PGRData/Script/matrix/xui/xuifashion/XUiFashion.lua

889 lines
32 KiB
Lua
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local CSXTextManagerGetText = CS.XTextManager.GetText
local XUiPanelFashionList = require("XUi/XUiFashion/XUiPanelFashionList")
local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
local stringFormat = string.format
local tableInsert = table.insert
local tableRemove = table.remove
local CameraIndex = {
Normal = 1,
Near = 2
}
local BtnTabIndex = {
Character = 1, --成员涂装
Weapon = 2 --武器涂装
}
local BtnTabIndexSide = {
Fashion = 1, --涂装
HeadPortrait = 2 --头像
}
local LastSelectedTabIndex = BtnTabIndex.Character
local WeaponViewType = {
WithCharacter = 1,
OnlyWeapon = 2
}
local SwitchWeaponViewType = {
[WeaponViewType.OnlyWeapon] = WeaponViewType.WithCharacter,
[WeaponViewType.WithCharacter] = WeaponViewType.OnlyWeapon
}
local SwitchBtnName = {
[WeaponViewType.OnlyWeapon] = CSXTextManagerGetText("UiFashionBtnNameCharacter"),
[WeaponViewType.WithCharacter] = CSXTextManagerGetText("UiFashionBtnNameWeapon")
}
local XUiFashion = XLuaUiManager.Register(XLuaUi, "UiFashion")
function XUiFashion:OnAwake()
self.ExpiredRefreshNameList = {}
self.BtnLensOut.gameObject:SetActiveEx(true)
self.BtnLensIn.gameObject:SetActiveEx(false)
self.PanelUnlockShow.gameObject:SetActiveEx(false)
self.PanelAssistDistanceTip.gameObject:SetActiveEx(false)
self.GridFashion.gameObject:SetActiveEx(false)
self.GridWeapon.gameObject:SetActiveEx(false)
self.GridHeadPortrait.gameObject:SetActiveEx(false)
self.AssetPanel = XUiPanelAsset.New(
self,
self.PanelAsset,
XDataCenter.ItemManager.ItemId.FreeGem,
XDataCenter.ItemManager.ItemId.ActionPoint,
XDataCenter.ItemManager.ItemId.Coin
)
self.PanelCharacterFashionList = XUiPanelFashionList.New(
XUiPanelFashionList.GridType.FashionCharacter,
self.ScrollFashionList,
function(fashionId)
self:OnSelectCharacterFashion(fashionId)
end,
self
)
self.PanelWeaponFashionList = XUiPanelFashionList.New(
XUiPanelFashionList.GridType.FashionWeapon,
self.ScrollWeaponList,
function(fashionId)
self:OnSelectWeaponFashion(fashionId)
end,
self
)
self.PanelHeadPortraitList = XUiPanelFashionList.New(
XUiPanelFashionList.GridType.HeadPortrait,
self.ScrollHeadPortrait,
function(headInfo)
self:OnSelectHeadPortrait(headInfo)
end,
self
)
self.PanelTagGroup:Init(
{
self.BtnTogCharacter,
self.BtnTogWeapon
},
function(tabIndex)
self:OnClickTabCallBack(tabIndex)
end
)
self.PanelTabGroup:Init(
{
self.BtnFashion,
self.BtnHeadPortrait
},
function(tabIndex)
self:OnClickTabFashionCallBack(tabIndex)
end
)
self.OnUiSceneLoadedCB = function(lastSceneUrl)
self:OnUiSceneLoaded(lastSceneUrl)
end
self:AutoAddListener()
end
function XUiFashion:OnStart(defaultCharacterId, isOnlyOneCharacter, notShowWeapon, openUiType)
self:InitSceneRoot() --设置摄像机
local defaultCharacterIndex = 1
local characterList = XDataCenter.CharacterManager.GetCharacterList()
if defaultCharacterId then
self.CharacterId = defaultCharacterId
for index, character in pairs(characterList) do
if defaultCharacterId == character.Id then
defaultCharacterIndex = index
break
end
end
end
self.CharacterList = characterList
self.DefaultCharacterIndex = defaultCharacterIndex
self.CurWeaponViewType = WeaponViewType.WithCharacter
self.LastCharacterFashionSceneUrl = nil
self.IsOnlyOneCharacter = isOnlyOneCharacter
self.NotShowWeapon = notShowWeapon
