PGRData/Script/matrix/xui/xuidorm/xuifurniturebuild/XUiFurnitureOrderBuild.lua
2024-09-01 22:49:41 +02:00

717 lines
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24 KiB
Lua

local FilterMap
local function GetFilterMap(selectIds)
if XTool.IsTableEmpty(FilterMap) then
return
end
local map = XTool.Clone(FilterMap)
for _, id in pairs(selectIds) do
map[id] = nil
end
return map
end
local function AddFilterList(selectIds)
FilterMap = FilterMap or {}
for _, id in pairs(selectIds) do
FilterMap[id] = true
end
end
---@class XUiGridOrderBuild
---@field InputFurniture UnityEngine.UI.InputField
---@field ParentUi XUiFurnitureOrderBuild
local XUiGridOrderBuild = XClass(nil, "XUiGridOrderBuild")
local InputEnoughColor = XUiHelper.Hexcolor2Color("0E70BDFF")
local InputNotEnoughColor = XUiHelper.Hexcolor2Color("FF0000FF")
local EnoughColor = CS.UnityEngine.Color(0.0, 0.0, 0.0)
local NotEnoughColor = CS.UnityEngine.Color(1.0, 0.0, 0.0)
function XUiGridOrderBuild:Ctor(ui, parentUi)
XTool.InitUiObjectByUi(self, ui)
self.ParentUi = parentUi
self.IsValid = false
self.OnSelectFurnitureCb = handler(self, self.OnSelectFurniture)
self.OnBtnSelectFurnitureClickCb = handler(self, self.OnBtnSelectFurnitureClick)
self:InitCb()
end
function XUiGridOrderBuild:InitCb()
self.InputFurniture.onValueChanged:AddListener(function(txt)
self:OnInputChanged(txt)
end)
self.BtnAdd.CallBack = function()
self:OnBtnAddClick()
end
self.BtnReduce.CallBack = function()
self:OnBtnReduceClick()
end
self.BtnTip.CallBack = function()
self:OnBtnTipClick()
end
self.BtnFurniture.CallBack = self.OnBtnSelectFurnitureClickCb
self.BtnFurnitureNo.CallBack = self.OnBtnSelectFurnitureClickCb
self.BtnDrawing.CallBack = function()
self:OnBtnBuyDrawingClick()
end
end
function XUiGridOrderBuild:Refresh(furniture, index)
self.TxtOrder.text = string.format("%02d", index)
self.TargetCount = furniture.Count
self.EditCount = self.TargetCount
self.PreviewId = furniture.ConfigId
local template = XFurnitureConfigs.GetFurnitureTemplateById(furniture.ConfigId)
local furnitureIds = self.ParentUi:GetFurnitureIdsByTypeId(template.TypeId, self.TargetCount)
self:UpdateFurnitureIds(furnitureIds)
self:SetValid(true)
self:RefreshFurniture()
self:RefreshCount()
end
function XUiGridOrderBuild:RefreshFurniture()
local previewId = self.PreviewId
local template = XFurnitureConfigs.GetFurnitureTemplateById(previewId)
if not template then
return
end
self.ImgPreviewItemIcon:SetRawImage(template.Icon)
self.TxtPreviewScore.text = template.Name
local drawId = template.PicId
local drawName = ""
local isValidDrawId = XTool.IsNumberValid(drawId)
self.ImgSelectDrawing.gameObject:SetActiveEx(isValidDrawId)
if isValidDrawId then
self.ImgSelectDrawing:SetRawImage(XDataCenter.ItemManager.GetItemIcon(drawId))
drawName = XDataCenter.ItemManager.GetItemName(drawId)
end
self.TxtDrawing.text = drawName
local furnitureIds = self.FurnitureIds
self.FurnitureCount = #furnitureIds
local hasFurniture = self.FurnitureCount > 0
self.PanelFurnitureSelect.gameObject:SetActiveEx(hasFurniture)
self.PanelFurnitureNone.gameObject:SetActiveEx(not hasFurniture)
if hasFurniture then
local furnitureName, icon = "", ""
if self.FurnitureCount == 1 then
