sk-client/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua

213 lines
8.0 KiB
Lua

require("Base/BasePanel")
local CompoundPanel = Inherit(BasePanel)
local this = CompoundPanel
local TabBox = require("Modules/Common/TabBox")
local _TabData = {
[1] = {
default = "X1_tongyong_fenlan_weixuanzhong_02",
select = "X1_tongyong_fenlan_yixuanzhong_02",
name = GetLanguageStrById(12320),
title = "X1_hecheng_zhuangbei_xuanzhong"
},
[2] = {
default = "X1_tongyong_fenlan_weixuanzhong_02",
select = "X1_tongyong_fenlan_yixuanzhong_02",
name = GetLanguageStrById(22321),
title = "X1_hecheng_jiezhi_xuanzhong"
},
[3] = {
default = "X1_tongyong_fenlan_weixuanzhong_02",
select = "X1_tongyong_fenlan_yixuanzhong_02",
name = GetLanguageStrById(50183),
title = "X1_beibao_fenlantubiao_05"
},
}
local curIndex = 1
this.contents = {
[1] = {view = require("Modules/Compound/view/CompoundPanel_Equip"), panelName = "CompoundPanel_Equip"},
[2] = {view = require("Modules/Compound/view/CompoundPanel_CombatPlan"), panelName = "CompoundPanel_CombatPlan"},
[3] = {view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint"},
}
--初始化组件(用于子类重写)
function CompoundPanel:InitComponent()
this.EquipHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_Equip/helpBtn")
this.CombatPlanHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/Compound/helpBtn")
this.SoulPrintHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_SoulPrint/helpBtn")
this.EquipHelpBtnPos = this.EquipHelpBtn:GetComponent("RectTransform").localPosition
this.CombatPlanHelpBtnPos = this.CombatPlanHelpBtn:GetComponent("RectTransform").localPosition
this.SoulPrintHelpBtnPos = this.SoulPrintHelpBtn:GetComponent("RectTransform").localPosition
--子模块脚本
this.tabBox = Util.GetGameObject(self.gameObject, "TabBox")
this.HeadFrameView = SubUIManager.Open(SubUIConfig.PlayerHeadFrameView, self.transform)
this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowRight})
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.btnBack2 = Util.GetGameObject(self.gameObject, "btnBack2")
--预设赋值
this.prefabs = {}
for i = 1, #this.contents do
this.prefabs[i] = Util.GetGameObject(self.gameObject,this.contents[i].panelName)
this.contents[i].view:InitComponent(Util.GetGameObject(self.gameObject, "panle/" .. this.contents[i].panelName))
end
this.isRefresh = false
end
--绑定事件(用于子类重写)
function CompoundPanel:BindEvent()
Util.AddClick(this.btnBack, function()
self:ClosePanel()
end)
Util.AddClick(this.btnBack2, function ()
this.btnBack:SetActive(true)
this.btnBack2:SetActive(false)
Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/Compound"):SetActive(true)
Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/PromotionPanel"):SetActive(false)
end)
for i = 1, #this.contents do
this.contents[i].view:BindEvent()
end
end
function CompoundPanel.RefreshHelpBtn()
if curIndex == 1 then
Util.AddOnceClick(this.EquipHelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.EquipCompose ,this.EquipHelpBtnPos.x,this.EquipHelpBtnPos.y)
end)
elseif curIndex == 2 then
Util.AddOnceClick(this.CombatPlanHelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.CombatPlan,this.CombatPlanHelpBtnPos.x,this.CombatPlanHelpBtnPos.y)
end)
elseif curIndex == 3 then
Util.AddOnceClick(this.SoulPrintHelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.SoulPrintCommond,this.SoulPrintHelpBtnPos.x,this.SoulPrintHelpBtnPos.y)
end)
else
-- this.HelpBtn:SetActive(false)
end
end
--添加事件监听(用于子类重写)
function CompoundPanel:AddListener()
for i = 1, #this.contents do
this.contents[i].view:AddListener()
end
-- Game.GlobalEvent:AddEvent(GameEvent.ResearchInstitute.OnResearchInstituteRedpointChange,this.RefreshRedpoint)
end
--移除事件监听(用于子类重写)
function CompoundPanel:RemoveListener()
for i = 1, #this.contents do
this.contents[i].view:RemoveListener()
end
-- Game.GlobalEvent:RemoveEvent(GameEvent.ResearchInstitute.OnResearchInstituteRedpointChange,this.RefreshRedpoint)
end
--界面打开时调用(用于子类重写)
function CompoundPanel:OnOpen(_curIndex, _isRefine)
curIndex = _curIndex and _curIndex or 1
this.isRefresh = _isRefine
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 CompoundPanel:OnShow()
this.HeadFrameView:OnShow()
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
this.TabCtrl:Init(this.tabBox, _TabData, curIndex)
this.BindRedpoint()
end
function CompoundPanel:OnSortingOrderChange()
this.sortingOrder = self.sortingOrder
for i = 1, #this.contents do
this.contents[i].view:OnSortingOrderChange(self.sortingOrder)
end
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
Util.GetGameObject(tab,"bg"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
local name = Util.GetGameObject(tab, "name")
local name2 = Util.GetGameObject(tab, "name2")
name:GetComponent("Text").text = _TabData[index].name
name2:GetComponent("Text").text = _TabData[index].name
local title = Util.GetGameObject(tab, "title")
title:GetComponent("Image").sprite = Util.LoadSprite(_TabData[index].title)
name:SetActive(status == "select")
name2:SetActive(status == "default")
title:SetActive(status == "select")
end
--切换视图
function this.SwitchView(index)
--先执行上一面板关闭逻辑
local oldSelect
oldSelect, curIndex = curIndex, index
for i = 1, #this.contents do
if oldSelect ~= 0 and oldSelect ~= nil 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
if index == 1 then
this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main})
elseif index == 2 then
this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main})
elseif index == 3 then
this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main})
end
this.RefreshHelpBtn()
--执行子模块初始化
this.contents[index].view:OnShow(this)
end
--刷新魂印合成的方法
function this.UpdateCompoundPanel_SoulPrint(equipSign,index)
this.contents[curIndex].view.ShowTitleEquipData(nil,equipSign,index)
end
--绑定红点
function this.BindRedpoint()
BindRedPointObject(RedPointType.ResearchInstitute_EquipCompound,Util.GetGameObject(Util.GetGameObject(this.tabBox,"mask/box").transform:GetChild(0), "redpoint"))
BindRedPointObject(RedPointType.ResearchInstitute_RingCompound,Util.GetGameObject(Util.GetGameObject(this.tabBox,"mask/box").transform:GetChild(1), "redpoint"))
CheckRedPointStatus(RedPointType.ResearchInstitute_RingCompound)
end
--界面关闭时调用(用于子类重写)
function CompoundPanel: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 CompoundPanel:OnDestroy()
ClearRedPointObject(RedPointType.ResearchInstitute_EquipCompound)
ClearRedPointObject(RedPointType.ResearchInstitute_RingCompound)
SubUIManager.Close(this.HeadFrameView)
SubUIManager.Close(this.upView)
for i = 1, #this.contents do
this.contents[i].view:OnDestroy()
end
end
return CompoundPanel