PGRData/Script/matrix/xui/xuiobtain/XUiGridCommon.lua

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local type = type
local CONDITION_COLOR = {
[true] = CS.UnityEngine.Color.black,
[false] = CS.UnityEngine.Color.red,
}
--===============
--XRewardType <=> 道具数据类型
--===============
local RewardTypeToTemplateType = {
[XArrangeConfigs.Types.Medal] = "Medal",
}
local XUiGridCommon = XClass(nil, "XUiGridCommon")
local XUiPanelNameplate = require("XUi/XUiNameplate/XUiPanelNameplate")
function XUiGridCommon:Ctor(rootUi, ui)
if not ui then
ui = rootUi
else
self.RootUi = rootUi
end
self.GameObject = ui.gameObject
self.Transform = ui.transform
self:InitAutoScript()
self.TextCount = XUiHelper.TryGetComponent(self.Transform, "TextCount", nil)
end
function XUiGridCommon:Init(rootUi)
self.RootUi = rootUi
end
-- auto
-- Automatic generation of code, forbid to edit
function XUiGridCommon:InitAutoScript()
self:AutoInitUi()
XTool.InitUiObject(self)
self.SpecialSoundMap = {}
self:AutoAddListener()
end
function XUiGridCommon:AutoInitUi()
self.TxtCount = XUiHelper.TryGetComponent(self.Transform, "TxtCount", "Text")
if not self.TxtCount then self.TxtCount = XUiHelper.TryGetComponent(self.Transform, "PanelTxt/TxtCount", "Text") end -- 兼容不同grid结构
self.TxtName = XUiHelper.TryGetComponent(self.Transform, "TxtName", "Text")
self.TxtHave = XUiHelper.TryGetComponent(self.Transform, "TxtHave", "Text")
if not self.TxtHave then self.TxtHave = XUiHelper.TryGetComponent(self.Transform, "PanelTxt/TxtHave", "Text") end -- 兼容不同grid结构
self.Bg = XUiHelper.TryGetComponent(self.Transform, "Bg", "Image")
self.ImgNew = XUiHelper.TryGetComponent(self.Transform, "ImgNew", "Image")
self.RImgIcon = XUiHelper.TryGetComponent(self.Transform, "RImgIcon", "RawImage")
self.HeadIconEffect = XUiHelper.TryGetComponent(self.Transform, "RImgIcon/Effect", "XUiEffectLayer")
self.ImgQuality = XUiHelper.TryGetComponent(self.Transform, "ImgQuality", "Image")
self.PanelFirst = XUiHelper.TryGetComponent(self.Transform, "PanelFirst", "Image")
self.PanelSite = XUiHelper.TryGetComponent(self.Transform, "PanelSite", nil)
self.TxtSite = XUiHelper.TryGetComponent(self.Transform, "PanelSite/TxtSite", "Text")
self.BtnClick = XUiHelper.TryGetComponent(self.Transform, "BtnClick", "Button")
self.ImgUp = XUiHelper.TryGetComponent(self.Transform, "ImgUp", "Image")
self.ImgRail = XUiHelper.TryGetComponent(self.Transform, "ImgRail", "Image")
self.ImgReceived = XUiHelper.TryGetComponent(self.Transform, "ImgReceived", nil)
self.ImgQualityTag = XUiHelper.TryGetComponent(self.Transform, "ImgQualityTag", "Image")
self.TxtStock = XUiHelper.TryGetComponent(self.Transform, "TxtStock", "Text")
self.ImgNone = XUiHelper.TryGetComponent(self.Transform, "ImgNone", nil)
end
function XUiGridCommon:AutoAddListener()
XUiHelper.RegisterClickEvent(self, self.BtnClick, self.OnBtnClickClick)
end
function XUiGridCommon:SetBtnNotClick(statue)
self.BtnNotClick = statue
end
-- auto
function XUiGridCommon:OnBtnClickClick()
if self.Disable or self.BtnNotClick then
return
end
-- 匹配中
if XDataCenter.FubenUnionKillRoomManager.IsMatching() then
