131 lines
4.1 KiB
Lua
131 lines
4.1 KiB
Lua
----- 云游商人选择装备 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local func
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local data
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function this:InitComponent(gameObject)
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self.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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self.tip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
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self.scroll = Util.GetGameObject(gameObject, "Scroll")
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self.confirm = Util.GetGameObject(gameObject, "ConfirmBtn")
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self.cancel = Util.GetGameObject(gameObject, "CancelBtn")
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self.itemPre = Util.GetGameObject(gameObject, "itemPre")
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self.mask = Util.GetGameObject(gameObject, "itemPre/item")
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-- 设置循环滚动,万一内容不停地加
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local rootHight = self.scroll.transform.rect.height
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local width = self.scroll.transform.rect.width
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self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
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self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(0, 35))
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self.scrollView.moveTween.MomentumAmount = 1
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self.scrollView.moveTween.Strength = 2
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self.equipList={}
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self.itemList = {}
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self.maskList = {}
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self.maskImageList = {}
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end
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function this:BindEvent()
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Util.AddClick(this.confirm,function()
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parent:ClosePanel()
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if func then
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func()
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end
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end)
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Util.AddClick(this.cancel,function()
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parent:ClosePanel()
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end)
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local _args = {...}
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data = _args[1]
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func = _args[2]
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local list = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
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for i = 1, #data.needItems do
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for j = 1, #list do
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if data.needItems[i] == list[j].itemConfig.Id then
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table.insert(self.equipList,list[j])
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end
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end
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end
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this:Refresh(true,true)
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end
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function this:Refresh(isTop,isAni)
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this.titleText.text = "装备升级"
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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, #self.itemList do
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self.itemList[i].gameObject:SetActive(false)
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end
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self.scrollView:SetData(self.equipList, function (index, item)
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this:ShowSingleData(item, self.equipList[index],index)
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end,not isTop,not isAni)
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if #self.equipList ~= 0 then
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this.tip.text = "请选择您要升级的装备"
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self.tip.gameObject:GetComponent("RectTransform").localPosition = Vector3.New(0,232,0)
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else
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self.tip.text = "暂无可升级的装备"
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self.tip.gameObject:GetComponent("RectTransform").localPosition = Vector3.zero
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end
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end
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function this:ShowSingleData(item,sdata,index)
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local itemtrans = Util.GetGameObject(item,"item")
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local itemmask = Util.GetGameObject(item,"mask")
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local maskImage = Util.GetGameObject(item,"mask/Image")
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maskImage:SetActive(false)
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if not self.itemList[index] then
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self.itemList[index] = SubUIManager.Open(SubUIConfig.ItemView,itemtrans.transform)
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self.itemList[index].gameObject:SetActive(false)
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end
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self.itemList[index]:OnOpen(false, {sdata.itemConfig.Id,sdata.num}, 1,false,false,false,sortingOrder)
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self.itemList[index].gameObject:SetActive(true)
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self.maskList[index] = itemmask
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self.maskImageList[index] = maskImage
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self.maskImageList[index]:SetActive(data.selectId == sdata.itemConfig.Id)
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Util.AddOnceClick(self.maskList[index],function ()
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for i = 1, #self.maskImageList do
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self.maskImageList[i]:SetActive(false)
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end
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if data.selectId == sdata.itemConfig.Id then
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self.maskImageList[index]:SetActive(false)
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data.selectId = 0
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else
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self.maskImageList[index]:SetActive(true)
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data.selectId = sdata.itemConfig.Id
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end
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end)
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end
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function this:OnClose()
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self.equipList={}
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self.maskList = {}
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self.maskImageList = {}
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end
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function this:OnDestroy()
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self.itemList = {}
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end
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return this |