162 lines
5.8 KiB
Lua
162 lines
5.8 KiB
Lua
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local XUiCollectionWallView = XLuaUiManager.Register(XLuaUi, "UiCollectionWallView")
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local XUiGridViewCollection = require("XUi/XUiCollectionWall/XUiCollectionWallGrid/XUiGridViewCollection")
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local DEFAULT_INDEX = 1
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function XUiCollectionWallView:OnStart(wallDataList, inType, otherPlayerCollectionList)
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if wallDataList == nil or next(wallDataList) == nil then
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XLog.Error("XUiCollectionWallView:OnStart函数错误,wallDataList参数没有数据")
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return
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end
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self.InType = inType
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self.WallDataList = wallDataList
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self.OtherPlayerCollectionList = otherPlayerCollectionList
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XDataCenter.CollectionWallManager.SortWallEntityByRank(self.WallDataList)
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self.CollectionPool = {} -- 收藏品GameObject
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self.CurrentCollection = {} -- 当前墙面的收藏品格子脚本
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self.Min = 1
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self.Max = #wallDataList
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self.Index = DEFAULT_INDEX
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self.BaseItem = {} -- 底座Id做索引,保存对应的ui物体模板
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self:AddListener()
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end
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function XUiCollectionWallView:OnEnable()
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self:Refresh()
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end
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function XUiCollectionWallView:Refresh()
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self:RecoverCollection()
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self.BtnLeft.gameObject:SetActiveEx(self.Index ~= self.Min)
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self.BtnRight.gameObject:SetActiveEx(self.Index ~= self.Max)
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local wallData = self.WallDataList[self.Index]
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if wallData then
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local pedestalId = wallData:GetPedestalId()
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for i, collectionInfo in pairs(wallData:GetCollectionSetInfos()) do
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self.CollectionPool[pedestalId] = self.CollectionPool[pedestalId] or {}
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local grid = self.CollectionPool[pedestalId][i]
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if not grid then
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grid = self:GenerateCollection(collectionInfo,pedestalId)
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table.insert(self.CollectionPool[pedestalId], grid)
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else
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local scale = XCollectionWallConfigs.GetCollectionScale(collectionInfo.SizeId)
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grid.transform.localScale = CS.UnityEngine.Vector3(scale, scale, scale)
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end
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grid.gameObject:SetActiveEx(true)
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if self.InType == XDataCenter.MedalManager.InType.Normal then
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self.CurrentCollection[collectionInfo.Id] = XUiGridViewCollection.New(grid, collectionInfo, self.InType)
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else
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if not self.OtherPlayerCollectionList then
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XLog.Error("XUiCollectionWallView:Refresh函数错误,查看他人信息时,没有OtherPlayerCollectionList数据")
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return
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end
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-- 找到对应收藏品的数据
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local hasCollection = false
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for _, otherCollection in pairs(self.OtherPlayerCollectionList) do
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if otherCollection.Id == collectionInfo.Id then
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hasCollection = true
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self.CurrentCollection[collectionInfo.Id] = XUiGridViewCollection.New(grid, collectionInfo, self.InType, otherCollection)
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end
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end
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if not hasCollection then
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XLog.Error(string.format("XUiCollectionWallView:Refresh函数错误,未其他玩家信息中没有Id:%s的收藏品数据", collectionInfo.Id))
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grid.gameObject:SetActiveEx(false)
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end
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end
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end
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local bgPath = XCollectionWallConfigs.GetColDecPath(wallData:GetBackgroundId())
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self.RImgWallBg:SetRawImage(bgPath)
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else
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XLog.Error("XUiCollectionWallView:Refresh函数错误,wallData为 nil")
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end
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end
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function XUiCollectionWallView:GenerateCollection(collectionInfo, pedestalId)
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if not collectionInfo then
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XLog.Error("XUiCollectionWallView:GenerateCollection函数错误,参数collectionInfo为 nil")
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return
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end
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if not self.BaseItem[pedestalId] then
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local baseItemPath = XCollectionWallConfigs.GetColDecPath(pedestalId)
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self.Resource = CS.XResourceManager.Load(baseItemPath)
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local baseItem = CS.UnityEngine.Object.Instantiate(self.Resource.Asset)
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if baseItem == nil or not baseItem:Exist() then
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return
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end
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baseItem.transform:SetParent(self.PanelWall, false)
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baseItem.gameObject:SetLayerRecursively(self.PanelWall.gameObject.layer)
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baseItem.gameObject:SetActiveEx(false)
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self.BaseItem[pedestalId] = baseItem
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end
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local obj = CS.UnityEngine.Object.Instantiate(self.BaseItem[pedestalId])
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local scale = XCollectionWallConfigs.GetCollectionScale(collectionInfo.SizeId)
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obj.transform:SetParent(self.PanelWall, false)
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obj.transform.localScale = CS.UnityEngine.Vector3(scale, scale, scale)
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obj.gameObject:SetActiveEx(true)
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return obj
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end
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function XUiCollectionWallView:RecoverCollection()
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for _, collection in pairs(self.CurrentCollection) do
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collection.GameObject:SetActiveEx(false)
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collection:Destroy()
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end
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self.CurrentCollection = {}
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end
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function XUiCollectionWallView:AddListener()
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self.BtnBack.CallBack = function()
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self:OnBtnBackClick()
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end
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self.BtnRight.CallBack = function()
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self:OnBtnRightClick()
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end
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self.BtnLeft.CallBack = function()
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self:OnBtnLeftClick()
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end
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end
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function XUiCollectionWallView:OnBtnRightClick()
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self.Index = self.Index + 1
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if self.Index > self.Max then
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XLog.Error("XUiCollectionWallView:OnRightClick函数错误,Index大于最大值")
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self.Index = self.Max
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end
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self:PlayAnimation("QieHuan")
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self:Refresh()
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end
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function XUiCollectionWallView:OnBtnLeftClick()
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self.Index = self.Index - 1
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if self.Index < self.Min then
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XLog.Error("XUiCollectionWallView:OnBtnLeftClick,Index小于最小值")
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self.Index = self.Min
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end
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self:PlayAnimation("QieHuan")
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self:Refresh()
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end
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function XUiCollectionWallView:OnBtnBackClick()
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self:Close()
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end
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