("_TabData[i].redPointType ".._TabData[i].redPointType)
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BindRedPointObject(_TabData[i].redPointType,TabBoxRedPoints[i])
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end
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end
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end
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function CompoundHeroPanel.RefreshHelpBtn()
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if curIndex==2 then
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this.HelpBtn:SetActive(true)
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Util.AddOnceClick(this.HelpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.HeroReplacement,this.helpPosition.x,this.helpPosition.y)
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end)
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elseif curIndex==1 then
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this.HelpBtn:SetActive(true)
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Util.AddOnceClick(this.HelpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.HeroCompound,this.helpPosition.x,this.helpPosition.y)
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end)
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else
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this.HelpBtn:SetActive(false)
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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 CompoundHeroPanel: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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--移除事件监听(用于子类重写)
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function CompoundHeroPanel: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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--界面打开时调用(用于子类重写)
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function CompoundHeroPanel:OnOpen(_curIndex)
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curIndex = _curIndex and _curIndex or 1
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function CompoundHeroPanel:OnShow()
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if this.TabCtrl then
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this.TabCtrl:ChangeTab(curIndex)
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end
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end
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function CompoundHeroPanel:OnSortingOrderChange()
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this.sortingOrder = self.sortingOrder
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for i = 1, #this.contents do
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this.contents[i].view:OnSortingOrderChange(self.sortingOrder)
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end
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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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Util.GetGameObject(tab,"select"):SetActive(status=="select")
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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end
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--切换视图
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function this.SwitchView(index)
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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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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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if index==2 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReplace})
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elseif index==1 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
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end
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this.RefreshHelpBtn()
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--执行子模块初始化
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this.contents[index].view:OnShow(this)
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end
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--刷新魂印合成的方法
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function this.UpdateCompoundPanel_SoulPrint(equipSign,index)
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this.contents[curIndex].view.ShowTitleEquipData(nil,equipSign,index)
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end
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--界面关闭时调用(用于子类重写)
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function CompoundHeroPanel:OnClose()
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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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end
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--界面销毁时调用(用于子类重写)
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function CompoundHeroPanel:OnDestroy()
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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:OnDestroy()
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this.spLoader:Destroy()
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end
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for i = 1, #_TabData do
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if _TabData[i] and _TabData[i].redPointType and TabBoxRedPoints[i] then
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ClearRedPointObject(_TabData[i].redPointType,TabBoxRedPoints[i])
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end
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end
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end
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return CompoundHeroPanel |