112 lines
3.6 KiB
Lua
112 lines
3.6 KiB
Lua
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local XUiPurchasePayAddListItem = XClass(nil, "XUiPurchasePayAddListItem")
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local TextManager = CS.XTextManager
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local Object = CS.UnityEngine.Object
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function XUiPurchasePayAddListItem:Ctor(ui)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.RewardItemList = {}
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self.RewardGetedCb = function() self:RewardGetedUpdate() end
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XTool.InitUiObject(self)
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self.BtnTcanchaungBlueCb = function()self:BtnGetClick() end
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end
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-- 更新数据
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function XUiPurchasePayAddListItem:OnRefresh(id)
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if not id then
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return
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end
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self.Id = id
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self.ItemData = XPurchaseConfigs.GetAccumulateRewardConfigById(id)
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if not self.ItemData then
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return
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end
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local money = self.ItemData.Money
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local count = XDataCenter.PurchaseManager.GetAccumulatedPayCount()
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if XDataCenter.PurchaseManager.AccumulateRewardGeted(id) then
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self.BtnTcanchaungBlue.gameObject:SetActiveEx(false)
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self.BtnReceiveHave.gameObject:SetActiveEx(true)
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self.BtnTcanchaungBlue.CallBack = nil
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else
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self.BtnTcanchaungBlue.gameObject:SetActiveEx(true)
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self.BtnReceiveHave.gameObject:SetActiveEx(false)
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self.BtnTcanchaungBlue:SetButtonState(count >= money and XUiButtonState.Normal or XUiButtonState.Disable)
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self.BtnTcanchaungBlue.CallBack = self.BtnTcanchaungBlueCb
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end
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local bigRewardId = self.ItemData.BigRewardId
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local smallRewardId = self.ItemData.SmallRewardId
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if self.SmallRewardId ~= smallRewardId then
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self.SmallRewardId = smallRewardId
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self:SetReward(smallRewardId)
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end
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if self.BigRewardId ~= bigRewardId then
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self.BigRewardId = bigRewardId
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if not self.BigItem then
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self.BigItem = XUiGridCommon.New(self.UiRoot, self.BigRewardGrid)
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XTool.InitUiObject(self.BigItem)
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self.BigItem.ButtonClick.CallBack = function() self.BigItem:OnBtnClickClick() end
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end
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local rewards = XRewardManager.GetRewardList(bigRewardId)
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if rewards and rewards[1] then
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self.BigItem:Refresh(rewards[1])
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end
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end
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self.TxtRewareTitle.text = TextManager.GetText("AccumulateMonyDes",money)
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end
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function XUiPurchasePayAddListItem:SetReward(rewardId)
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local rewards = XRewardManager.GetRewardList(rewardId)
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if not rewards then
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return
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end
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local rewardCount = #rewards
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for i = 1, rewardCount do
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local item = self.RewardItemList[i]
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if not item then
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local ui = Object.Instantiate(self.SmallRewardGrid)
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ui.transform:SetParent(self.RewardContent, false)
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ui.gameObject:SetActive(true)
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item = XUiGridCommon.New(self.UiRoot, ui)
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XTool.InitUiObject(item)
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item.ButtonClick.CallBack = function() item:OnBtnClickClick() end
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table.insert(self.RewardItemList,item)
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end
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end
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for i = 1, #self.RewardItemList do
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self.RewardItemList[i].GameObject:SetActive(i <= rewardCount)
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if i <= rewardCount then
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self.RewardItemList[i]:Refresh(rewards[i])
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end
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end
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end
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function XUiPurchasePayAddListItem:Init(uiRoot, parent)
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self.UiRoot = uiRoot
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self.Parent = parent
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end
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function XUiPurchasePayAddListItem:BtnGetClick()
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if not self.Id or XDataCenter.PurchaseManager.AccumulateRewardGeted(self.Id) then
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return
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end
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local payId = XDataCenter.PurchaseManager.GetAccumulatePayId()
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XDataCenter.PurchaseManager.GetAccumulatePayReq(payId, self.Id, self.RewardGetedCb)
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end
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function XUiPurchasePayAddListItem:RewardGetedUpdate()
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if not self.Id then
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return
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end
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self:OnRefresh(self.Id)
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end
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return XUiPurchasePayAddListItem
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