self.OpenUiType = openUiType
if self.OpenUiType and (
self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI
or self.OpenUiType == XUiConfigs.OpenUiType.RobotFashion) then
self.HideProtraitBtn = true
end
self.BtnHeadPortrait.gameObject:SetActiveEx(not self.HideProtraitBtn)
end
function XUiFashion:OnEnable()
CS.XGraphicManager.UseUiLightDir = true
if self.NotShowWeapon then
self.PanelTagGroup.gameObject:SetActiveEx(false)
self.PanelTagGroup:SelectIndex(BtnTabIndex.Character)
else
self.PanelTagGroup.gameObject:SetActiveEx(true)
end
self.PanelTagGroup:SelectIndex(LastSelectedTabIndex)
end
function XUiFashion:OnDisable()
CS.XGraphicManager.UseUiLightDir = false
end
function XUiFashion:OnGetEvents()
return { XEventId.EVENT_FASHION_WEAPON_EXPIRED_REFRESH }
end
function XUiFashion:OnNotify(evt, ...)
if evt == XEventId.EVENT_FASHION_WEAPON_EXPIRED_REFRESH then
--过期刷新
self:UpdateWeaponFashionList()
self:AddExpiredRefresh(...)
self:OpenTipMsg()
end
end
function XUiFashion:AddExpiredRefresh(fashionIds)
if LastSelectedTabIndex ~= BtnTabIndex.Weapon then
return
end
local characterId = self.CharacterId
local fashionName
for _, weaponFashionId in pairs(fashionIds) do
if XDataCenter.WeaponFashionManager.IsCharacterFashion(weaponFashionId, characterId) then
fashionName = XDataCenter.WeaponFashionManager.GetWeaponFashionName(weaponFashionId)
if fashionName then
tableInsert(self.ExpiredRefreshNameList, fashionName)
end
end
end
end
function XUiFashion:OpenTipMsg()
if next(self.ExpiredRefreshNameList) then
XUiManager.TipMsg(
CSXTextManagerGetText("WeaponFashionNotOwnTipMsg", self.ExpiredRefreshNameList[1]),
nil,
function()
tableRemove(self.ExpiredRefreshNameList, 1)
self:OpenTipMsg()
end
)
end
end
function XUiFashion:OnUiSceneLoaded(lastSceneUrl)
if lastSceneUrl ~= self.LastCharacterFashionSceneUrl then
self:SetGameObject()
self:InitSceneRoot()
self.LastCharacterFashionSceneUrl = lastSceneUrl
end
end
function XUiFashion:OnClickTabCallBack(tabIndex)
LastSelectedTabIndex = tabIndex
self:OnSelectCharacter(self.CharacterIndex or self.DefaultCharacterIndex)
end
function XUiFashion:OnClickTabFashionCallBack(tabIndex)
--武器涂装页签没有头像栏
if LastSelectedTabIndex == BtnTabIndex.Weapon then
return
end
self.SelectedFashionHeadIndex = tabIndex
if tabIndex == BtnTabIndexSide.Fashion then
self:UpdateFashionList()
elseif tabIndex == BtnTabIndexSide.HeadPortrait then
self:UpdateHeadPortraitList()
end
local characterId = self.CharacterId
--成员头像数量
local haveCount, totalCount = 0, #self.HeadList
for _, headInfo in pairs(self.HeadList) do
if XDataCenter.FashionManager.IsFashionHeadUnLock(headInfo.HeadFashionId, headInfo.HeadFashionType, characterId) then
haveCount = haveCount + 1
end
end
self.BtnHeadPortrait:SetNameByGroup(0, CsXTextManagerGetText("UiFashionBtnNameHeadPortrait", haveCount, totalCount))
--成员涂装数量
local haveCount, totalCount = 0, 0
local fashionStatus = XDataCenter.FashionManager.FashionStatus
local fashionList = self.FashionList
if self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI then
haveCount = #fashionList
else
for _, fashionId in pairs(fashionList) do
local status = XDataCenter.FashionManager.GetFashionStatus(fashionId)
if status ~= fashionStatus.UnOwned then
haveCount = haveCount + 1
end
end
end
totalCount = #fashionList
self.BtnFashion:SetNameByGroup(0, CsXTextManagerGetText("UiFashionBtnNameFashion", haveCount, totalCount))
