338 lines
14 KiB
Lua
338 lines
14 KiB
Lua
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local XUiDormComponent = XLuaUiManager.Register(XLuaUi, "UiDormComponent")
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local XUiGrid3DObj = require("XUi/XUiDormComponent/XUiGrid3DObj")
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local XUiGridDialogBox = require("XUi/XUiDormComponent/XUiGridDialogBox")
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local XUiPanelExp = require("XUi/XUiDormComponent/XUiPanelExp")
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local XUiPanelExpDetail = require("XUi/XUiDormComponent/XUiPanelExpDetail")
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local XUiPanelPutOn = require("XUi/XUiDormComponent/XUiPanelPutOn")
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local XUiPanelTouch = require("XUi/XUiDormComponent/XUiPanelTouch")
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local XUiFurnitureAttrObj = require("XUi/XUiDormComponent/XUiFurnitureAttrObj")
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function XUiDormComponent:OnAwake()
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self.CurDormSecond = true
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_MOOD_CHANGED, self.OnCharacterMoodChange, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_VITALITY_CHANGED, self.OnCharacterVitaltyChange, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_PUT_ON, self.OnCharacterPutOn, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_PUT_DOWN, self.OnCharacterPutDown, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_CATCH, self.OnCharacterCatch, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_EXIT, self.OnCharacterExit, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_ROOM, self.OnEnterRoom, self)
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XEventManager.AddEventListener(XEventId.EXIT_DORM_ROOM, self.CloseComponent, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_TOUCH_SHOW, self.OnTouchShow, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_TOUCH_SHOW_VIEW, self.OnTouchShow, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_TOUCH_HIDE, self.OnTouchHide, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_SHOW_DIALOBOX, self.OnShowDialoBox, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_HIDE_DIALOBOX, self.OnHideDialoBox, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_SHOW_3DIOBJ, self.OnShow3DObj, self)
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XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_HIDE_3DIOBJ, self.OnHide3DObj, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_EXP_DETAIL_SHOW, self.OnExpDetailShow, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_EXP_DETAIL_HIDE, self.OnExpDetailHide, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_TOUCH_ENTER, self.OnExpShow, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_EXP_SHOW, self.OnExpShow, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_EXP_HIDE, self.OnExpHide, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_HIDE_COMPONET, self.HieComponent, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_CLOSE_COMPONET, self.CloseComponent, self)
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XEventManager.AddEventListener(XEventId.EVENT_DORM_SECOND_STATE, self.DormSecondState, self)
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CsXGameEventManager.Instance:RegisterEvent(XEventId.EVENT_DORM_FURNITURE_ATTR_TAG_DETAIL, handler(self, self.ShowFurnitureAttr))
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CsXGameEventManager.Instance:RegisterEvent(XEventId.EVENT_DORM_FURNITURE_HIDE_ATTR_TAG_DETAIL, handler(self, self.HideFurnitureAttr))
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CsXGameEventManager.Instance:RegisterEvent(XEventId.EVENT_DORM_FURNITURE_HIDE_ALL_ATTR_TAG_DETAIL, handler(self, self.HideAllFurnitureAttr))
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end
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function XUiDormComponent:OnDestroy()
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_MOOD_CHANGED, self.OnCharacterMoodChange, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_VITALITY_CHANGED, self.OnCharacterVitaltyChange, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_PUT_ON, self.OnCharacterPutOn, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_PUT_DOWN, self.OnCharacterPutDown, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_CATCH, self.OnCharacterCatch, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_EXIT, self.OnCharacterExit, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_ROOM, self.OnEnterRoom, self)
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XEventManager.RemoveEventListener(XEventId.EXIT_DORM_ROOM, self.CloseComponent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_TOUCH_SHOW, self.OnTouchShow, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_TOUCH_SHOW_VIEW, self.OnTouchShow, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_TOUCH_HIDE, self.OnTouchHide, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_SHOW_DIALOBOX, self.OnShowDialoBox, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_HIDE_DIALOBOX, self.OnHideDialoBox, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_SHOW_3DIOBJ, self.OnShow3DObj, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_HIDE_3DIOBJ, self.OnHide3DObj, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_EXP_DETAIL_SHOW, self.OnExpDetailShow, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_EXP_DETAIL_HIDE, self.OnExpDetailHide, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_TOUCH_ENTER, self.OnExpShow, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_EXP_SHOW, self.OnExpShow, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_EXP_HIDE, self.OnExpHide, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_HIDE_COMPONET, self.HieComponent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_CLOSE_COMPONET, self.CloseComponent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_DORM_SECOND_STATE, self.DormSecondState, self)
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CsXGameEventManager.Instance:RemoveEvent(XEventId.EVENT_DORM_FURNITURE_ATTR_TAG_DETAIL, handler(self, self.ShowFurnitureAttr))
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CsXGameEventManager.Instance:RemoveEvent(XEventId.EVENT_DORM_FURNITURE_HIDE_ATTR_TAG_DETAIL, handler(self, self.HideFurnitureAttr))
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CsXGameEventManager.Instance:RemoveEvent(XEventId.EVENT_DORM_FURNITURE_HIDE_ALL_ATTR_TAG_DETAIL, handler(self, self.HideAllFurnitureAttr))
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end
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function XUiDormComponent:DormSecondState(state)
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self.CurDormSecond = state
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end
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function XUiDormComponent:OnStart()
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self.DialogGridsDir = {}
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self.DialogGridsList = {}
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self.Obj3DGridsDir = {}
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self.Obj3DGridsList = {}
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self.FurnitureScoreDic = {}
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self.UiPanelExp = XUiPanelExp.New(self, self.PanelExp)
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self.UiPanelTouch = XUiPanelTouch.New(self, self.PanelTouch)
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self.UiPanelExpDetail = XUiPanelExpDetail.New(self, self.PanelExpDetail)
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self.UiPanelPutOn = XUiPanelPutOn.New(self, self.PanelPutOn)
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self.UiPanelExp.GameObject:SetActive(false)
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self.UiPanelExpDetail.GameObject:SetActive(false)
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self.UiPanelPutOn.GameObject:SetActive(false)
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self.UiPanelTouch.GameObject:SetActive(false)
