268 lines
9.3 KiB
Lua
268 lines
9.3 KiB
Lua
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require("Base/BasePanel")
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local TianShuMiJuanMainPanel = Inherit(BasePanel)
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local this = TianShuMiJuanMainPanel
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local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
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local redPointList = {}
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local tabs = {
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-- [1] = { --神将
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-- default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = Language[12274],
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-- rpType = RedPointType.Hero_Fetter,funcType = -1,bg = "t_tianshumijuan_shengjiangditu",zi = "t_tianshumijuan_shenjiangpian_zi_zh",
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-- },
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-- [2] = { --魂印
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-- default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = Language[12275],
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-- rpType = RedPointType.SoulPrint_Fetter,funcType = FUNCTION_OPEN_TYPE.hunyin,bg = "t_tianshumijuan_hunyinditu",zi = "t_tianshumijuan_hunyingpian_zi_zh", --gamesetting.EquipSignUnlock
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-- },
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[3] = { --灵兽
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default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = Language[12276],
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rpType = RedPointType.TianShuPokemon_Fetter,funcType = FUNCTION_OPEN_TYPE.POKEMON,bg = "UI_hz_zhonghe05_71",zi = "t_tianshumijuan_lingshoupian_zi_zh",
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},
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-- [4] = { --装备
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-- default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = "装备篇",
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-- rpType = RedPointType.Equip_Fetter,funcType = FUNCTION_OPEN_TYPE.COMPOUND,bg = "t_tianshumijuan_shengjiangditu",zi = "t_tianshumijuan_zhuangbeipian_zi_zh",
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-- },
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[5] = { --神兵
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default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = "名刀篇",
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rpType = RedPointType.Weapon_Fetter,funcType = FUNCTION_OPEN_TYPE.POKEMON,bg = "UI_hz_zhonghe05_71",zi = "GodWeaponAtlas_handbook_title_zh",
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},
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}
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local status = {
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[0] = Language[10175],
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[1] = Language[11533],
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[2] = Language[11947],
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}
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local curPage = 1
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local data = {}
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local curShai = 0 --0 全部 1 已激活 2 未激活
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local curData = {}
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--初始化组件(用于子类重写)
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function TianShuMiJuanMainPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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self.itemPreList = {}
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self.tabbox = Util.GetGameObject(self.gameObject,"bg/tabbox")
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self.bg = Util.GetGameObject(self.gameObject,"bg/Bg"):GetComponent("Image")
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self.title = Util.GetGameObject(self.gameObject,"bg/title"):GetComponent("Image")
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self.titleText = Util.GetGameObject(self.gameObject,"bg/title/titleText"):GetComponent("Text")
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self.btnBack = Util.GetGameObject(self.gameObject,"bg/btnBack")
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self.shai = Util.GetGameObject(self.gameObject,"shai")
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self.shaiText = Util.GetGameObject(self.shai,"Text"):GetComponent("Text")
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SetTextVerTial(self.shaiText,Vector3.New(30,0,0),nil,nil,10)
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self.fetterItem = Util.GetGameObject(self.gameObject,"fetterItem")
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local grid = Util.GetGameObject(self.gameObject,"bg/fetterGrid")
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local v21 = grid.transform.rect
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self.scroll = SubUIManager.Open(SubUIConfig.ScrollCycleView,grid.transform,self.fetterItem,nil,Vector2.New(v21.width, v21.height), 1, 1, Vector2.New(0,0))
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self.empty = Util.GetGameObject(self.gameObject,"bg/NoneImage")
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self.Image = Util.GetGameObject(self.gameObject,"bg/static/Image (1)"):GetComponent("RectTransform")
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end
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function TianShuMiJuanMainPanel.SetTabAdapter(newTab, index, status)
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local img = Util.GetGameObject(newTab.gameObject,"img"):GetComponent("Image")
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local redpot = Util.GetGameObject(newTab.gameObject,"redpot")
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local tabName = Util.GetGameObject(newTab.gameObject,"Text"):GetComponent("Text")
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local lock = Util.GetGameObject(newTab.gameObject,"lock")
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if tabs[index].rpType > 0 then
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if redPointList[tabs[index].rpType] then
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ClearRedPointObject(tabs[index].rpType,redPointList[tabs[index].rpType])
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end
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BindRedPointObject(tabs[index].rpType,redpot)
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redPointList[tabs[index].rpType] = redpot
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end
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img.sprite = this.spLoader:LoadSprite(tabs[index][status])
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tabName.text = tabs[index].tabName
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if status == "lock" then
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lock.gameObject:SetActive(true)
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else
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lock.gameObject:SetActive(false)
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end
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if tabs[index].funcType < 1 then
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newTab.gameObject:SetActive(true)
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else
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local config = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,tabs[index].funcType)
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if config and config.IsOpen == 0 then
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newTab.gameObject:SetActive(false)
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else
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newTab.gameObject:SetActive(true)
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end
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end
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end
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function TianShuMiJuanMainPanel.TabIsLockCheck(index)
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if tabs[index].funcType > 0 then
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if ActTimeCtrlManager.SingleFuncState(tabs[index].funcType) then
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return false
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else
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return true,ActTimeCtrlManager.SystemOpenTip(tabs[index].funcType)
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end
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else
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return false
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end
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end
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function TianShuMiJuanMainPanel.SetChangeTabCallBack(index)
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if curPage == index then
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return
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end
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curPage = index
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curShai = 0
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this:OnShow(self)
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end
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--绑定事件(用于子类重写)
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function TianShuMiJuanMainPanel:BindEvent()
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(self.shai, function()
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curShai = curShai + 1
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curShai = curShai%3
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self.shaiText.text = status[curShai]
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curData = self:ShaiData()
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self:RefreshData(curData)
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end)
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self.tabBox = TabBox.New()
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self.tabBox:SetTabAdapter(self.SetTabAdapter)
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self.tabBox:SetTabIsLockCheck(self.TabIsLockCheck)
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self.tabBox:SetChangeTabCallBack(self.SetChangeTabCallBack)
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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 TianShuMiJuanMainPanel:AddListener()
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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 TianShuMiJuanMainPanel:RemoveListener()
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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 TianShuMiJuanMainPanel:OnOpen(...)