end
function XUiFashion:UpdateFashionData()
if self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI then
local nierCharacter = XDataCenter.NieRManager.GetSelNieRCharacter()
self.FashionList = nierCharacter:GetNieRFashionList()
else
self.FashionList = XDataCenter.FashionManager.GetCurrentTimeFashionByCharId(self.CharacterId)
end
end
function XUiFashion:OnSelectCharacter(characterIndex)
self.CharacterIndex = characterIndex
self.CharacterId = self.CharacterList[self.CharacterIndex].Id
self.HeadList = XDataCenter.FashionManager.GetFashionHeadPortraitList(self.CharacterId)
self:UpdateFashionData()
self.CurFashionId = self.FashionList[1]
local hasLast = characterIndex > 1
self.BtnLast.interactable = hasLast
local hasNext = self.CharacterList[characterIndex + 1] and true or false
self.BtnNext.interactable = hasNext
if LastSelectedTabIndex == BtnTabIndex.Character then
if not self.HideProtraitBtn then
self.BtnHeadPortrait.gameObject:SetActiveEx(true)
self.PanelTabGroup:SelectIndex(BtnTabIndexSide.Fashion)
else
self.PanelTabGroup:SelectIndex(self.SelectedFashionHeadIndex or BtnTabIndexSide.Fashion)
end
elseif LastSelectedTabIndex == BtnTabIndex.Weapon then
self.BtnHeadPortrait.gameObject:SetActiveEx(false)
self.BtnFashion:SetButtonState(CS.UiButtonState.Select)
self:UpdateWeaponFashionList()
end
end
function XUiFashion:UpdateFashionList(selectDressing, doNotReset)
if LastSelectedTabIndex ~= BtnTabIndex.Character then
return
end
local defaultSelectId, dressedId
local characterId = self.CharacterId
self:UpdateFashionData()
local fashionStatus = XDataCenter.FashionManager.FashionStatus
local fashionList = self.FashionList
if self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI then
local nierCharacter = XDataCenter.NieRManager.GetSelNieRCharacter()
dressedId = nierCharacter:GetNieRFashionId()
else
for _, fashionId in pairs(fashionList) do
local status = XDataCenter.FashionManager.GetFashionStatus(fashionId)
if status == fashionStatus.Dressed then
dressedId = fashionId
end
end
end
defaultSelectId = selectDressing and dressedId or fashionList[1]
defaultSelectId = not doNotReset and defaultSelectId or nil
self.PanelCharacterFashionList:UpdateViewList(fashionList, defaultSelectId)
self.PanelCharacterFashionList.GameObject:SetActiveEx(true)
self.PanelHeadPortraitList.GameObject:SetActiveEx(false)
self.PanelWeaponFashionList.GameObject:SetActiveEx(false)
end
function XUiFashion:UpdateWeaponFashionList(selectDressing, doNotReset)
if LastSelectedTabIndex ~= BtnTabIndex.Weapon then
return
end
local defaultSelectId, dressedId
local haveCount, totalCount = 0, 0
local characterId = self.CharacterId
local fashionStatus = XDataCenter.WeaponFashionManager.FashionStatus
local fashionList = XDataCenter.WeaponFashionManager.GetSortedWeaponFashionIdsByCharacterId(characterId)
for _, fashionId in pairs(fashionList) do
local status = XDataCenter.WeaponFashionManager.GetFashionStatus(fashionId, characterId)
if status ~= fashionStatus.UnOwned then
haveCount = haveCount + 1
end
end
totalCount = #fashionList
defaultSelectId = fashionList[1]
defaultSelectId = not doNotReset and defaultSelectId or nil
self.PanelWeaponFashionList:UpdateViewList(fashionList, defaultSelectId, characterId)
self.PanelWeaponFashionList.GameObject:SetActiveEx(true)
self.PanelCharacterFashionList.GameObject:SetActiveEx(false)