local furniture = XDataCenter.FurnitureManager.GetFurnitureById(furnitureIds[1])
if furniture then
local furnitureTemplate = XFurnitureConfigs.GetFurnitureTemplateById(furniture:GetConfigId())
furnitureName, icon = furnitureTemplate.Name, furnitureTemplate.Icon
end
else
furnitureName, icon = XFurnitureConfigs.DefaultCreateName, XFurnitureConfigs.DefaultIcon
end
self.TxtFurnitureName.text = furnitureName
self.ImgSelectFurniture:SetRawImage(icon)
end
self.BtnTip.gameObject:SetActiveEx(self:IsSelectNonBasicSuit())
end
--是否选中了非基础家具
function XUiGridOrderBuild:IsSelectNonBasicSuit()
if XTool.IsTableEmpty(self.FurnitureIds) then
return false
end
for _, furnitureId in pairs(self.FurnitureIds) do
local furnitureData = XDataCenter.FurnitureManager.GetFurnitureById(furnitureId)
if furnitureData and furnitureData:GetSuitId() ~= XFurnitureConfigs.BASE_SUIT_ID then
return true
end
end
return false
end
function XUiGridOrderBuild:OnSelectFurniture(furnitureIds)
self:UpdateFurnitureIds(furnitureIds)
self:RefreshEdit()
end
function XUiGridOrderBuild:UpdateFurnitureIds(furnitureIds)
self.FurnitureIds = furnitureIds
AddFilterList(furnitureIds or {})
end
function XUiGridOrderBuild:RefreshCount()
local count = self.EditCount
local missingFurniture, missingDrawing = self:GetMissingMaterial(self.EditCount)
local isMissingFurniture, isMissDrawing = missingDrawing > 0, missingFurniture > 0
local enoughKey, notEnoughKey = "DormTemplateCountEnough", "DormTemplateCountNotEnough"
local drawingKey = isMissingFurniture and notEnoughKey or enoughKey
local furnitureKey = isMissDrawing and notEnoughKey or enoughKey
self.TxtDrawingNum.text = XUiHelper.GetText(drawingKey, count - missingDrawing, self.TargetCount)
self.TxtFurnitureCount.text = XUiHelper.GetText(furnitureKey, count - missingFurniture, self.TargetCount)
local materialEnough = not (isMissDrawing or isMissingFurniture)
self.InputFurniture.text = tostring(count)
self.InputFurniture.textComponent.color = materialEnough and InputEnoughColor or InputNotEnoughColor
local targetKey = materialEnough and enoughKey or notEnoughKey
self.TxtTarget.text = XUiHelper.GetText(targetKey, count, self.TargetCount)
local disableReduce = self.EditCount <= 0
self.BtnReduce:SetDisable(disableReduce, not disableReduce)
local disableAdd = self.EditCount > XFurnitureConfigs.MaxRemouldCount or self.EditCount >= self.TargetCount
self.BtnAdd:SetDisable(disableAdd, not disableAdd)
end
function XUiGridOrderBuild:OnInputChanged(txt)
local count = 0
count = string.IsNilOrEmpty(txt) and 0 or tonumber(txt)
if self.EditCount == count then
return
end
count = math.min(self.TargetCount, count)
self.EditCount = count
self:RefreshEdit()
end
function XUiGridOrderBuild:OnBtnAddClick()
if self.EditCount > XFurnitureConfigs.MaxRemouldCount then
return
end
self.EditCount = self.EditCount + 1
self:RefreshEdit()
end
function XUiGridOrderBuild:OnBtnReduceClick()
if self.EditCount <= 0 then
return
end
self.EditCount = self.EditCount - 1
self:RefreshEdit()
end
function XUiGridOrderBuild:OnBtnTipClick()
XUiManager.TipText("FurnitureContainNonBasic")
end
function XUiGridOrderBuild:RefreshEdit()
self:RefreshFurniture()
self:RefreshCount()
self.ParentUi:RefreshCost()
