PGRData/Script/matrix/xui/xuibodycombinegame/xuigrid/XUiBodyCombineGameTaskGrid.lua

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3.3 KiB
Lua
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local XUiBodyCombineGameTaskGrid = XClass(nil, "XUiBodyCombineGameTaskGrid")
function XUiBodyCombineGameTaskGrid:Ctor(ui)
self.RewardGrids = {}
XTool.InitUiObjectByUi(self, ui)
self:InitCB()
end
function XUiBodyCombineGameTaskGrid:Init(rootUi)
self.RootUi = rootUi
self.GridCommon.gameObject:SetActiveEx(false)
end
function XUiBodyCombineGameTaskGrid:Refresh(taskData)
self.Data = taskData or self.Data
self.Config = XDataCenter.TaskManager.GetTaskTemplate(self.Data.Id)
self:UpdateRewards()
self:UpdateProgress()
self:UpdateTaskText()
end
--更新奖励
function XUiBodyCombineGameTaskGrid:UpdateRewards()
local rewards = XRewardManager.GetRewardList(self.Config.RewardId)
if not rewards then
return
end
for idx, item in ipairs(rewards) do
local grid
if self.RewardGrids[idx] then
grid = self.RewardGrids[idx]
else
local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon, self.GridCommon.parent)
grid = XUiGridCommon.New(self.RootUi, ui)
self.RewardGrids[idx] = grid
end
grid:Refresh(item)
grid.GameObject:SetActiveEx(true)
end
end
--更新进度条
function XUiBodyCombineGameTaskGrid:UpdateProgress()
-- 判断条件大于2 不显示进度条
if #self.Config.Condition < 2 then
self.ImgProgress.transform.parent.gameObject:SetActiveEx(true)
self.TxtTaskNumQian.gameObject:SetActiveEx(true)
local result = self.Config.Result > 0 and self.Config.Result or 1
XTool.LoopMap(self.Data.Schedule, function(_, pair)
self.ImgProgress.fillAmount = pair.Value / result
pair.Value = (pair.Value >= result) and result or pair.Value
self.TxtTaskNumQian.text = pair.Value .. "/" .. result
end)
else
self.ImgProgress.transform.parent.gameObject:SetActiveEx(false)
self.TxtTaskNumQian.gameObject:SetActiveEx(false)
end
--更新按钮状态
if self.Data.State ~= XDataCenter.TaskManager.TaskState.Achieved and self.Data.State ~= XDataCenter.TaskManager.TaskState.Finish then
self.BtnSkip.gameObject:SetActiveEx(true)
if self.Config.SkipId == nil or self.Config.SkipId == 0 then
self.BtnSkip:SetButtonState(CS.UiButtonState.Disable)
else
self.BtnSkip:SetButtonState(CS.UiButtonState.Normal)
end
else
self.BtnSkip.gameObject:SetActiveEx(false)
end
self.BtnFinish.gameObject:SetActiveEx(self.Data.State == XDataCenter.TaskManager.TaskState.Achieved)
self.BtnReceiveHave.gameObject:SetActiveEx(self.Data.State == XDataCenter.TaskManager.TaskState.Finish)
end
function XUiBodyCombineGameTaskGrid:UpdateTaskText()
self.TxtTaskName.text = self.Config.Title
self.TxtTaskDescribe.text = self.Config.Desc
end
function XUiBodyCombineGameTaskGrid:InitCB()
self.BtnSkip.CallBack = function() XFunctionManager.SkipInterface(self.Config.SkipId) end
self.BtnFinish.CallBack = function()
self:OnClickBtnFinish()
end
end
function XUiBodyCombineGameTaskGrid:OnClickBtnFinish()
XDataCenter.TaskManager.FinishTask(self.Data.Id, function(rewardGoodsList)
XUiManager.OpenUiObtain(rewardGoodsList)
CsXGameEventManager.Instance:Notify(XEventId.EVENT_BODYCOMBINEGAME_TASK_REWARD)
end)
end
return XUiBodyCombineGameTaskGrid