PGRData/Script/matrix/xui/xuidormcomponent/XUiPanelResetHud.lua

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2024-09-01 20:49:41 +00:00
---@class XUiPanelResetHud : XLuaBehaviour
---@field Target UnityEngine.Transform
---@field GameObject UnityEngine.GameObject
---@field Offset UnityEngine.Vector3
local XUiPanelResetHud = XClass(XLuaBehaviour, "XUiPanelResetHud")
function XUiPanelResetHud:Ctor(rootUi, ui)
XTool.InitUiObjectByUi(self, ui)
self.Offset = CS.UnityEngine.Vector3.zero
self.Pivot = CS.UnityEngine.Vector2(0.5, 0.5)
self.Angle = CS.UnityEngine.Vector2(0, 0)
self.GridPool = {}
self.ScoreList = {
XFurnitureConfigs.AttrType.AttrA, XFurnitureConfigs.AttrType.AttrB, XFurnitureConfigs.AttrType.AttrC
}
self.BtnReceive.CallBack = function()
self:OnBtnReceiveClick()
end
end
function XUiPanelResetHud:Show(furnitureId, placeType, target, roomId)
if not XTool.IsNumberValid(furnitureId) then
self:Hide()
return
end
self.RoomId = roomId
self.Target = target
local furniture = XDataCenter.FurnitureManager.GetFurnitureById(furnitureId)
local template = XFurnitureConfigs.GetFurnitureTemplateById(furniture:GetConfigId())
self.TxtName.text = template.Name
self.Behaviour.enabled = true
self.GameObject:SetActiveEx(true)
for i, attr in ipairs(self.ScoreList) do
local attrValue = furniture:GetAttrScore(attr, furniture.AttrList[attr])
local quality, max = XFurnitureConfigs.GetFurnitureSingleAttrLevel(template.TypeId, attr, attrValue)
local grid = self.GridPool[i]
if not grid then
local ui = i == 1 and self.ScoreItem or XUiHelper.Instantiate(self.ScoreItem, self.Panellist)
grid = {}
XTool.InitUiObjectByUi(grid, ui)
self.GridPool[i] = grid
end
local typeData = XFurnitureConfigs.GetDormFurnitureType(i)
local color = XFurnitureConfigs.FurnitureAttrTagColor[quality] or XFurnitureConfigs.FurnitureAttrTagColor[1]
local level = XFurnitureConfigs.FurnitureAttrLevel[quality] or XFurnitureConfigs.FurnitureAttrLevel[1]
grid.Txt.text = string.format("<color=%s><size=30>%s%d</size></color>", color, level, attrValue)
grid.ImgIcon:SetSprite(typeData.TypeIcon)
end
if not XTool.UObjIsNil(target) then
local ctrl = XHomeSceneManager.GetSceneCameraController()
if ctrl then
local angleY = CS.UnityEngine.Vector3.Angle(ctrl.transform.forward, target.transform.position - ctrl.transform.position)
local angleX = CS.UnityEngine.Vector3.Angle(ctrl.transform.up, CS.UnityEngine.Vector3.up)
self.Angle.x = angleX
self.Angle.y = angleY
ctrl:SetTartAngle(self.Angle)
end
end
self.Offset.y = template.AttrTagY
self.Furniture = furniture
end
function XUiPanelResetHud:Hide()
self.Behaviour.enabled = false
self.GameObject:SetActiveEx(false)
end
function XUiPanelResetHud:Update()
if XTool.UObjIsNil(self.GameObject) or not self.GameObject.activeInHierarchy then
return
end
if XTool.UObjIsNil(self.Target) then
self:Hide()
return
end
self:UpdateTransform()
end
function XUiPanelResetHud:UpdateTransform()
CS.XUiHelper.SetViewPosToTransformLocalPosition(XHomeSceneManager.GetSceneCamera(), self.Transform, self.Target.transform, self.Offset, self.Pivot)
end
function XUiPanelResetHud:OnBtnReceiveClick()
if not self.Furniture then
return
end
XLuaUiManager.Open("UiFurnitureBuild", XFurnitureConfigs.GainType.Remake, nil, nil, self.Furniture.Id, self.RoomId)
end
return XUiPanelResetHud