return
end
if self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Character then
--从Tips的ui跳转需要关闭Tips的UI
if self.RootUi and self.RootUi.Ui.UiData.UiType == CsXUiType.Tips then
self.RootUi:Close()
end
-- 暂停自动弹窗
XDataCenter.AutoWindowManager.StopAutoWindow()
XLuaUiManager.Open("UiCharacterDetail", self.TemplateId)
elseif self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Equip then
XLuaUiManager.Open("UiEquipDetail", self.TemplateId, true)
--从Tips的ui跳转需要关闭Tips的UI
if self.RootUi and self.RootUi.Ui.UiData.UiType == CsXUiType.Tips then
self.RootUi:Close()
end
-- 暂停自动弹窗
XDataCenter.AutoWindowManager.StopAutoWindow()
elseif self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Furniture then
local cfg = XFurnitureConfigs.GetFurnitureReward(self.TemplateId)
local furnitureRewardId = self.TemplateId
local configId = cfg.FurnitureId
if self.Data then
XLuaUiManager.Open("UiFurnitureDetail", self.Data.InstanceId, configId, furnitureRewardId, nil, true)
else
XLuaUiManager.Open("UiFurnitureDetail", nil, configId, furnitureRewardId, nil, true)
end
elseif self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Fashion then
local buyData
if self.Data and self.Data.ItemCount and self.Data.ItemIcon and self.Data.BuyCallBack then
buyData = {}
local isHave, isLimitTime = XRewardManager.CheckRewardOwn(self.GoodsShowParams.RewardType, self.GoodsShowParams.TemplateId)
buyData.IsHave = isHave and not isLimitTime
buyData.ItemIcon = self.Data.ItemIcon
buyData.ItemCount = self.Data.ItemCount
buyData.GiftRewardId = self.Data.GiftRewardId
buyData.BuyCallBack = self.Data.BuyCallBack
end
XLuaUiManager.Open("UiFashionDetail", self.TemplateId, false, buyData)
elseif self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Partner then
--从Tips的ui跳转需要关闭Tips的UI
if self.RootUi and self.RootUi.Ui.UiData.UiType == CsXUiType.Tips then
self.RootUi:Close()
end
-- 暂停自动弹窗
XDataCenter.AutoWindowManager.StopAutoWindow()
local partnerData = { Id = 0, TemplateId = self.TemplateId }
local partner = XDataCenter.PartnerManager.CreatePartnerEntityByPartnerData(partnerData, true)
XLuaUiManager.Open("UiPartnerPreview", partner)
elseif XDataCenter.ItemManager.IsWeaponFashion(self.TemplateId) then
local weaponFashionId = XDataCenter.ItemManager.GetWeaponFashionId(self.TemplateId)
XLuaUiManager.Open("UiFashionDetail", weaponFashionId, true)
elseif self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Nameplate then
XLuaUiManager.Open("UiNameplateTip", self.TemplateId, true, true, true)
elseif self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Medal then
XLuaUiManager.Open("UiMeadalDetail", self.GoodsShowParams.Config, XDataCenter.MedalManager.Preview)
else
XLuaUiManager.Open("UiTip", self.Data and self.Data or self.TemplateId, self.HideSkipBtn, self.RootUi and self.RootUi.Name, self.LackNum)
end
end
function XUiGridCommon:SetUiActive(ui, active)
if not ui or not ui.gameObject then
return
end
if ui.gameObject.activeSelf == active then
return
end
ui.gameObject:SetActiveEx(active)
end
function XUiGridCommon:ResetUi()
