122 lines
4 KiB
Lua
122 lines
4 KiB
Lua
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XUiPanelFavorabilityExchangeRole = XClass(nil, "XUiPanelFavorabilityExchangeRole")
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function XUiPanelFavorabilityExchangeRole:Ctor(ui, uiRoot)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.UiRoot = uiRoot
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XTool.InitUiObject(self)
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self.BtnCancel.CallBack = function() self:OnBtnCancelClick() end
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end
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-- [刷新切换角色界面]
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function XUiPanelFavorabilityExchangeRole:RefreshDatas()
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self:LoadDatas()
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end
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function XUiPanelFavorabilityExchangeRole:LoadDatas()
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local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
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local allCharDatas = XDataCenter.CharacterManager.GetCharacterList()
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local characterList = {}
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for _, v in pairs(allCharDatas or {}) do
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local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(v.Id)
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if isOwn then
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table.insert(characterList, {
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Id = v.Id,
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TrustLv = v.TrustLv or 1,
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Selected = (characterId == v.Id)
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})
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end
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end
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table.sort(characterList, function(characterA, characterB)
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if characterA.TrustLv == characterB.TrustLv then
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return characterA.Id < characterB.Id
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end
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return characterA.TrustLv > characterB.TrustLv
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end)
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self:UpdateCharacterList(characterList)
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end
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-- [刷新角色ListView]
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function XUiPanelFavorabilityExchangeRole:UpdateCharacterList(charList)
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if not charList then
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XLog.Warning("XUiPanelFavorabilityExchangeRole:UpdateCharacterList error: charList is nil")
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return
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end
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self.CharList = charList
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if not self.DynamicTabelCharacters then
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self.DynamicTabelCharacters = XDynamicTableNormal.New(self.SViewSelectRole.gameObject)
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self.DynamicTabelCharacters:SetProxy(XUiGridLikeRoleItem)
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self.DynamicTabelCharacters:SetDelegate(self)
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end
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self.DynamicTabelCharacters:SetDataSource(self.CharList)
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self.DynamicTabelCharacters:ReloadDataASync()
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end
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-- [监听动态列表事件]
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function XUiPanelFavorabilityExchangeRole:OnDynamicTableEvent(event, index, grid)
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local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
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grid:Init(self.UiRoot)
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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local data = self.CharList[index]
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if not data then return end
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grid:OnRefresh(self.CharList[index], index)
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if characterId == data.Id then
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self.CurCharacter = self.CharList[index]
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self.CurCharacterGrid = grid
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end
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
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self.CurCharacter = self.CharList[index]
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local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(self.CurCharacter.Id)
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if not isOwn then
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XUiManager.TipMsg(CS.XTextManager.GetText("FavorabilityNotOwnChar"))
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return
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end
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if self.CurCharacterGrid then
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if self.CurCharacter then
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self.CurCharacter.Selected = false
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end
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self.CurCharacterGrid:OnSelect()
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end
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self.CurCharacter.Selected = true
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grid:OnSelect()
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self.CurCharacterGrid = grid
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self:OnChangeCharacter()
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end
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end
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-- [换人确定按钮]
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function XUiPanelFavorabilityExchangeRole:OnChangeCharacter()
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if self.CurCharacter == nil then
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return
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end
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local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(self.CurCharacter.Id)
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if not isOwn then
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XUiManager.TipError(CS.XTextManager.GetText("FavorabilityNotOwnChar"))
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return
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end
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self.UiRoot:SetCurrFavorabilityCharacter(self.CurCharacter.Id)
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self.UiRoot:UpdateCamera(false)
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self.UiRoot:CloseChangeRoleView()
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end
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-- [取消按钮]
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function XUiPanelFavorabilityExchangeRole:OnBtnCancelClick()
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local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
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self.UiRoot:ChangeCharacterModel(characterId)
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self.UiRoot:UpdateCamera(false)
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self.UiRoot:CloseChangeRoleView()
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end
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return XUiPanelFavorabilityExchangeRole
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