PGRData/Script/matrix/xui/xuipickflip/XUiPickFlipRewardPanel.lua

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local XUiPickFlipRewardGrid = XClass(XSignalData, "XUiPickFlipRewardGrid")
function XUiPickFlipRewardGrid:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
XTool.InitUiObject(self)
-- XPFReward
self.Reward = nil
self.Index = 0
XUiHelper.RegisterClickEvent(self, self.BtnClick, self.OnBtnClicked)
end
-- reward : XPFReward
function XUiPickFlipRewardGrid:SetReward(index, reward, isConfigFinished)
self.Index = index
self.Reward = reward
self.PanelConfig.gameObject:SetActiveEx(isConfigFinished)
self.PanelNoneConfig.gameObject:SetActiveEx(not isConfigFinished)
if isConfigFinished then
local isReceived = reward:GetIsReceived()
self.PanelItem.gameObject:SetActiveEx(isReceived)
self.RImgIcon:SetRawImage(reward:GetIcon())
self.TxtCount.text = string.format("x%s", reward:GetCount())
else
self.PanelItem.gameObject:SetActiveEx(false)
end
end
function XUiPickFlipRewardGrid:OnBtnClicked()
self:EmitSignal("OnRewardGridClicked", self.Index)
end
--######################## XUiPickFlipRewardPanel ########################
local XUiPickFlipRewardPanel = XClass(nil, "XUiPickFlipRewardPanel")
function XUiPickFlipRewardPanel:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
XTool.InitUiObject(self)
-- XPFRewardLayer
self.RewardLayer = nil
self.RewardGrids = {}
end
-- rewardLayer : XPFRewardLayer
function XUiPickFlipRewardPanel:SetData(rewardLayer)
self.RewardLayer = rewardLayer
self:RefrshRewards()
end
-- reward : XPFReward
function XUiPickFlipRewardPanel:SetReward(index, reward)
self.RewardGrids[index]:SetReward(index, reward, self.RewardLayer:GetIsConfigFinished())
end
function XUiPickFlipRewardPanel:RefrshRewards()
local rewardContainer
local prefabAssetPath = self.RewardLayer:GetRewardAssetPath()
local rewards = self.RewardLayer:GetConfigFinishedRewards()
local go, rewardGrid, reward
for i = 1, self.RewardLayer:GetMaxRewardCount() do
reward = rewards[i]
rewardGrid = self.RewardGrids[i]
if rewardGrid == nil then
rewardContainer = self["Stage" .. i]
go = rewardContainer:LoadPrefab(prefabAssetPath)
rewardGrid = XUiPickFlipRewardGrid.New(go)
self.RewardGrids[i] = rewardGrid
end
rewardGrid:SetReward(i, reward, self.RewardLayer:GetIsConfigFinished())
end
end
function XUiPickFlipRewardPanel:PlayAnimFinish()
self.AnimFinish:Play()
end
function XUiPickFlipRewardPanel:PlayAnimFinish2()
self.AnimFinish2:Play()
end
return XUiPickFlipRewardPanel