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local args = {...}
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curPage = args[1] or 1
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curShai = 0
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self.shaiText.text = status[curShai]
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self.tabBox:Init(self.tabbox.gameObject, tabs, curPage)
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end
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-- 打开,重新打开时回调
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function TianShuMiJuanMainPanel:OnShow()
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self.shaiText.text = status[curShai]
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self.bg.sprite = this.spLoader:LoadSprite(tabs[curPage].bg)
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self.title.sprite = this.spLoader:LoadSprite(tabs[curPage].zi)
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self.titleText.text = tabs[curPage].tabName
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data = TianShuMiJuanManger.GetFetterDataByFetterType(curPage)
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curData = self:ShaiData()
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self:RefreshData()
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end
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function TianShuMiJuanMainPanel:RefreshData()
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self:ChengeSize()
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self:SortData()
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self.scroll:ForeachItemGO(function(index,go)
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go.gameObject:SetActive(false)
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end)
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if not curData or #curData < 1 then
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self.empty.gameObject:SetActive(true)
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self.scroll.gameObject:SetActive(false)
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else
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self.empty.gameObject:SetActive(false)
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self.scroll.gameObject:SetActive(true)
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self.scroll:SetData(curData,function(index,go)
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self:SetSingleData(go,curData[index],index)
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end)
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self.scroll:SetIndex(1)
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end
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end
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--灯笼大小变化
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function TianShuMiJuanMainPanel:ChengeSize()
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if GetCurLanguage() == 0 then return end
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local width = GetPreferredWidth(self.shaiText.transform)
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local vec = self.Image.transform.sizeDelta
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local shaiVect = self.shai:GetComponent("RectTransform").transform.sizeDelta
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if width > 120 then
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vec.y = width + 400
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shaiVect.y = width + 50
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else
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vec.y = 482
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shaiVect.y = 161
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end
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self.Image.transform.sizeDelta = vec
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self.shai:GetComponent("RectTransform").transform.sizeDelta = shaiVect
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end
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function TianShuMiJuanMainPanel:ShaiData()
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if not data or #data < 1 then
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return
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end
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local shaiValue = 0
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if curShai == 0 then
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return data
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elseif curShai == 1 then
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shaiValue = 1
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else
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shaiValue = 0
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end
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local returnData = {}
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for k,v in ipairs(data) do
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if shaiValue ~= 0 and v.enabled == shaiValue then
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table.insert(returnData,v)
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elseif shaiValue == 0 and v.enabled < 1 then
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table.insert(returnData,v)
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end
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end
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return returnData
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end
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local sortData = {
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[0] = 0,
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[1] = 1,
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[-1] = 2,
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}
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function TianShuMiJuanMainPanel:SortData()
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if not curData or #curData < 1 then
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return
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end
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table.sort(curData,function(a,b)
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if sortData[a.enabled] == sortData[b.enabled] then
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return a.id < b.id
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end
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return sortData[a.enabled] < sortData[b.enabled]
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end)
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end
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function TianShuMiJuanMainPanel:SetSingleData(go,item,index)
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if not self.itemPreList[go] then
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self.itemPreList[go] = SubUIManager.Open(SubUIConfig.FetterItem,go.transform)
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end
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if not item then
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go.gameObject:SetActive(false)
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return
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end
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go.gameObject:SetActive(true)
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self.itemPreList[go]:SetData(item,self,curPage)
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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 TianShuMiJuanMainPanel:OnClose()
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curPage = 0
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curShai = 0
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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 TianShuMiJuanMainPanel:OnDestroy()
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this.spLoader:Destroy()
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for k,v in pairs(redPointList) do
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ClearRedPointObject(k,v)
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end
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for k,v in pairs(self.itemPreList) do
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SubUIManager.Close(v)
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end
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SubUIManager.Close(self.scroll)
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self.itemPreList = {}
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redPointList = {}
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end
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return this |