self.PanelHeadPortraitList.GameObject:SetActiveEx(false)
self.BtnHeadPortrait.gameObject:SetActiveEx(false)
self.BtnFashion:SetNameByGroup(0, CsXTextManagerGetText("UiFashionBtnNameWeaponFashion", haveCount, totalCount))
end
function XUiFashion:UpdateHeadPortraitList(refresh)
local characterId = self.CharacterId
if refresh then
self.HeadList = XDataCenter.FashionManager.GetFashionHeadPortraitList(self.CharacterId)
end
local headList = self.HeadList
self.PanelHeadPortraitList:UpdateViewList(headList, headList[1], characterId)
self.PanelHeadPortraitList.GameObject:SetActiveEx(true)
self.PanelWeaponFashionList.GameObject:SetActiveEx(false)
self.PanelCharacterFashionList.GameObject:SetActiveEx(false)
self.BtnFashionUnLock.gameObject:SetActiveEx(false)
end
function XUiFashion:OnSelectCharacterFashion(fashionId)
self.CurFashionId = fashionId
self:UpdateSceneAndModel()
self:UpdateCamera(CameraIndex.Normal)
self:UpdateButtonState()
end
function XUiFashion:UpdateSceneAndModel()
self:LoadModelScene()
self:UpdateCharacterModel()
end
function XUiFashion:LoadModelScene(isDefault)
local sceneUrl = self:GetSceneUrl(isDefault)
local modelUrl = self:GetDefaultUiModelUrl()
self:LoadUiScene(sceneUrl, modelUrl, self.OnUiSceneLoadedCB, false)
end
function XUiFashion:GetSceneUrl(isDefault)
if isDefault then
return self:GetDefaultSceneUrl()
end
local sceneUrl
if LastSelectedTabIndex == BtnTabIndex.Character then
sceneUrl = XDataCenter.FashionManager.GetFashionSceneUrl(self.CurFashionId)
elseif LastSelectedTabIndex == BtnTabIndex.Weapon then
sceneUrl = XDataCenter.CharacterManager.GetCharShowFashionSceneUrl(self.CharacterId)
end
if sceneUrl and sceneUrl ~= "" then
return sceneUrl
else
return self:GetDefaultSceneUrl()
end
end
function XUiFashion:UpdateCharacterModel()
local characterId
local func = function(model)
self.PanelDrag:GetComponent("XDrag").Target = model.transform
self:ShowImgEffectHuanren(characterId)
end
if self.CurFashionId then
local template = XDataCenter.FashionManager.GetFashionTemplate(self.CurFashionId)
characterId = template.CharacterId
self.TxtFashionName.text = template.Name
self.RoleModelPanel:UpdateCharacterResModel(
template.ResourcesId,
template.CharacterId,
XModelManager.MODEL_UINAME.XUiFashion,
func
)
self.PanelWeapon.gameObject:SetActiveEx(false)
self.RoleModelPanel.GameObject:SetActiveEx(true)
if self.IsOnlyOneCharacter then
self.BtnNext.gameObject:SetActiveEx(false)
self.BtnLast.gameObject:SetActiveEx(false)
else
self.BtnNext.gameObject:SetActiveEx(true)
self.BtnLast.gameObject:SetActiveEx(true)
end
self.PanelBtnSwitch.gameObject:SetActiveEx(false)
self:ResetPanelBtnLens()
self:UpdateFashionIntro(self.CurFashionId)
else
self.TxtFashionName.text = ""
self.PanelWeapon.gameObject:SetActiveEx(false)
self.RoleModelPanel.GameObject:SetActiveEx(false)
self.PanelBtnSwitch.gameObject:SetActiveEx(false)
self.PanelBtnLens.gameObject:SetActiveEx(false)
self.BtnNext.gameObject:SetActiveEx(false)
self.BtnLast.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(false)
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(false)
end
end
function XUiFashion:UpdateButtonState()
if self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI then
local nierCharacter = XDataCenter.NieRManager.GetSelNieRCharacter()
local dressedId = nierCharacter:GetNieRFashionId()
if self.CurFashionId == dressedId then
