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

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local CSUnityEngineColor = CS.UnityEngine.Color
local XUiGridWeaponFashion = XClass(nil, "XUiGridWeaponFashion")
function XUiGridWeaponFashion:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
XTool.InitUiObject(self)
self:SetSelect(false)
end
function XUiGridWeaponFashion:PlayAnimation()
if XTool.UObjIsNil(self.GridFashionTimeline) then return end
XScheduleManager.ScheduleOnce(function()
if self.GridFashionTimeline.gameObject.activeInHierarchy then
self.GridFashionTimeline:PlayTimelineAnimation()
end
end, 40)
end
function XUiGridWeaponFashion:CheckAnimationFinish()
if not self.ImgSelected then
return
end
local canvasGroup = self.ImgSelected:GetComponent("CanvasGroup")
if canvasGroup and canvasGroup.alpha ~= 1 then
self:PlayAnimation()
end
end
function XUiGridWeaponFashion:SetSelect(isSelect)
if self.ImgSelected then
self.ImgSelected.gameObject:SetActiveEx(isSelect)
end
end
function XUiGridWeaponFashion:Refresh(fashionId, characterId)
self.CharacterId = characterId
self.FashionId = fashionId
self:CheckAnimationFinish()
local icon
if XWeaponFashionConfigs.IsDefaultId(fashionId) then
local templateId
if not XDataCenter.CharacterManager.IsOwnCharacter(characterId) then
templateId = XCharacterConfigs.GetCharacterDefaultEquipId(characterId)
else
local equipId = XDataCenter.EquipManager.GetCharacterWearingWeaponId(characterId)
templateId = XDataCenter.EquipManager.GetEquipTemplateId(equipId)
end
icon = XDataCenter.EquipManager.GetEquipIconPath(templateId)
self.ImgTagDefault.gameObject:SetActiveEx(true)
else
icon = XWeaponFashionConfigs.GetFashionIcon(fashionId)
self.ImgTagDefault.gameObject:SetActiveEx(false)
end
self.RImgIcon:SetRawImage(icon)
local weaponFashion = XDataCenter.WeaponFashionManager.GetWeaponFashion(fashionId)
if weaponFashion and weaponFashion:IsTimeLimit() then
local leftTime = weaponFashion:GetLeftTime()
self.TxtTime.text = XUiHelper.GetTime(leftTime, XUiHelper.TimeFormatType.ACTIVITY)
self.ImgTagTime.gameObject:SetActiveEx(true)
else
self.ImgTagTime.gameObject:SetActiveEx(false)
end
self:UpdateStatus()
end
function XUiGridWeaponFashion:UpdateStatus()
local status = XDataCenter.WeaponFashionManager.GetFashionStatus(self.FashionId, self.CharacterId)
local fashionStatus = XDataCenter.WeaponFashionManager.FashionStatus
if status == fashionStatus.UnOwned then -- 未获得
self.ImgLock.gameObject:SetActiveEx(true)
self.ImgUse.gameObject:SetActiveEx(false)
self.RImgIcon.color = CSUnityEngineColor(1, 1, 1, 0.6)
elseif status == fashionStatus.Dressed then --已穿戴
self.ImgLock.gameObject:SetActiveEx(false)
self.ImgUse.gameObject:SetActiveEx(true)
self.RImgIcon.color = CSUnityEngineColor(1, 1, 1, 1)
elseif status == fashionStatus.UnLock then --已解锁
self.ImgLock.gameObject:SetActiveEx(false)
self.ImgUse.gameObject:SetActiveEx(false)
self.RImgIcon.color = CSUnityEngineColor(1, 1, 1, 1)
end
end
return XUiGridWeaponFashion