PGRData/Script/matrix/xui/xuibuyasset/XUiUseCoinPackage.lua

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local XUiCoinPackage = require("XUi/XUiBuyAsset/XUiCoinPackage")
local XUiUseCoinPackage = XLuaUiManager.Register(XLuaUi, "UiUseCoinPackage")
local NOT_SELECT_TIP = CS.XTextManager.GetText("UseNutPackage")
local OVER_MAX_COUNT_TIP = CS.XTextManager.GetText("NutOverMaxCount")
function XUiUseCoinPackage:OnAwake()
-- 重新注册下名字
self.ItemScrollView = self.ElectricPackageScroll
self.TxtCount = self.TxtCurrentElectric
self.TxtGetCount = self.TxtElectricNumPackage
self.BtnExchange = self.BtnElectricExchange
-- 隐藏/显示关联的对象
--self.TxtElectricNumPackage.gameObject:SetActiveEx(false)
--self.PanelCurrentElectricItem.gameObject:SetActiveEx(false)
--self.TxtCoinGetCount.gameObject:SetActiveEx(true)
--self.PanelCurrentCoinItem.gameObject:SetActiveEx(true)
-- 其他变量
self.Items = {}
--[[
{
[index] = {
SelectCount,
EffectNum,
}
}
]]
self.CurrentSelectItemInfo = {}
self.ItemId = nil
self.GridCommonPopUp.gameObject:SetActiveEx(false)
self:RegisterUiEvents()
-- 初始化动态列表
self.DynamicTable = XDynamicTableNormal.New(self.ItemScrollView)
self.DynamicTable:SetProxy(XUiCoinPackage)
self.DynamicTable:SetDelegate(self)
-- 从购买界面进来的参数
self.BuyAssetArgDic = nil
end
function XUiUseCoinPackage:OnStart(buyAssetArgDic)
self.BuyAssetArgDic = buyAssetArgDic
end
function XUiUseCoinPackage:OnEnable()
self.ItemId = XDataCenter.ItemManager.ItemId.Coin
self:RefreshCurrentCount()
self:RefreshDynamicTable()
self.TxtGetCount.text = 0
end
function XUiUseCoinPackage:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
grid:DynamicSetData(self.Items[index], index, self)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_RELOAD_COMPLETED then
self:SetDefaultSeleteItem()
end
end
-- 缓存选择的item的数量
function XUiUseCoinPackage:CacheSelectItemCount(index, count, effectNum)
self.CurrentSelectItemInfo[index] = self.CurrentSelectItemInfo[index] or {}
-- 做一个总获取数量的计算
local diffCount = count - (self.CurrentSelectItemInfo[index].SelectCount or 0)
self.TxtGetCount.text = tonumber(self.TxtGetCount.text) + diffCount * effectNum
if count <= 0 then
self.CurrentSelectItemInfo[index] = nil
else
self.CurrentSelectItemInfo[index].SelectCount = count
self.CurrentSelectItemInfo[index].EffectNum = effectNum
end
end
function XUiUseCoinPackage:GetSelectItemCount(index)
return self.CurrentSelectItemInfo[index] and self.CurrentSelectItemInfo[index].SelectCount or 0
end
--######################## 私有方法 ########################
function XUiUseCoinPackage:RegisterUiEvents()
self.BtnCancel.CallBack = function ()
self:Close()
end
self.BtnTanchuangClose.CallBack = function ()
self:Close()
end
self.BtnConfirm.CallBack = function() self:OnBtnConfirmClicked() end
self.BtnExchange.CallBack = function() self:OnBtnExchangeClicked() end
end
function XUiUseCoinPackage:RefreshDynamicTable()
self.Items = XDataCenter.ItemManager.GetCoinPackages()
self.ImgEmpty.gameObject:SetActiveEx(#self.Items <= 0)
self.DynamicTable:SetDataSource(self.Items)
self.DynamicTable:ReloadDataSync(1)
end
function XUiUseCoinPackage:SetDefaultSeleteItem()
local firstGrid = self.DynamicTable:GetGridByIndex(1)
if firstGrid then
firstGrid:OnSelfClicked()
end
end
function XUiUseCoinPackage:OnBtnConfirmClicked()
-- 检查是否有选择要使用的物品
if not next(self.CurrentSelectItemInfo) then
XUiManager.TipError(NOT_SELECT_TIP)
return
end
if XDataCenter.ItemManager.GetCount(self.ItemId) >= XDataCenter.ItemManager.GetMaxCount(self.ItemId) then
XUiManager.TipError(OVER_MAX_COUNT_TIP)
return
end
local totalRewardGoodList = {}
local lastUseIndex = nil
local useItemFunction = function(useIndex, count, callback)
local useItem = self.Items[useIndex]
if not useItem then return end
local recycleTime = useItem.RecycleBatch and useItem.RecycleBatch.RecycleTime
XDataCenter.ItemManager.Use(useItem.Data.Id, recycleTime, count, callback)
end
local addRewardGoodCallback = function(rewardGoodList)
if rewardGoodList and rewardGoodList[1] then
table.insert(totalRewardGoodList, rewardGoodList[1])
end
end
for index, selectedItemInfo in pairs(self.CurrentSelectItemInfo) do
if selectedItemInfo.SelectCount > 0 then
if lastUseIndex then
useItemFunction(lastUseIndex, self.CurrentSelectItemInfo[lastUseIndex].SelectCount, addRewardGoodCallback)
end
lastUseIndex = index
end
end
local finishedCallback = function(rewardGoodList)
if rewardGoodList and rewardGoodList[1] then
table.insert(totalRewardGoodList, rewardGoodList[1])
end
-- 刷新最新资源数据
self.TxtGetCount.text = 0
self.CurrentSelectItemInfo = {}
self:RefreshCurrentCount()
-- 刷新列表
self:RefreshDynamicTable()
XUiManager.OpenUiObtain(totalRewardGoodList)
end
useItemFunction(lastUseIndex, self.CurrentSelectItemInfo[lastUseIndex].SelectCount, finishedCallback)
end
function XUiUseCoinPackage:OnBtnExchangeClicked()
self:Close()
if self.BuyAssetArgDic then
XLuaUiManager.Open("UiBuyAsset", self.BuyAssetArgDic.Id
, self.BuyAssetArgDic.SuccessCallback
, self.BuyAssetArgDic.ChallengeCountData
, self.BuyAssetArgDic.BuyAmount
, self.BuyAssetArgDic.IsAutoClose)
else
XLuaUiManager.Open("UiBuyAsset", self.ItemId)
end
end
function XUiUseCoinPackage:RefreshCurrentCount()
self.TxtCount.text = XDataCenter.ItemManager.GetCount(self.ItemId)
self.TxtCurrentDes.text = CS.XTextManager.GetText("BuyAssetCurNutCaseTxtDesc")--获得螺母
self.TxtCurItemName.text = CS.XTextManager.GetText("BuyAssetCurNutCaseNameDesc")--现在的螺母
self.ImgIcon:SetRawImage(XDataCenter.ItemManager.GetItemIcon(self.ItemId))
self.CurrencyText1.gameObject:SetActive(false)
end
return XUiUseCoinPackage