miduo_client/Assets/ManagedResources/~Lua/Modules/Setting/SettingPanel.lua

165 lines
5.9 KiB
Lua

require("Base/BasePanel")
local SettingPanel = Inherit(BasePanel)
local this = SettingPanel
local funIndex = 1
--Tab
local TabBox = require("Modules/Common/TabBox")
local _TabData={
[1] = { default = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31", name = Language[12266] , rpType = RedPointType.Setting_Head},
--[2] = { default = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32", name = Language[12267] , rpType = RedPointType.Setting_Ride},
[2] = { default = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33", name = Language[12314],rpType = RedPointType.Setting_Title },
-- [4] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "时装",rpType = RedPointType.Setting_Skin },
}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
--子模块脚本
this.contents = {
--信息
[1] = {view = require("Modules/Setting/SettingInfo"), panelName = "settingInfo"},
--称号
-- [2] = {view = require("Modules/Setting/SettingPlayerTitle"), panelName = "settingPlayerTitle"},
-- 时装
--[2] = {view = require("Modules/Setting/SettingPlayerRide"), panelName = "settingPlayerRide"},
-- 称号
[2] = {view = require("Modules/Setting/SettingPlayerTitle"), panelName = "settingPlayerTitle"},
--[4] = {view = require("Modules/Setting/SettingPlayerSkin"), panelName = "settingPlayerSkin"},
}
--子模块预设
this.prefabs={}
--初始化组件(用于子类重写)
function SettingPanel:InitComponent()
this.btnBack = Util.GetGameObject(this.transform, "btnBack")
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
this.settingPlayerBg = Util.GetGameObject(self.transform, "layout/settingPlayerBgImage")
this.settingPlayerBg:SetActive(true)
--预设赋值
this.layout = Util.GetGameObject(self.transform, "layout")
for i=1,#this.contents do
this.prefabs[i]=Util.GetGameObject(this.layout,this.contents[i].panelName)
end
for i = 1, #this.contents do
this.contents[i].view:InitComponent(Util.GetGameObject(this.transform, "layout/"..this.contents[i].panelName),self)
this.spLoader = SpriteLoader.New()
end
this.tabBox = Util.GetGameObject(this.transform, "TabBox")
end
--绑定事件(用于子类重写)
function SettingPanel:BindEvent()
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
for i = 1, #this.contents do
this.contents[i].view:BindEvent()
end
end
--添加事件监听(用于子类重写)
function SettingPanel: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 SettingPanel: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 SettingPanel:OnOpen(index)
funIndex = index or 1
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
this.TabCtrl:Init(this.tabBox, _TabData,funIndex)
-- 绑定红点
local tabList = this.TabCtrl:GetTabList()
for index = 1, #tabList do
local tab = tabList[index]
local redpot = Util.GetGameObject(tab, "Redpot")
if _TabData[index].rpType then
BindRedPointObject(_TabData[index].rpType, redpot)
else
redpot:SetActive(false)
end
end
end
function SettingPanel:OnSortingOrderChange()
for i = 1, #this.contents do
if this.contents[i].view.OnSortingOrderChange then
this.contents[i].view:OnSortingOrderChange(self.sortingOrder)
end
end
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 SettingPanel:OnShow()
-- end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
local select = Util.GetGameObject(tab, "select")
Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabData[index][status])
tabLab:GetComponent("Text").text = GetCurLanguage() ~= 2 and _TabData[index].name or _TabData[index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
select:SetActive(status=="select")
end
--切换视图
function this.SwitchView(index,isNotTop,isNotAni)
--先执行上一面板关闭逻辑
local oldSelect=0
oldSelect, funIndex = funIndex, 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
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
this.settingPlayerBg.gameObject:SetActive(index == 2 or index == 3 or index == 4)
if index==1 then
elseif index==2 then
elseif index==3 then
elseif index==4 then
end
--执行子模块初始化
this.contents[index].view:OnShow(this.sortingOrder,this.itemListRoot,isNotTop,isNotAni)
end
--界面关闭时调用(用于子类重写)
function SettingPanel: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 SettingPanel:OnDestroy()
SubUIManager.Close(this.UpView)
for i = 1, #this.contents do
this.contents[i].view:OnDestroy()
this.spLoader:Destroy()
end
-- 清除红点绑定
for _, v in ipairs(_TabData) do
if v.rpType then
ClearRedPointObject(v.rpType)
end
end
end
return SettingPanel