self:SetUiActive(self.TxtCount, false)
self:SetUiActive(self.TxtName, false)
self:SetUiActive(self.ImgNew, false)
self:SetUiActive(self.RImgIcon, false)
self:SetUiActive(self.ImgQuality, false)
self:SetUiActive(self.PanelSite, false)
self:SetUiActive(self.ImgUp, false)
self:SetUiActive(self.ImgRail, false)
self:SetUiActive(self.ImgReceived, false)
self:SetUiActive(self.ImgQualityTag, false)
self:SetUiActive(self.IconLevel, false)
self:SetUiActive(self.TxtHave, false)
self:SetUiActive(self.TxtStock, false)
self:SetUiActive(self.ImgNone, false)
end
-- data支持数据结构 XEquipData XItemData XCharacterData
-- tags可包含: { ShowUp, ShowNew }
function XUiGridCommon:Refresh(data, params, isBigIcon, hideSkipBtn, curCount)
if XTool.UObjIsNil(self.GameObject) then
return
end
self.GameObject:SetActiveEx(data ~= nil)
if not data then
return
end
self:ResetUi()
self.HideSkipBtn = hideSkipBtn
local count, costCount
if type(data) == "number" then
self.TemplateId = data
else
self.Data = data
self.TemplateId = (data.TemplateId and data.TemplateId > 0) and data.TemplateId or data.Id
count = data.Count
costCount = data.CostCount
end
self.GoodsShowParams = self:GetGoodsShowParams()
if not self.GoodsShowParams then
XLog.Error("获取道具数据有误Data :", data)
return
end
params = params or {}
-- 名字
if self.TxtName and self.GoodsShowParams.Name then
if self.GoodsShowParams.RewardType == XArrangeConfigs.Types.Character then
self.TxtName.text = self.GoodsShowParams.TradeName
else
self.TxtName.text = self.GoodsShowParams.Name
end
self:SetUiActive(self.TxtName, true)
end
-- 数量
if self.TxtCount and count then
self.TxtCount.text = CS.XTextManager.GetText("ShopGridCommonCount", count)
self:SetUiActive(self.TxtCount, true)
end
-- 可消耗数量
if self.TxtHaveCount and count and self.TxtNeedCount and costCount then
self.TxtHaveCount.text = count
self.TxtNeedCount.text = "/" .. costCount
self.TxtHaveCount.color = CONDITION_COLOR[count >= costCount]
self.LackNum = costCount - count --记录缺少数量
self:SetUiActive(self.TxtHaveCount, true)
self:SetUiActive(self.TxtNeedCount, true)
end
-- 图标
if self.RImgIcon then
local icon = self.GoodsShowParams.Icon
if isBigIcon and self.GoodsShowParams.BigIcon then
icon = self.GoodsShowParams.BigIcon
end
if icon and #icon > 0 and self.GoodsShowParams.RewardType ~= XRewardManager.XRewardType.Nameplate then
--self.RootUi:SetUiSprite(self.RImgIcon, icon)
self.RImgIcon:SetRawImage(icon)
self:SetUiActive(self.RImgIcon, true)
end
end
-- 特效
if self.HeadIconEffect then
local effect = self.GoodsShowParams.Effect
if effect then
self.HeadIconEffect.gameObject:LoadPrefab(effect)
self.HeadIconEffect.gameObject:SetActiveEx(true)
else
self.HeadIconEffect.gameObject:SetActiveEx(false)
end
end
-- 品质底图
if self.ImgQuality and self.GoodsShowParams.Quality then
local qualityIcon = self.GoodsShowParams.QualityIcon
if self.RootUi and qualityIcon then
self.RootUi:SetUiSprite(self.ImgQuality, qualityIcon)
else
XUiHelper.SetQualityIcon(self.RootUi, self.ImgQuality, self.SyncQuality or self.GoodsShowParams.Quality)
end
self:SetUiActive(self.ImgQuality, true)
end
-- 品质底图(大)