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(true)
self.BtnFashionUnLock.gameObject:SetActiveEx(false)
else
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(true)
self.BtnUsed.gameObject:SetActiveEx(false)
self.BtnFashionUnLock.gameObject:SetActiveEx(false)
end
else
local status = XDataCenter.FashionManager.GetFashionStatus(self.CurFashionId)
local fashionStatus = XDataCenter.FashionManager.FashionStatus
if status == fashionStatus.Dressed then
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(true)
self.BtnFashionUnLock.gameObject:SetActiveEx(false)
elseif status == fashionStatus.UnLock then
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(true)
self.BtnUsed.gameObject:SetActiveEx(false)
self.BtnFashionUnLock.gameObject:SetActiveEx(false)
elseif status == fashionStatus.Lock then
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(false)
self.BtnFashionUnLock.gameObject:SetActiveEx(true)
elseif status == fashionStatus.UnOwned then
self.PanelUnOwed.gameObject:SetActiveEx(true)
self.BtnUse.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(false)
self.BtnFashionUnLock.gameObject:SetActiveEx(false)
end
end
self.PanelHeadLock.gameObject:SetActiveEx(false)
end
function XUiFashion:OnSelectWeaponFashion(weaponFashionId)
self.CurWeaponFashionId = weaponFashionId
self:OnSwitchWeaponViewType(true)
self:UpdateWeaponButtonState()
end
function XUiFashion:OnSwitchWeaponViewType(doNotReset)
local oldType = self.CurWeaponViewType
local newType = not doNotReset and SwitchWeaponViewType[self.CurWeaponViewType] or oldType
self.CurWeaponViewType = newType
if newType == WeaponViewType.WithCharacter then
self.BtnNext.gameObject:SetActiveEx(true)
self.BtnLast.gameObject:SetActiveEx(true)
self:ResetPanelBtnLens()
self:LoadModelScene()
self:UpdateWeaponWithCharacterModel()
elseif newType == WeaponViewType.OnlyWeapon then
self.PanelBtnLens.gameObject:SetActiveEx(false)
self.BtnNext.gameObject:SetActiveEx(false)
self.BtnLast.gameObject:SetActiveEx(false)
self:LoadModelScene(true)
self:UpdateWeaponModel()
end
local characterId = self.CharacterId
local fashionName = XDataCenter.WeaponFashionManager.GetWeaponFashionName(self.CurWeaponFashionId, characterId)
self.TxtFashionName.text = fashionName
self:UpdateFashionIntro(self.CurWeaponFashionId)
self.BtnSwitch:SetNameByGroup(0, SwitchBtnName[newType])
self.PanelBtnSwitch.gameObject:SetActiveEx(true)
self.BtnFashionUnLock.gameObject:SetActiveEx(false)
self:UpdateCamera(CameraIndex.Normal)
end
function XUiFashion:UpdateFashionIntro(fashionId)
local intro, title, content = "", "", ""
if BtnTabIndex.Character == LastSelectedTabIndex and BtnTabIndexSide.HeadPortrait == self.SelectedFashionHeadIndex then
--成员头像
content = XDataCenter.FashionManager.GetFashionHeadUnlockConditionDesc(self.HeadInfo.HeadFashionType)
intro = CsXTextManagerGetText("UiFashionIntroHeadPortrait")
else
--武器涂装/成员涂装
local characterId = self.CharacterId
local isDefaultId = XWeaponFashionConfigs.IsDefaultId(fashionId)
if isDefaultId then
if not XDataCenter.CharacterManager.IsOwnCharacter(characterId) then
fashionId = XCharacterConfigs.GetCharacterDefaultEquipId(characterId)
else
local equipId = XDataCenter.EquipManager.GetCharacterWearingWeaponId(characterId)
fashionId = XDataCenter.EquipManager.GetEquipTemplateId(equipId)
end
end
title = XGoodsCommonManager.GetGoodsDescription(fashionId)
