PGRData/Script/matrix/xui/xuicharacter/XUiCharacterElementDetail.lua

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local XUiGridElementDetail = require("XUi/XUiCharacter/XUiGridElementDetail")
local tableInsert = table.insert
local XUiCharacterElementDetail = XLuaUiManager.Register(XLuaUi, "UiCharacterElementDetail")
function XUiCharacterElementDetail:OnAwake()
self.GridElementDetail.gameObject:SetActiveEx(false)
self.BtnClose.CallBack = function() self:Close() end
self.BtnTanchuangClose.CallBack = function() self:Close() end
self:InitDynamicTable()
end
function XUiCharacterElementDetail:OnStart(characterId)
self.CharacterId = characterId
end
function XUiCharacterElementDetail:OnEnable()
self:UpdateDynamicTable()
end
function XUiCharacterElementDetail:InitDynamicTable()
self.DynamicTable = XDynamicTableNormal.New(self.PanelElementDetails)
self.DynamicTable:SetProxy(XUiGridElementDetail)
self.DynamicTable:SetDelegate(self)
end
function XUiCharacterElementDetail:UpdateDynamicTable()
self.SortedElementIds = XUiCharacterElementDetail.ConstructSortedElementIds(self.CharacterId)
self.DynamicTable:SetDataSource(self.SortedElementIds)
self.DynamicTable:ReloadDataASync()
end
function XUiCharacterElementDetail:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
grid:Refresh(self.SortedElementIds[index])
end
end
function XUiCharacterElementDetail.ConstructSortedElementIds(characterId)
local sortedElementIds = {}
local curElementIdsCheckDic = {}
local detailConfig = XCharacterConfigs.GetCharDetailTemplate(characterId)
local curElementList = detailConfig.ObtainElementList
for _, elementId in pairs(curElementList) do
curElementIdsCheckDic[elementId] = true
tableInsert(sortedElementIds, -elementId)
end
local allElementIds = XCharacterConfigs.GetAllCharElments()
for _, element in pairs(allElementIds) do
local elementId = element.Id
if not curElementIdsCheckDic[elementId] then
tableInsert(sortedElementIds, elementId)
end
end
return sortedElementIds
end