PGRData/Script/matrix/xui/xuiareawar/XUiAreaWarBattleRoomRoleDetailChildPanel.lua

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local XUiAreaWarBattleRoomRoleDetailChildPanel = XClass(nil, "XUiAreaWarBattleRoomRoleDetailChildPanel")
function XUiAreaWarBattleRoomRoleDetailChildPanel:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
XTool.InitUiObject(self)
self.ConditionGrids = {}
self.AssetActivityPanel = XUiPanelActivityAsset.New(self.PanelSpecialTool)
XDataCenter.ItemManager.AddCountUpdateListener(
{
XDataCenter.ItemManager.ItemId.AreaWarCoin,
XDataCenter.ItemManager.ItemId.AreaWarActionPoint
},
handler(self, self.UpdateAssets),
self.AssetActivityPanel
)
self:UpdateAssets()
self.GridCondition.gameObject:SetActiveEx(false)
end
function XUiAreaWarBattleRoomRoleDetailChildPanel:UpdateAssets()
self.AssetActivityPanel:Refresh(
{
XDataCenter.ItemManager.ItemId.AreaWarCoin,
XDataCenter.ItemManager.ItemId.AreaWarActionPoint
},
{
XDataCenter.ItemManager.ItemId.AreaWarActionPoint
}
)
end
function XUiAreaWarBattleRoomRoleDetailChildPanel:Refresh(currentEntityId)
--派遣条件
local conditions = XAreaWarConfigs.GetDispatchCharacterCondtionIds(currentEntityId)
for index, conditionId in ipairs(conditions) do
local grid = self.ConditionGrids[index]
if not grid then
local go =
index == 1 and self.GridCondition or CSObjectInstantiate(self.GridCondition, self.PanelConditionList)
grid = XTool.InitUiObjectByUi({}, go)
self.ConditionGrids[index] = grid
end
--条件描述
local conditionDesc = XAreaWarConfigs.GetDispatchConditionDesc(conditionId)
grid.Text.text = conditionDesc
grid.GameObject:SetActiveEx(true)
end
for index = #conditions + 1, #self.ConditionGrids do
self.ConditionGrids[index].GameObject:SetActiveEx(false)
end
end
return XUiAreaWarBattleRoomRoleDetailChildPanel