PGRData/Script/matrix/xui/xuitrpg/XUiGridTRPGMapNode.lua

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local XUiGridTRPGMapCardMini = require("XUi/XUiTRPG/XUiGridTRPGMapCardMini")
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local XUiGridTRPGMapNode = XClass(nil, "XUiGridTRPGMapNode")
function XUiGridTRPGMapNode:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.CardGrids = {}
XTool.InitUiObject(self)
end
function XUiGridTRPGMapNode:Init(uiRoot)
self.UiRoot = uiRoot
end
function XUiGridTRPGMapNode:Refresh(mazeId, layerId, nodeId)
local cardGrids = self.CardGrids
local cardNum = XDataCenter.TRPGManager.GetMazeCardNum(mazeId, layerId, nodeId)
for cardIndex = 1, cardNum do
local cardId = XDataCenter.TRPGManager.GetMazeCardId(mazeId, layerId, nodeId, cardIndex)
local isCurrentStand = XDataCenter.TRPGManager.IsCardCurrentStand(mazeId, layerId, nodeId, cardIndex)
local isNextPos = XDataCenter.TRPGManager.IsCardAfterCurrentStand(mazeId, layerId, nodeId, cardIndex)
local isDisposeableForeverFinished = XDataCenter.TRPGManager.IsMazeCardDisposeableForeverFinished(mazeId, layerId, cardId)
local grid = cardGrids[cardIndex]
if not grid then
local ui = cardIndex == 1 and self.GridCardMini or CSUnityEngineObjectInstantiate(self.GridCardMini, self.Transform)
grid = XUiGridTRPGMapCardMini.New(ui, self.UiRoot)
cardGrids[cardIndex] = grid
end
grid:Refresh(cardId, isCurrentStand, isNextPos, isDisposeableForeverFinished)
grid.GameObject:SetActiveEx(true)
end
for i = cardNum + 1, #cardGrids do
if cardGrids[i] then
cardGrids[i].GameObject:SetActiveEx(false)
end
end
end
return XUiGridTRPGMapNode