self.ParentUi:RefreshMissingView()
end
function XUiGridOrderBuild:OnBtnSelectFurnitureClick()
if not self:CheckIsValid() then
return
end
local typeId = XFurnitureConfigs.GetFurnitureTemplateById(self.PreviewId).TypeId
--策划不需要过滤当前套装
--XLuaUiManager.Open("UiDormBagChoice", self.FurnitureIds, typeId, self.TargetCount, self.OnSelectFurnitureCb, GetFilterMap(self.FurnitureIds), self.ParentUi.FilterSuitMap)
XLuaUiManager.Open("UiDormBagChoice", self.FurnitureIds, typeId, self.TargetCount, self.OnSelectFurnitureCb, GetFilterMap(self.FurnitureIds))
end
function XUiGridOrderBuild:OnBtnBuyDrawingClick()
if not XTool.IsNumberValid(self.PreviewId) or not self:CheckIsValid() then
return
end
local template = XFurnitureConfigs.GetFurnitureTemplateById(self.PreviewId)
local itemId = template.PicId
local own = XDataCenter.ItemManager.GetCount(itemId)
local buyCount = own >= self.TargetCount and 1 or self.TargetCount - own
XDataCenter.FurnitureManager.JumpToBuyDrawing(self.PreviewId, buyCount, function()
self:RefreshEdit()
end)
end
function XUiGridOrderBuild:SetValid(valid)
self.IsValid = valid and XTool.IsNumberValid(self.PreviewId)
self.GameObject:SetActiveEx(valid)
end
function XUiGridOrderBuild:CheckIsValid()
return self.IsValid
end
--- 获取缺失材料数量, return1:家具缺失数, return2:图纸缺失数
---@return number,number
--------------------------
function XUiGridOrderBuild:GetMissingMaterial(targetCount)
if not XTool.IsNumberValid(self.PreviewId) or not self:CheckIsValid() then
return 0, 0
end
local template = XFurnitureConfigs.GetFurnitureTemplateById(self.PreviewId)
local drawCount, furnitureCount
if not XTool.IsNumberValid(template.PicId) then
drawCount = 0
else
local cost = template.PicNum * targetCount
local own = XDataCenter.ItemManager.GetCount(template.PicId)
drawCount = math.max(cost - own, 0)
end
furnitureCount = math.max(targetCount - self.FurnitureCount, 0)
return furnitureCount, drawCount
end
function XUiGridOrderBuild:GetCost()
if not XTool.IsNumberValid(self.PreviewId) or not self:CheckIsValid() then
return 0
end
local maxBuild = self.EditCount - math.max(self:GetMissingMaterial(self.EditCount))
if maxBuild <= 0 then
return 0
end
local price, build = 0, 0
for _, furnitureId in pairs(self.FurnitureIds) do
local furniture = XDataCenter.FurnitureManager.GetFurnitureById(furnitureId)
if furniture then
local template = XFurnitureConfigs.GetFurnitureTemplateById(furniture:GetConfigId())
price = price + template.MoneyNum
build = build + 1
end
if build >= maxBuild then
break
end
end
return price
end
function XUiGridOrderBuild:GetBuildAndTargetCount()
if not XTool.IsNumberValid(self.PreviewId) or not self:CheckIsValid() then
return 0, 0
end
local missF, missD = self:GetMissingMaterial(self.EditCount)
local miss = math.max(missD, missF)
return math.max(self.EditCount - miss, 0), self.TargetCount
end
function XUiGridOrderBuild:GetReformData()
if not self:CheckIsValid() or self.TargetCount <= 0 then
return
end
local missingFurniture, missingDrawing = self:GetMissingMaterial(self.EditCount)
--能够改造个数
local validCount = math.min(self.EditCount - missingDrawing, self.EditCount - missingFurniture)
local template = XFurnitureConfigs.GetFurnitureTemplateById(self.PreviewId)