if self.ImgIconQuality and self.GoodsShowParams.Quality then
XUiHelper.SetQualityIcon(self.RootUi, self.ImgIconQuality, self.SyncQuality or self.GoodsShowParams.Quality)
self:SetUiActive(self.ImgQuality, true)
end
-- 创世纪标签
if self.ImgQualityTag and self.GoodsShowParams.QualityTag then
self:SetUiActive(self.ImgQualityTag, true)
end
if self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Equip then
-- 星数
if self.PanelStars then
self:ShowStar(self.GoodsShowParams.Star, self.GoodsShowParams.Star)
end
--
if self.PanelSite then
self:SetUiActive(self.PanelSite, self.GoodsShowParams.Site ~= XEquipConfig.EquipSite.Weapon)
self.TxtSite.text = "0" .. self.GoodsShowParams.Site
end
end
--铭牌
if self.GoodsShowParams.RewardType == XRewardManager.XRewardType.Nameplate then
self:SetUiActive(self.ImgQuality, false)
self:SetUiActive(self.RImgIcon, false)
local BtnSiblingIndex = 0
if self.BtnClick then
BtnSiblingIndex = self.BtnClick.transform:GetSiblingIndex()
end
if not self.PanelNamePlate then
local prefab = self.GameObject:LoadPrefab(XMedalConfigs.XNameplatePanelPath)
prefab.transform:SetSiblingIndex(BtnSiblingIndex)
local rectTransform = prefab.transform:GetComponent("RectTransform")
if rectTransform then
local vX = 0
local vY = 15
local scale = CS.UnityEngine.Vector3(0.6, 0.6, 0.6)
if self.Bg then
local tmpTrans = self.Bg:GetComponent("RectTransform")
local vect = tmpTrans.anchoredPosition
rectTransform.anchorMin = tmpTrans.anchorMin
rectTransform.anchorMax = tmpTrans.anchorMax
vX = vect.x
vY = vect.y
local bgX= self.Bg:GetComponent("RectTransform").sizeDelta.x
local bgScale = self.Bg.transform.localScale.x
local realBgWidth = bgX * bgScale
local tempX = rectTransform.sizeDelta.x
local scaleNum = 0.9 * realBgWidth/tempX
scale = CS.UnityEngine.Vector3(scaleNum, scaleNum, scaleNum) -- 铭牌大小为标准背景宽高的90%防止超出格子
end
rectTransform.anchoredPosition = CS.UnityEngine.Vector2(vX, vY)
rectTransform.localScale = scale
end
self.PanelNamePlate = XUiPanelNameplate.New(prefab, self.RootUi)
end
self.PanelNamePlate.GameObject:SetActiveEx(true)
self.PanelNamePlate:UpdateDataById(self.TemplateId)
else
if self.PanelNamePlate then
self.PanelNamePlate.GameObject:SetActiveEx(false)
else
local prefab = self.GameObject:LoadPrefab(XMedalConfigs.XNameplatePanelPath)
prefab.gameObject:SetActiveEx(false)
end
end
-- 特殊 : Params
-- Params.ShowUp
if self.ImgUp then
self:SetUiActive(self.ImgUp, params.ShowUp)
end
-- Params.ShowNew
if self.ImgNew then
self:SetUiActive(self.ImgNew, params.ShowNew)
end
-- Params.ShowReceived 已领取
if self.ImgReceived then
self:SetUiActive(self.ImgReceived, params.ShowReceived)
end
-- Params.Disable 不可点击
self.Disable = params.Disable
--特殊抽奖中奖品的剩余数
if self.TxtStock then
if curCount then
self.TxtStock.text = CS.XTextManager.GetText("ResidueStockText", curCount)
self:SetUiActive(self.TxtStock, true)
end
self:SetUiActive(self.TxtName, false)
end
--特殊抽奖中是否有库存的提示
if self.ImgNone then
self:SetUiActive(self.ImgNone, curCount and curCount <= 0)
end
--收藏品等级
if self.IconLevel and self.GoodsShowParams.LevelIcon then
local levelIcon = self.SyncLevelIcon or self.GoodsShowParams.LevelIcon