content = XGoodsCommonManager.GetGoodsWorldDesc(fashionId)
if isDefaultId then
content = title
if string.IsNilOrEmpty(content) then
local archiveCfg = XArchiveConfigs.GetWeaponSettingList(fashionId, XArchiveConfigs.SettingType.Setting)
if next(archiveCfg) then
content = archiveCfg[1].Text
end
end
title = nil
end
intro = CsXTextManagerGetText("UiFashionIntroFashion")
end
self.TxtTipTitle.text = intro
self.TxtIntroTitle.gameObject:SetActiveEx(not string.IsNilOrEmpty(title))
self.TxtIntroTitle.text = title
self.TxtIntroDesc.gameObject:SetActiveEx(not string.IsNilOrEmpty(content))
self.TxtIntroDesc.text = content
end
function XUiFashion:UpdateWeaponModel()
local characterId = self.CharacterId
local uiName = XModelManager.MODEL_UINAME.XUiFashion
local modelConfig = XDataCenter.WeaponFashionManager.GetWeaponModelCfg(self.CurWeaponFashionId, characterId, uiName)
self.RoleModelPanel.GameObject:SetActiveEx(false)
self.PanelWeapon.gameObject:SetActiveEx(true)
XModelManager.LoadWeaponModel(
modelConfig.ModelId,
self.PanelWeapon,
modelConfig.TransformConfig,
uiName,
nil,
{ gameObject = self.GameObject, IsDragRotation = true },
self.PanelDrag
)
end
function XUiFashion:UpdateWeaponWithCharacterModel()
local characterId = self.CharacterId
local resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
local func = function(model)
self.PanelDrag:GetComponent("XDrag").Target = model.transform
self:ShowImgEffectHuanren(characterId)
end
self.PanelWeapon.gameObject:SetActiveEx(false)
self.RoleModelPanel.GameObject:SetActiveEx(true)
self.RoleModelPanel:UpdateCharacterResModel(
resourcesId,
characterId,
XModelManager.MODEL_UINAME.XUiFashion,
func,
nil,
self.CurWeaponFashionId
)
end
function XUiFashion:UpdateWeaponButtonState()
local characterId = self.CharacterId
local status = XDataCenter.WeaponFashionManager.GetFashionStatus(self.CurWeaponFashionId, characterId)
local fashionStatus = XDataCenter.WeaponFashionManager.FashionStatus
if status == fashionStatus.Dressed then
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(false)
self.PanelHeadLock.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(true)
elseif status == fashionStatus.UnLock then
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(true)
self.BtnUsed.gameObject:SetActiveEx(false)
self.PanelHeadLock.gameObject:SetActiveEx(false)
elseif status == fashionStatus.UnOwned then
self.PanelUnOwed.gameObject:SetActiveEx(true)
self.BtnUse.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(false)
self.PanelHeadLock.gameObject:SetActiveEx(false)
end
end
function XUiFashion:OnSelectHeadPortrait(headInfo)
self.HeadInfo = headInfo
self:UpdateSceneAndModel()
self:UpdateHeadPortraitButtonState()
end
function XUiFashion:UpdateHeadPortraitButtonState()
local characterId = self.CharacterId
local headInfo = self.HeadInfo
local isUnLock = XDataCenter.FashionManager.IsFashionHeadUnLock(headInfo.HeadFashionId, headInfo.HeadFashionType, characterId)
local isUsing = XDataCenter.FashionManager.IsFashionHeadUsing(headInfo.HeadFashionId, headInfo.HeadFashionType, characterId)
if isUsing then --已穿戴
self.PanelHeadLock.gameObject:SetActiveEx(false)
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(true)
elseif isUnLock then --已解锁
self.PanelHeadLock.gameObject:SetActiveEx(false)
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.BtnUse.gameObject:SetActiveEx(true)
