PGRData/Script/matrix/xui/xuiminesweeping/XUiPanelSequence.lua

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local XUiPanelSequence = XClass(nil, "XUiPanelSequence")
local XUiGridStageReward = require("XUi/XUiMineSweeping/XUiGridStageReward")
local CSTextManagerGetText = CS.XTextManager.GetText
local Vector2 = CS.UnityEngine.Vector2
local Vector3 = CS.UnityEngine.Vector3
function XUiPanelSequence:Ctor(ui, base)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.Base = base
XTool.InitUiObject(self)
self.RewardList = {}
self.GridStageReward.gameObject:SetActiveEx(false)
end
function XUiPanelSequence:UpdatePanel(curCharterIndex)
if curCharterIndex then
local chapterEntity = XDataCenter.MineSweepingManager.GetChapterEntityByIndex(curCharterIndex)
local img = chapterEntity:GetAllMineImg()
self.MineSweepingRawImage:SetRawImage(img)
self:UpdateReward(chapterEntity)
end
end
function XUiPanelSequence:UpdateReward(chapterEntity)
local stageList = chapterEntity:GetStageEntityDic()
local stageCount = chapterEntity:GetStageCount()
stageCount = math.max(stageCount, 1)
local width = self.MineSweepingRawImage.transform:GetComponent("RectTransform").sizeDelta.x / stageCount
local high = self.MineSweepingRawImage.transform:GetComponent("RectTransform").sizeDelta.y
for index = 1, stageCount do
if not self.RewardList[index] then
local obj = CS.UnityEngine.Object.Instantiate(self.GridStageReward, self.PanelAward)
self.RewardList[index] = XUiGridStageReward.New(obj, self.Base)
end
local id = chapterEntity:GetShowActivityStageIdByIndex(index)
local entity = stageList[id]
self.RewardList[index].GameObject:SetActiveEx(true)
self.RewardList[index].Transform:GetComponent("RectTransform").sizeDelta = Vector2(width, high)
self.RewardList[index].Transform.localPosition = Vector3(width * index - width / 2, 0, 0)
self.RewardList[index]:UpdateGrid(entity)
end
for index = stageCount + 1, #self.RewardList do
self.RewardList[index].GameObject:SetActiveEx(false)
end
end
function XUiPanelSequence:CheckPlayGridAnime()
for _,grid in pairs(self.RewardList or {}) do
grid:CheckPlayAnime()
end
end
function XUiPanelSequence:ShowPanel(IsShow)
self.GameObject:SetActiveEx(IsShow)
end
return XUiPanelSequence