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self.GridDialogBox.gameObject:SetActive(false)
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self.Grid3DObj.gameObject:SetActive(false)
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end
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function XUiDormComponent:OnEnterRoom(curRoomId)
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self.CurRoomId = curRoomId
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self.UiPanelExp:InitRoomId(curRoomId)
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self.UiPanelExpDetail:InitRoomId(curRoomId)
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self.UiPanelPutOn:InitRoomId(curRoomId)
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self.UiPanelTouch:InitRoomId(curRoomId)
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end
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function XUiDormComponent:OnCharacterMoodChange(characterId, changeValue)
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self.UiPanelExp:UpdateExpInfo(characterId, changeValue)
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self.UiPanelExpDetail:UpdateExpInfo(characterId)
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end
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function XUiDormComponent:OnCharacterVitaltyChange(characterId)
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self.UiPanelExpDetail:UpdateInfo(characterId)
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end
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----------------------- 外部调用 ------------------------------------
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-- 对话气泡显示
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function XUiDormComponent:OnShowDialoBox(characterId, contextId, transform, cb)
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-- 处理已经在显示中
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if self.DialogGridsDir[characterId] then
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self.DialogGridsDir[characterId]:RefreshContext(contextId)
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return
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end
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-- 处理缓存中的
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if #self.DialogGridsList > 0 then
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local temp = table.remove(self.DialogGridsList, 1)
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temp:Show(self.CurRoomId, characterId, contextId, transform, cb)
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self.DialogGridsDir[characterId] = temp
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return
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end
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-- 重新实例一个
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local grid = CS.UnityEngine.Object.Instantiate(self.GridDialogBox)
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local gridBox = XUiGridDialogBox.New(self, grid)
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gridBox:Show(self.CurRoomId, characterId, contextId, transform, cb)
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grid.transform:SetParent(self.DialogContainer, false)
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self.DialogGridsDir[characterId] = gridBox
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end
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-- 对话气泡隐藏
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function XUiDormComponent:OnHideDialoBox(characterId)
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if not self.DialogGridsDir[characterId] then
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return
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end
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self.DialogGridsDir[characterId]:Hide()
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table.insert(self.DialogGridsList, self.DialogGridsDir[characterId])
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self.DialogGridsDir[characterId] = nil
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end
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-- 3DUI显示
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function XUiDormComponent:OnShow3DObj(characterId, effectId, transform, bindWorldPos)
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-- 处理已经在显示中
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if self.Obj3DGridsDir[characterId] then
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self.Obj3DGridsDir[characterId]:RefreshEffect(effectId, bindWorldPos)
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return
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end
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-- 处理缓存中的
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if #self.Obj3DGridsList > 0 then
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local temp = table.remove(self.Obj3DGridsList, 1)
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temp:Show(characterId, effectId, transform, bindWorldPos)
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self.Obj3DGridsDir[characterId] = temp
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return
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end
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-- 重新实例一个
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local grid = CS.UnityEngine.Object.Instantiate(self.Grid3DObj)
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local gridBox = XUiGrid3DObj.New(grid)
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gridBox:Show(characterId, effectId, transform, bindWorldPos)
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self.Obj3DGridsDir[characterId] = gridBox
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end
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-- 3DUI隐藏
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function XUiDormComponent:OnHide3DObj(characterId)
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if not self.Obj3DGridsDir[characterId] then
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return
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end
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self.Obj3DGridsDir[characterId]:Hide()
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table.insert(self.Obj3DGridsList, self.Obj3DGridsDir[characterId])
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self.Obj3DGridsDir[characterId].Transform:SetParent(self.Obje3DContainer, false)
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self.Obj3DGridsDir[characterId] = nil
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end
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-- 抚摸显示
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function XUiDormComponent:OnTouchShow(touchState, characterId, point, propNum)
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self.UiPanelTouch:Show(characterId, touchState, point, propNum)
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end
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-- 抚摸隐藏
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function XUiDormComponent:OnTouchHide()
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self.UiPanelTouch:Hide()
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self.UiPanelExp:Hide(true)
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self:OnExpDetailHide()
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end
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-- 抓起构造体
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function XUiDormComponent:OnCharacterCatch()
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self.UiPanelPutOn:Catch()
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end
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-- 抓起构造体读条放下
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function XUiDormComponent:OnCharacterExit()
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self.UiPanelPutOn:Close()
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end
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-- 构造体抓起读条