self.BtnUsed.gameObject:SetActiveEx(false)
else -- 未获得
self.BtnUse.gameObject:SetActiveEx(false)
self.BtnUsed.gameObject:SetActiveEx(false)
self.PanelUnOwed.gameObject:SetActiveEx(false)
self.PanelHeadLock.gameObject:SetActiveEx(true)
end
end
function XUiFashion:AutoAddListener()
self:RegisterClickEvent(self.BtnNext, self.OnBtnNextClick)
self:RegisterClickEvent(self.BtnLast, self.OnBtnLastClick)
self:RegisterClickEvent(self.BtnUse, self.OnBtnUseClick)
self:RegisterClickEvent(self.BtnFashionUnLock, self.OnBtnFashionUnLockClick)
self:RegisterClickEvent(self.BtnGet, self.OnBtnGetClick)
self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick)
self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainUiClick)
self.BtnLensOut.CallBack = function()
self:OnBtnLensOut()
end
self.BtnLensIn.CallBack = function()
self:OnBtnLensIn()
end
self.BtnSwitch.CallBack = function()
self:OnSwitchWeaponViewType()
end
XUiHelper.RegisterSliderChangeEvent(self, self.SliderCharacter, self.OnSliderCharacterChanged)
end
function XUiFashion:OnBtnFashionUnLockClick()
local fashionId = self.CurFashionId
local template = XDataCenter.FashionManager.GetFashionTemplate(fashionId)
self.TxtUnlockFashionName.text = CSXTextManagerGetText("UiFashionUnlockName", template.Name)
self.RImgFashionIcon:SetRawImage(template.Icon)
self.ImgUnlockShowIcon.fillAmount = 0
local animGo = self.PanelUnlockShow
animGo.gameObject:SetActiveEx(true)
self:PlayAnimationWithMask(
"AniPanelUnlockShowBegin",
function()
if XTool.UObjIsNil(animGo) then
return
end
animGo.gameObject:SetActiveEx(false)
XDataCenter.FashionManager.UnlockFashion(
fashionId,
function()
local characterId = XDataCenter.FashionManager.GetCharacterId(fashionId)
local isOwnCharacter = XDataCenter.CharacterManager.IsOwnCharacter(characterId)
if isOwnCharacter then
-- 拥有该角色,替换新涂装
XDataCenter.FashionManager.UseFashion(
fashionId,
function()
XUiManager.TipText("UseSuccess")
self:UpdateFashionList(true)
end,
function()
self:UpdateFashionList(nil, true)
end,
true
)
end
if XTool.UObjIsNil(self.GameObject) then
return
end
self:ShowImgEffectHuanren(template.CharacterId)
self:PlayUnLockAnimation()
-- 拥有角色时,在穿戴涂装的协议回调中进行刷新
if not isOwnCharacter then
self:UpdateFashionList(nil, true)
end
end
)
end
)
end
function XUiFashion:OnBtnBackClick()
self:Close()
end
function XUiFashion:OnBtnMainUiClick()
XLuaUiManager.RunMain()
end
function XUiFashion:OnBtnUseClick()
if LastSelectedTabIndex == BtnTabIndex.Character then
if self.SelectedFashionHeadIndex == BtnTabIndexSide.HeadPortrait then
if not XDataCenter.CharacterManager.IsOwnCharacter(self.CharacterId) then
XUiManager.TipText("CharacterLock")
return
end
local headInfo = self.HeadInfo
XDataCenter.CharacterManager.CharacterSetHeadInfoRequest(
self.CharacterId,
headInfo.HeadFashionId,
headInfo.HeadFashionType,
function()
XUiManager.TipText("UseSuccess")
self:UpdateHeadPortraitList(true)
end
)
else
if self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI then
XDataCenter.NieRManager.NieRCharacterChangeFashion(
XDataCenter.NieRManager.GetSelNieRCharacter():GetNieRCharacterId(),
self.CurFashionId,
function()
XUiManager.TipText("UseSuccess")
self:UpdateFashionList(true)
end
)
else
XDataCenter.FashionManager.UseFashion(
self.CurFashionId,
function()
XUiManager.TipText("UseSuccess")
self:UpdateFashionList(true)
end
)
end
end
elseif LastSelectedTabIndex == BtnTabIndex.Weapon then
