194 lines
7.4 KiB
Lua
194 lines
7.4 KiB
Lua
require("Base/BasePanel")
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CompoundHeroPanel = Inherit(BasePanel)
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local this = CompoundHeroPanel
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local TabBox = require("Modules/Common/TabBox")
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local _TabData = { [1] = { default = "X1_tongyong_fenlan_weixuanzhong_02",
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select = "X1_tongyong_fenlan_yixuanzhong_02",
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name = GetLanguageStrById(12527),
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title = "X1_julebu_zhaomuyeqian"},
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[2] = { default = "X1_tongyong_fenlan_weixuanzhong_02",
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select = "X1_tongyong_fenlan_yixuanzhong_02",
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name = GetLanguageStrById(12528),
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title = "X1_julebu_zhuanhuanyeqian"}
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}
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local _TabFontColor = { default = Color.New(255 / 255, 255 / 255, 255 / 255, 153 / 255),
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select = Color.New(255 / 255, 255 / 255, 255 / 255, 255 / 255)}
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local curIndex = 1
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local tabTextPos = {
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default = Vector3.New(0,0,0),
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select = Vector3.New(45,5,0)
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}
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local tabTitleState = {
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default = false,
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select = true
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}
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this.contents = {
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[1] = {view = require("Modules/CompoundHero/view/ElementDrawCardPanel"), panelName = "ElementDrawCardPanel"},
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[2] = {view = require("Modules/CompoundHero/view/CompoundHero_Replace"), panelName = "CompoundHeroPanel_Replace"},
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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.HelpBtn = Util.GetGameObject(self.gameObject,"ElementDrawCardPanel/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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this.shopBtn = Util.GetGameObject(self.gameObject,"panle/ElementDrawCardPanel/shopBtn")
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this.btns = Util.GetGameObject(self.gameObject,"panle/ElementDrawCardPanel")
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this.btns2 = Util.GetGameObject(self.gameObject,"panle/CompoundHeroPanel_Replace/bg/Image (1)/btns2")
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this.shopBtn2 = Util.GetGameObject(this.btns2,"shopBtn")
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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, "panle/btnBack/btnBack")
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this.bgImage = Util.GetGameObject(self.gameObject, "bgImage")
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--预设赋值
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this.prefabs = {}
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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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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.shopBtn, function()
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UIManager.OpenPanel(UIName.CustomSuppliesShopPanel, 12,SHOP_TYPE.CHOAS_SHOP)
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end)
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Util.AddClick(this.shopBtn2, function()
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-- UIManager.OpenPanel(UIName.MainShopPanel,19)
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UIManager.OpenPanel(UIName.CustomSuppliesShopPanel, 12,SHOP_TYPE.CHOAS_SHOP)
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end)
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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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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.ElementDraw,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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-- this.BtView:OnOpen({sortOrder = self.sortingOrder,panelType = PanelTypeView.MainCity})
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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, curIndex)
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end
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function CompoundHeroPanel:OnSortingOrderChange()
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-- this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
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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 = Util.LoadSprite(_TabData[index][status])
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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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Util.GetGameObject(tab,"title"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index].title)
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Util.GetGameObject(tab,"Text"):GetComponent("RectTransform").localPosition = tabTextPos[status]
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Util.GetGameObject(tab,"title"):SetActive(tabTitleState[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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-- this.bgImage.sprite=Util.LoadSprite(bgImage[index])
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-- Util.GetGameObject(this.bgImage.transform,"Image"..index).transform:SetSiblingIndex(2)
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if index == 1 then
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Util.GetGameObject(this.bgImage.transform,"Image1"):SetActive(true)
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Util.GetGameObject(this.bgImage.transform,"Image2"):SetActive(false)
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this.btns:SetActive(true)
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this.btns2:SetActive(false)
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else
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Util.GetGameObject(this.bgImage.transform,"Image1"):SetActive(false)
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Util.GetGameObject(this.bgImage.transform,"Image2"):SetActive(true)
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this.btns:SetActive(false)
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this.btns2:SetActive(true)
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end
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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.CountryDraw})
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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,this.btnBack)
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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.BtView)
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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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end
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end
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return CompoundHeroPanel |