PGRData/Script/matrix/xui/xuishop/XUiPanelFashionList.lua

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Lua
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XUiPanelFashionList = XClass(nil, "XUiPanelFashionList")
function XUiPanelFashionList:Ctor(ui, parent,rootUi)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.Ui = ui
self.Parent = parent
self.RootUi = rootUi or parent
self.GoodsList = {}
self.GoodsContainer = {}
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self.GoodsOrder = {}
self:SetCountUpdateListener()
self:Init()
end
function XUiPanelFashionList:SetCountUpdateListener()
XDataCenter.ItemManager.AddCountUpdateListener(XDataCenter.ItemManager.ItemId.FreeGem, function() self:RefreshGoodsPrice() end, self.Ui)
XDataCenter.ItemManager.AddCountUpdateListener(XDataCenter.ItemManager.ItemId.Coin,function() self:RefreshGoodsPrice() end, self.Ui)
end
function XUiPanelFashionList:RefreshGoodsPrice()
for _,v in pairs(self.DynamicTable:GetGrids()) do
v:RefreshPrice()
end
end
function XUiPanelFashionList:Init()
XTool.InitUiObject(self)
self.DynamicTable = XDynamicTableNormal.New(self.Transform)
self.DynamicTable:SetProxy(XUiGridFashionShop)
self.DynamicTable:SetDelegate(self)
end
function XUiPanelFashionList:HidePanel()
if not XTool.UObjIsNil(self.GameObject) then
self.GameObject:SetActiveEx(false)
end
end
function XUiPanelFashionList:ShowPanel(id)
self.GameObject:SetActive(true)
self.GoodsList = XShopManager.GetShopGoodsList(id)
self:ShowGoods()
self.DynamicTable:SetDataSource(self.GoodsList)
self.DynamicTable:ReloadDataASync()
end
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function XUiPanelFashionList:ShowScreenPanel(shopId,groupId,selectTag,isKeepOrder)
local shopShowTypeCfg = XShopConfigs.GetShopShowTypeTemplateById(shopId)
if shopShowTypeCfg and shopShowTypeCfg.ShowType == XShopConfigs.ShowType.Fashion then
self.GameObject:SetActive(true)
self.GoodsList = XShopManager.GetScreenGoodsListByTag(shopId,groupId,selectTag)
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if isKeepOrder then
self:SortByOldGoodsOrder()
else
self:SaveGoodsOrder()
end
self:ShowGoods()
self.DynamicTable:SetDataSource(self.GoodsList)
self.DynamicTable:ReloadDataASync()
else
self.GameObject:SetActive(false)
end
end
--动态列表事件
function XUiPanelFashionList:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
grid:Init(self.Parent,self.RootUi)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local data = self.GoodsList[index]
grid:UpdateData(data)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_RECYCLE then
grid:OnRecycle()
end
end
--初始化列表
function XUiPanelFashionList:ShowGoods()
--商品数量显示
if not self.GoodsList or #self.GoodsList <= 0 then
self.TxtDesc.gameObject:SetActive(true)
self.TxtHint.text = CS.XTextManager.GetText("ShopNoGoodsDesc")
else
self.TxtDesc.gameObject:SetActive(false)
self.TxtHint.text = ""
end
--self:UpdateGoods()
end
--更新商品信息
function XUiPanelFashionList:UpdateGoods(goodsId)
for k, v in pairs(self.GoodsList) do
if v.Id == goodsId then
local grid = self.DynamicTable:GetGridByIndex(k)
grid:UpdateData(v)
end
end
end
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function XUiPanelFashionList:SaveGoodsOrder()
self.GoodsOrder = {}
XShopManager.SaveGoodsOrder(self.GoodsList, self.GoodsOrder)
end
function XUiPanelFashionList:SortByOldGoodsOrder()
self.GoodsList = XShopManager.SortByOldGoodsOrder(self.GoodsList, self.GoodsOrder)
end