PGRData/Script/matrix/xui/xuifavorability/XUiPanelFavorabilityRumors.lua

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4.7 KiB
Lua
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XUiPanelFavorabilityRumors = XClass(nil, "XUiPanelFavorabilityRumors")
function XUiPanelFavorabilityRumors:Ctor(ui, uiRoot, parent)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.UiRoot = uiRoot
self.Parent = parent
XTool.InitUiObject(self)
self.GridLikeRumorItem.gameObject:SetActiveEx(false)
self.PanelEmpty.gameObject:SetActiveEx(false)
end
function XUiPanelFavorabilityRumors:OnRefresh()
self:RefreshDatas()
end
function XUiPanelFavorabilityRumors:RefreshDatas()
local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
local rumors = XFavorabilityConfigs.GetCharacterRumorsById(characterId)
if not self.Toggle then
self.Toggle = {}
end
self:UpdateRumorsList(rumors)
end
function XUiPanelFavorabilityRumors:InitDynamicTable()
self.DynamicTableRumors = XDynamicTableIrregular.New(self.PanelRumorsList)
self.DynamicTableRumors:SetProxy("XUiGridLikeRumorItem", XUiGridLikeRumorItem, self.GridLikeRumorItem.gameObject)
self.DynamicTableRumors:SetDelegate(self)
end
function XUiPanelFavorabilityRumors:GetProxyType()
return "XUiGridLikeRumorItem"
end
function XUiPanelFavorabilityRumors:UpdateRumorsList(rumors)
if not rumors then
self.PanelEmpty.gameObject:SetActiveEx(true)
self.TxtNoDataTip.text = CS.XTextManager.GetText("FavorabilityNoStrangeNewsData")
self.Rumors = {}
else
self.PanelEmpty.gameObject:SetActiveEx(false)
self:SortRumors(rumors)
self.Rumors = rumors
end
if not self.DynamicTableRumors then
self:InitDynamicTable()
end
self.DynamicTableRumors:SetDataSource(self.Rumors)
self.DynamicTableRumors:ReloadDataASync()
end
function XUiPanelFavorabilityRumors:SortRumors(rumors)
-- 已解锁,可解锁,未解锁
local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
for _, rumor in pairs(rumors) do
local isUnlock = XDataCenter.FavorabilityManager.IsRumorUnlock(characterId, rumor.Id)
local canUnlock = XDataCenter.FavorabilityManager.CanRumorsUnlock(characterId, rumor.UnlockType, rumor.UnlockPara)
rumor.priority = 2
if not isUnlock then
rumor.priority = canUnlock and 1 or 3
end
end
table.sort(rumors, function(rumorA, rumorB)
if rumorA.priority == rumorB.priority then
return rumorA.Id < rumorB.Id
else
return rumorA.priority < rumorB.priority
end
end)
end
-- [监听动态列表事件]
function XUiPanelFavorabilityRumors:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
grid:Init(self.UiRoot)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local data = self.Rumors[index]
if data ~= nil then
grid:OnRefresh(self.Rumors[index], self.Toggle[data.Id])
end
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
self.CurRumor = self.Rumors[index]
if not self.CurRumor then return end
self:OnRumorClick(index, grid)
end
end
function XUiPanelFavorabilityRumors:ResetOtherItems(index)
for k, v in pairs(self.Rumors) do
if index ~= k then
v.IsToggle = false
end
end
end
-- [处理点击事件]
function XUiPanelFavorabilityRumors:OnRumorClick(index, grid)
local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
local isUnlock = XDataCenter.FavorabilityManager.IsRumorUnlock(characterId, self.CurRumor.Id)
local canUnlock = XDataCenter.FavorabilityManager.CanRumorsUnlock(characterId, self.CurRumor.UnlockType, self.CurRumor.UnlockPara)
if isUnlock then
self.Toggle[self.CurRumor.Id] = self.Toggle[self.CurRumor.Id] or false
self.Toggle[self.CurRumor.Id] = not self.Toggle[self.CurRumor.Id]
self.DynamicTableRumors:ReloadDataASync()
elseif canUnlock then
grid:HideRedDot()
XDataCenter.FavorabilityManager.OnUnlockCharacterRumor(characterId, self.CurRumor.Id)
XEventManager.DispatchEvent(XEventId.EVENT_FAVORABILITY_RUMERUNLOCK)
self.Toggle[self.CurRumor.Id] = self.Toggle[self.CurRumor.Id] or false
self.Toggle[self.CurRumor.Id] = not self.Toggle[self.CurRumor.Id]
self.DynamicTableRumors:ReloadDataASync()
else
XUiManager.TipMsg(self.CurRumor.ConditionDescript)
end
end
function XUiPanelFavorabilityRumors:SetViewActive(isActive)
self.Toggle = {}
self.GameObject:SetActive(isActive)
if isActive then
self:RefreshDatas()
end
end
function XUiPanelFavorabilityRumors:OnSelected(isSelected)
self.GameObject:SetActive(isSelected)
if isSelected then
self:RefreshDatas()
end
end
return XUiPanelFavorabilityRumors