89 lines
2.7 KiB
Lua
89 lines
2.7 KiB
Lua
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local XUiGridClickClearReward = XClass(nil, "XUiGridClickClearReward")
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function XUiGridClickClearReward:Ctor(ui)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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XTool.InitUiObject(self)
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self.GridCommon.gameObject:SetActive(false)
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self.GridList = {}
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self.BtnReceive.CallBack = function() self:OnBtnReceiveClick() end
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end
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function XUiGridClickClearReward:OnBtnReceiveClick()
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if not self.Data:CheckCanTake() then
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return
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end
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XDataCenter.XClickClearGameManager.GetRewardRequest(self.Data:GetGameStageId(), function(reward)
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XUiManager.OpenUiObtain(reward, CS.XTextManager.GetText("Award"))
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local gameStageId = self.Data:GetGameStageId()
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self.Data = XDataCenter.XClickClearGameManager.GetRewardData(gameStageId)
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-- self:Refresh(self.Data)
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end)
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end
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function XUiGridClickClearReward:Refresh(data)
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self.Data = data
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local conditionDesc = self.Data:GetConditionDesc()
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self.TxtGradeCondition.text = conditionDesc
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if self.Data:CheckIsTaked() then
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self:SetBtnAlreadyReceive()
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else
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if self.Data:CheckCanTake() then
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self:SetBtnActive()
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else
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self:SetBtnCannotReceive()
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end
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end
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self:SetupTreasureList()
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end
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function XUiGridClickClearReward:SetBtnActive()
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self.BtnReceive.gameObject:SetActive(true)
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self.ImgAlreadyReceived.gameObject:SetActive(false)
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self.ImgCannotReceive.gameObject:SetActive(false)
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end
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function XUiGridClickClearReward:SetBtnCannotReceive()
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self.BtnReceive.gameObject:SetActive(false)
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self.ImgAlreadyReceived.gameObject:SetActive(false)
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self.ImgCannotReceive.gameObject:SetActive(true)
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end
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function XUiGridClickClearReward:SetBtnAlreadyReceive()
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self.BtnReceive.gameObject:SetActive(false)
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self.ImgAlreadyReceived.gameObject:SetActive(true)
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self.ImgCannotReceive.gameObject:SetActive(false)
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end
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function XUiGridClickClearReward:SetupTreasureList()
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if self.Data == nil or self.Data:GetRewardId() == nil then
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XLog.Error("treasure have no RewardId ")
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return
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end
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local rewards = XRewardManager.GetRewardList(self.Data:GetRewardId())
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for i, item in ipairs(rewards) do
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local grid = self.GridList[i]
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if not grid then
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local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon)
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grid = XUiGridCommon.New(self.RootUi, ui)
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grid.Transform:SetParent(self.PanelTreasureContent, false)
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self.GridList[i] = grid
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end
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grid:Refresh(item)
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grid.GameObject:SetActive(true)
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end
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for j = 1, #self.GridList do
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if j > #rewards then
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self.GridList[j].GameObject:SetActive(false)
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end
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end
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end
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return XUiGridClickClearReward
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