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function XUiDormComponent:OnCharacterPutOn(id, transform, isCharacter)
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self.UiPanelPutOn:Show(id, transform, isCharacter)
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end
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-- 放下构造体
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function XUiDormComponent:OnCharacterPutDown()
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self.UiPanelPutOn:Hide()
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end
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-- 显示体力详情
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function XUiDormComponent:OnExpDetailShow(characterId, transform)
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if not self.CurDormSecond then
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return
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end
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self.CharacterId = characterId
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self.Transform = transform
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self.UiPanelExpDetail:Show(characterId, transform)
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end
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-- 隐藏体力详情
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function XUiDormComponent:OnExpDetailHide()
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self.UiPanelExpDetail:Hide()
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end
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-- 显示心情条
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function XUiDormComponent:OnExpShow(characterId)
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local trans = XHomeCharManager.GetSelectCharacter().Transform
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self.UiPanelExp:Show(characterId, trans)
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end
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-- 隐藏心情条
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function XUiDormComponent:OnExpHide()
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self.UiPanelExp:Hide(false)
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end
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-- 设置心情条是否再爱抚中
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function XUiDormComponent:SetExpOffset(isFondle)
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self.UiPanelExp:UpdateOffset(isFondle)
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end
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-- 隐藏所有组建
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function XUiDormComponent:HieComponent()
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self.UiPanelExp:Hide(true)
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self.UiPanelExpDetail:Hide()
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self.UiPanelTouch:Hide()
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self.UiPanelPutOn:Hide()
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for _, v in pairs(self.DialogGridsDir) do
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v:Hide()
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table.insert(self.DialogGridsList, v)
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end
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for _, v in pairs(self.Obj3DGridsDir) do
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v:Hide()
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table.insert(self.Obj3DGridsList, v)
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v.Transform:SetParent(self.Obje3DContainer, false)
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end
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self.Obj3DGridsDir = {}
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self.DialogGridsDir = {}
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end
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--显示家具属性
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function XUiDormComponent:ShowFurnitureAttr(evt, args)
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local furnitureAttrObj
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local furnitureId = args[1]
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if not self.FurnitureScoreContainer or XTool.UObjIsNil(self.FurnitureScoreContainer) then
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return
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end
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if not self.FurnitureScoreDic[furnitureId] then
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local obj = self.FurnitureScoreContainer:Spawn()
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furnitureAttrObj = XUiFurnitureAttrObj.New(self, obj)
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self.FurnitureScoreDic[furnitureId] = furnitureAttrObj
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else
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furnitureAttrObj = self.FurnitureScoreDic[furnitureId]
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end
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self.FurnitureScoreContainer.gameObject:SetActiveEx(true)
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furnitureAttrObj:Show(args[0], args[1], args[2], args[3], args[4], args[5], args[6])
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end
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--隐藏家具属性
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function XUiDormComponent:HideFurnitureAttr(evt, args)
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local furnitureId = args[0]
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if not self.FurnitureScoreContainer or XTool.UObjIsNil(self.FurnitureScoreContainer) then
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return
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end
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if self.FurnitureScoreDic[furnitureId] then
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local furnitureAttrObj = self.FurnitureScoreDic[furnitureId]
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self.FurnitureScoreContainer:Despawn(furnitureAttrObj.GameObject)
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furnitureAttrObj:Hide()
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self.FurnitureScoreDic[furnitureId] = nil
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end
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end
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--隐藏家具属性
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function XUiDormComponent:HideAllFurnitureAttr(evt)
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if not self.FurnitureScoreContainer or XTool.UObjIsNil(self.FurnitureScoreContainer) then
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return
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end
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if self.FurnitureScoreDic then
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for _, v in pairs(self.FurnitureScoreDic) do
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self.FurnitureScoreContainer:Despawn(v.GameObject)
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v:Hide()
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end
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end
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XHomeDormManager.FurnitureShowAttrType = -1
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self.FurnitureScoreContainer.gameObject:SetActiveEx(false)
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self.FurnitureScoreDic = {}
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end
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-- 关闭
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function XUiDormComponent:CloseComponent()
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self:HideAllFurnitureAttr()
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self:Close()
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end
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