PGRData/Script/matrix/xui/xuistronghold/xuistrongholdreward/XUiGridRewardTip.lua

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local handler = handler
local CsXTextManagerGetText = CsXTextManagerGetText
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local XUiGridRewardTip = XClass(nil, "XUiGridRewardTip")
function XUiGridRewardTip:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
XTool.InitUiObject(self)
self.BtnFinish.CallBack = handler(self, self.OnClickBtnFinish)
self.BtnGo.CallBack = handler(self, self.OnClickBtnGo)
self.GridCommon.gameObject:SetActiveEx(false)
self.RewardGrids = {}
end
function XUiGridRewardTip:InitRootUi(rootUi)
self.RootUi = rootUi
end
function XUiGridRewardTip:Refresh(rewardId, levelId)
self.RewardId = rewardId
local name = XStrongholdConfigs.GetRewardDesc(rewardId)
self.TxtTaskName.text = name
local conditionId = XStrongholdConfigs.GetRewardConditionId(rewardId)
local ret, des, haveCount, requireCount = XConditionManager.CheckCondition(conditionId)
if haveCount and XTool.IsNumberValid(requireCount) then
self.TxtTaskNumQian.text = CsXTextManagerGetText("StrongholdRewardProgress", haveCount, requireCount)
self.TxtTaskNumQian.gameObject:SetActiveEx(true)
self.ImgProgress.fillAmount = haveCount / requireCount
self.ProgressBg.gameObject:SetActiveEx(true)
else
self.TxtTaskNumQian.gameObject:SetActiveEx(false)
self.ProgressBg.gameObject:SetActiveEx(false)
end
local isFinished = XDataCenter.StrongholdManager.IsRewardFinished(rewardId)
self.BtnFinish:SetDisable(not ret)
self.BtnFinish.gameObject:SetActiveEx(not isFinished)
local skipId = XStrongholdConfigs.GetRewardSkipId(rewardId)
self.BtnGo.gameObject:SetActiveEx(not isFinished and not ret and XTool.IsNumberValid(skipId))
self.ImgAlreadyFinish.gameObject:SetActiveEx(isFinished)
local rewardGoodsId = XStrongholdConfigs.GetRewardGoodsId(rewardId)
local rewards = XRewardManager.GetRewardList(rewardGoodsId) or {}
for index, reward in ipairs(rewards or {}) do
local grid = self.RewardGrids[index]
if not grid then
local ui = index == 1 and self.GridCommon or CSUnityEngineObjectInstantiate(self.GridCommon, self.PanelRewardContent)
grid = XUiGridCommon.New(self.RootUi, ui)
self.RewardGrids[index] = grid
end
grid:Refresh(reward)
grid.GameObject:SetActiveEx(true)
end
for index = #rewards + 1, #self.RewardGrids do
local grid = self.RewardGrids[index]
if grid then
grid.GameObject:SetActiveEx(false)
end
end
local isShow = XRedPointConditionStrongholdMineralLeft.Check(self.RewardId)
self.BtnFinish:ShowReddot(isShow)
--预览模式不显示按钮
if XTool.IsNumberValid(levelId) then
self.BtnFinish.gameObject:SetActiveEx(false)
self.BtnGo.gameObject:SetActiveEx(false)
self.ImgAlreadyFinish.gameObject:SetActiveEx(false)
end
end
function XUiGridRewardTip:OnClickBtnFinish()
local rewardId = self.RewardId
local conditionId = XStrongholdConfigs.GetRewardConditionId(rewardId)
local ret = XConditionManager.CheckCondition(conditionId)
if not ret then return end
local cb = function(rewardGoods)
if not XTool.IsTableEmpty(rewardGoods) then
XUiManager.OpenUiObtain(rewardGoods)
end
end
XDataCenter.StrongholdManager.GetStrongholdRewardRequest(rewardId, cb)
end
function XUiGridRewardTip:OnClickBtnGo()
local skipId = XStrongholdConfigs.GetRewardSkipId(self.RewardId)
XFunctionManager.SkipInterface(skipId)
end
return XUiGridRewardTip