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

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local pairs = pairs
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local CONDITION_COLOR = {
[true] = CS.UnityEngine.Color.red,
[false] = CS.UnityEngine.Color.white,
}
local XUiGridTRPGRoleDetail = XClass(nil, "XUiGridTRPGRoleDetail")
function XUiGridTRPGRoleDetail:Ctor(ui, rootUi)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RootUi = rootUi
self.TalentGrids = {}
XTool.InitUiObject(self)
end
function XUiGridTRPGRoleDetail:Refresh(roleId, showBuffEffect)
if self.TxtName then
local roleName = XTRPGConfigs.GetRoleName(roleId)
self.TxtName.text = roleName
end
if self.RImgHead then
local roleIcon = XTRPGConfigs.GetRoleHeadIcon(roleId)
self.RImgHead:SetRawImage(roleIcon)
end
if self.PanelUp then
local isUp = XDataCenter.TRPGManager.IsRoleHaveBuffUp(roleId)
self.PanelUp.gameObject:SetActiveEx(isUp)
end
if self.PanelDown then
local isDown = XDataCenter.TRPGManager.IsRoleHaveBuffDown(roleId)
self.PanelDown.gameObject:SetActiveEx(isDown)
end
local attributes = XDataCenter.TRPGManager.GetRoleAttributes(roleId)
for index, attr in pairs(attributes) do
local img = self["ImgAttr" .. index]
if img then
local attrIcon = XTRPGConfigs.GetRoleAttributeIcon(attr.Type)
self.RootUi:SetUiSprite(img, attrIcon)
if showBuffEffect then
local isDown = XDataCenter.TRPGManager.IsRoleHaveBuffDown(roleId)
img.color = CONDITION_COLOR[isDown]
end
end
local textAttr = self["TxtAttr" .. index]
if textAttr then
textAttr.text = attr.Value
if showBuffEffect then
local isDown = XDataCenter.TRPGManager.IsRoleHaveBuffDown(roleId)
textAttr.color = CONDITION_COLOR[isDown]
end
end
end
if self.TxtTalent and self.PanelTalent then
self.TxtTalent.gameObject:SetActiveEx(false)
local talentIds = XDataCenter.TRPGManager.GetRoleCommonTalentIds(roleId)
for index, talentId in pairs(talentIds) do
local grid = self.TalentGrids[index]
if not grid then
local ui = index == 1 and self.TxtTalent or CSUnityEngineObjectInstantiate(self.TxtTalent.gameObject, self.PanelTalent)
grid = {
GameObject = ui.gameObject,
Transform = ui.transform,
}
XTool.InitUiObject(grid)
self.TalentGrids[index] = grid
end
grid.Txt.text = XTRPGConfigs.GetRoleTalentDescription(roleId, talentId)
grid.GameObject:SetActiveEx(true)
end
for i = #talentIds + 1, #self.TalentGrids do
local grid = self.TalentGrids[i]
if grid then
grid.GameObject:SetActiveEx(false)
end
end
end
end
return XUiGridTRPGRoleDetail