local XUiAssignBuff = XLuaUiManager.Register(XLuaUi, "UiAssignBuff") local XUiAssignBuffPart = require("XUi/XUiAssign/XUiAssignBuffPart") local XUiAssignBuffAll = require("XUi/XUiAssign/XUiAssignBuffAll") local INDEX_PART = 1 local INDEX_ALL = 2 function XUiAssignBuff:OnAwake() self:InitComponent() end function XUiAssignBuff:OnStart() end function XUiAssignBuff:OnEnable() self:Refresh() end function XUiAssignBuff:OnDisable() XDataCenter.FubenAssignManager.SelectChapterId = nil end function XUiAssignBuff:InitComponent() -- self.BtnClose.CallBack = function() self:Close() end -- 点击背景关闭 self.BtnTanchuangClose.CallBack = function() self:Close() end self.ImgEmpty.gameObject:SetActiveEx(false) local tags = { self.BtnTab01, self.BtnTab02 } self.PanelTag:Init(tags, function(index) self:PageTurn(index) end) self.PanelPart = XUiAssignBuffPart.New(self, self.PanelPart) self.PanelPart:Close() self.PanelAll = XUiAssignBuffAll.New(self, self.PanelAll) self.PanelAll:Close() end function XUiAssignBuff:OnGetEvents() return { XEventId.EVENT_ASSIGN_SELECT_OCCUPY_END } end function XUiAssignBuff:OnNotify(evt) if evt == XEventId.EVENT_ASSIGN_SELECT_OCCUPY_END then self:OnOccupySelected() end end function XUiAssignBuff:Refresh() self.PanelTag:SelectIndex(INDEX_PART, true) end function XUiAssignBuff:PageTurn(index) local hasList = false if index == INDEX_PART then hasList = self.PanelPart:Show() self.PanelAll:Close() elseif index == INDEX_ALL then hasList = self.PanelAll:Show() self.PanelPart:Close() end self.ImgEmpty.gameObject:SetActiveEx(not hasList) end function XUiAssignBuff:OnOccupySelected() local chapterId = XDataCenter.FubenAssignManager.SelectChapterId local characterId = XDataCenter.FubenAssignManager.SelectCharacterId local chapterData = XDataCenter.FubenAssignManager.GetChapterDataById(chapterId) chapterData:SetCharacterId(characterId) self:Refresh() end