if levelIcon then
self.RootUi:SetUiSprite(self.IconLevel, levelIcon)
self:SetUiActive(self.IconLevel, true)
end
end
--是否已拥有
if self.TxtHave then
local isHave, isLimitTime = XRewardManager.CheckRewardOwn(self.GoodsShowParams.RewardType, self.GoodsShowParams.TemplateId)
local isShowTextHave = isHave and not isLimitTime
self:SetUiActive(self.TxtHave, isShowTextHave)
self:SetUiActive(self.TxtCount, not isShowTextHave)
end
--清除临时的同步数据
self:ClearSynData()
end
function XUiGridCommon:ShowCount(show)
if (self.TxtCount) then
self.TxtCount.gameObject:SetActiveEx(show)
end
if self.TextCount then
self.TextCount.gameObject:SetActiveEx(show)
end
end
function XUiGridCommon:ShowStar(count, max)
local showStar = max > 0
self.PanelStars.gameObject:SetActiveEx(showStar)
if not showStar then
return
end
for i = 1, 6 do
local starPanel = self["PanelStar" .. i]
if starPanel then
starPanel.gameObject:SetActiveEx(i <= max)
end
local imgStar = self["ImgStar" .. i]
if imgStar then
imgStar.gameObject:SetActiveEx(i <= count)
end
end
end
function XUiGridCommon:SetReceived(isReceive)
if self.ImgReceived then
self:SetUiActive(self.ImgReceived, isReceive)
end
end
function XUiGridCommon:SetPanelFirst(isFirst)
if self.PanelFirst then
self.PanelFirst.gameObject:SetActiveEx(isFirst)
end
end
function XUiGridCommon:SetShowUp(isShow)
if self.ImgUp then
self:SetUiActive(self.ImgUp, isShow)
end
end
function XUiGridCommon:SetUpText(text)
if self.UpText then
self.UpText.text = text
end
end
function XUiGridCommon:SetUpImg(img)
if self.ImgUp then
self.ImgUp:SetRawImage(img)
end
end
function XUiGridCommon:SetClickCallback(callback)
XUiHelper.RegisterClickEvent(self, self.BtnClick, callback, true)
end
function XUiGridCommon:SetSyncQuality(quality)
self.SyncQuality = quality
end
function XUiGridCommon:SetSyncLevelIcon(levelIcon)
self.SyncLevelIcon = levelIcon
end
function XUiGridCommon:ClearSynData()
self.SyncQuality = nil
self.SyncLevelIcon = nil
end
function XUiGridCommon:GetQuality()
return self.GoodsShowParams.Quality
end
function XUiGridCommon:SetName(value)
if not self.TxtName then return end
self.TxtName.text = value
end
--============
--获取物品显示数据
--============
function XUiGridCommon:GetGoodsShowParams()
if not self.TemplateId then
XLog.Error("错误日志显示的道具数据TemplateId为空")
return
end
local templateType = self.Data and self.Data.RewardType and RewardTypeToTemplateType[self.Data.RewardType] or "Default"
return self["Get" .. templateType .. "GoodsShowParams"](self)
end
--=============
--获取一般道具显示数据(默认项)
--=============
function XUiGridCommon:GetDefaultGoodsShowParams()
return XGoodsCommonManager.GetGoodsShowParamsByTemplateId(self.TemplateId)
end
--=============
--获取勋章显示数据
--=============
function XUiGridCommon:GetMedalGoodsShowParams()
--勋章的物品数据中用TemplateId代替了表中的Params[0]即勋章Id
local medal = XDataCenter.MedalManager.GetMedalById(self.Data.TemplateId)
if not medal then return end
local goodsShowParams = {
Name = medal.Name,
Icon = medal.MedalIcon,
Config = medal,
RewardType = XRewardManager.XRewardType.Medal
}
return goodsShowParams
end
return XUiGridCommon