local characterId = self.CharacterId
XDataCenter.WeaponFashionManager.UseFashion(
self.CurWeaponFashionId,
characterId,
function()
XUiManager.TipText("UseSuccess")
self:UpdateWeaponFashionList(true)
end
)
end
end
function XUiFashion:OnBtnLastClick()
local characterIndex = self.CharacterIndex
if characterIndex > 1 then
characterIndex = characterIndex - 1
self:OnSelectCharacter(characterIndex)
self:PlayAnimation("Qiehuan")
end
end
function XUiFashion:OnBtnNextClick()
local characterIndex = self.CharacterIndex
if characterIndex < #self.CharacterList then
characterIndex = characterIndex + 1
self:OnSelectCharacter(characterIndex)
self:PlayAnimation("Qiehuan")
end
end
function XUiFashion:OnBtnGetClick()
local templateId
if LastSelectedTabIndex == BtnTabIndex.Character then
templateId = self.CurFashionId
elseif LastSelectedTabIndex == BtnTabIndex.Weapon then
templateId = self.CurWeaponFashionId
end
if not templateId then
return
end
local showSkipList = XGoodsCommonManager.GetGoodsShowSkipId(templateId)
if showSkipList and next(showSkipList) then
XLuaUiManager.Open("UiSkip", templateId, nil, nil, showSkipList)
else
XLuaUiManager.Open("UiTip", templateId)
end
end
function XUiFashion:OnBtnLensOut()
self.BtnLensOut.gameObject:SetActiveEx(false)
self.BtnLensIn.gameObject:SetActiveEx(true)
self:UpdateCamera(CameraIndex.Near)
end
function XUiFashion:OnBtnLensIn()
self.BtnLensOut.gameObject:SetActiveEx(true)
self.BtnLensIn.gameObject:SetActiveEx(false)
self:UpdateCamera(CameraIndex.Normal)
end
function XUiFashion:OnSliderCharacterChanged()
local pos = self.CameraNear[CameraIndex.Near].position
self.CameraNear[CameraIndex.Near].position = CS.UnityEngine.Vector3(pos.x, 1.7 - self.SliderCharacter.value, pos.z)
end
function XUiFashion:InitSceneRoot()
local root = self.UiModelGo.transform
self.RoleModelPanel = XUiPanelRoleModel.New(root:FindTransform("UiModelParent"), self.Name, nil, true, nil, true)
self.PanelWeapon = root:FindTransform("PanelWeapon")
self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren")
self.ImgEffectHuanren1 = root:FindTransform("ImgEffectHuanren1")
self.CameraNear = {
[CameraIndex.Normal] = root:FindTransform("FashionCamNearMain"),
[CameraIndex.Near] = root:FindTransform("FashionCamNearest")
}
end
function XUiFashion:UpdateCamera(camera)
for _, cameraIndex in pairs(CameraIndex) do
self.CameraNear[cameraIndex].gameObject:SetActiveEx(cameraIndex == camera)
end
end
function XUiFashion:PlayUnLockAnimation()
local template = XDataCenter.FashionManager.GetFashionTemplate(self.CurFashionId)
self.TxtDistanceDesc.text = template.Name
local animGo = self.PanelAssistDistanceTip
animGo.gameObject:SetActiveEx(true)
self:PlayAnimation(
"AniPanelAssistDistanceTip",
function()
if XTool.UObjIsNil(animGo) then
return
end
animGo.gameObject:SetActiveEx(false)
end
)
end
function XUiFashion:ResetPanelBtnLens()
self.BtnLensIn.gameObject:SetActiveEx(false)
self.BtnLensOut.gameObject:SetActiveEx(true)
self.PanelBtnLens.gameObject:SetActiveEx(true)
end
function XUiFashion:ShowImgEffectHuanren(templateId)
self.ImgEffectHuanren.gameObject:SetActiveEx(false)
self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
if templateId and XCharacterConfigs.IsIsomer(templateId) then
self.ImgEffectHuanren1.gameObject:SetActiveEx(true)
else
self.ImgEffectHuanren.gameObject:SetActiveEx(true)
end
end