PGRData/Script/matrix/xui/xuiclickcleargame/XUiGridClickClearReward.lua

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