local reform, unReform
if validCount > 0 then
local reformFurniture, reformDraw = {}, {}
reformDraw[template.PicId] = validCount
for i = 1, validCount do
local furnitureId = self.FurnitureIds[i]
local configId = XDataCenter.FurnitureManager.GetFurnitureConfigId(furnitureId)
reformFurniture[configId] = reformFurniture[configId] or {}
table.insert(reformFurniture[configId], furnitureId)
end
reform = {
TargetId = self.PreviewId,
Furniture = reformFurniture,
Draw = reformDraw,
Count = validCount
}
end
local unReformFurniture
local leftCount = self.TargetCount - self.EditCount
if missingFurniture > 0 or leftCount > 0 then
unReformFurniture = {}
unReformFurniture[template.TypeId] = math.max(leftCount, missingFurniture)
end
local unReformDraw
if missingDrawing > 0 or leftCount > 0 then
unReformDraw = {}
unReformDraw[template.PicId] = math.max(leftCount, missingDrawing)
end
if unReformFurniture or unReformDraw then
unReform = {
TargetId = self.PreviewId,
Furniture = unReformFurniture,
Draw = unReformDraw,
Count = self.TargetCount - validCount
}
end
return reform, unReform
end
function XUiGridOrderBuild:PlayTimelineAnimation(name, finish, begin, wrapMode)
if XTool.UObjIsNil(self.GameObject) then
return
end
if not self.GameObject.activeInHierarchy then
return
end
if not self[name] then
self[name] = self.Transform:Find("Animation/" .. name)
end
if XTool.UObjIsNil(self[name]) or not self[name].gameObject.activeInHierarchy then
XLog.Warning("动画播放异常!!!", name)
return
end
wrapMode = wrapMode or CS.UnityEngine.Playables.DirectorWrapMode.Hold
self[name]:PlayTimelineAnimation(finish, begin, wrapMode)
end
--=========================================类分界线=========================================--
---@class XUiFurnitureOrderBuild : XLuaUi
---@field TogCheck UnityEngine.UI.Toggle
---@field PanelOrderList UnityEngine.UI.ScrollRect
local XUiFurnitureOrderBuild = XLuaUiManager.Register(XLuaUi, "UiFurnitureOrderBuild")
function XUiFurnitureOrderBuild:OnAwake()
self:InitUi()
self:InitCb()
end
function XUiFurnitureOrderBuild:OnStart(roomId, templateRoomId, templateRoomType, title, subTitle)
self.RoomId = roomId
self.TemplateId = templateRoomId
self.TemplateRoomType = templateRoomType
self:InitView(title, subTitle)
end
function XUiFurnitureOrderBuild:OnDestroy()
FilterMap = nil
end
function XUiFurnitureOrderBuild:InitUi()
--允许自动使用非基础家具用于改装
self.AllowNonBasic = false
self.TogCheck.isOn = self.AllowNonBasic
--可用家具
self.EditFurnitureMap = {}
---@type table<number,XUiGridOrderBuild>
self.EditGridPool = {}
self.AllSuitIdMap = {}
local suitList = XFurnitureConfigs.GetFurnitureSuitTemplates()
for _, suit in pairs(suitList) do
if suit.Id ~= XFurnitureConfigs.FURNITURE_SUIT_CATEGORY_ALL_ID and not self.AllSuitIdMap[suit.Id] then
self.AllSuitIdMap[suit.Id] = true
end
end
self.OnSortFurnitureCb = handler(self, self.OnSortFurniture)
self.OnSortFurnitureBaseCb = handler(self, self.OnSortFurnitureBase)
self.OnRefitRequestCb = handler(self, self.OnRefitRequest)
FilterMap = {}
end
function XUiFurnitureOrderBuild:InitCb()
self:BindExitBtns()
self:BindHelpBtn()
self.TogCheck.onValueChanged:AddListener(function()
self:OnTogCheckClick()
end)
self.BtnDrawingLess.CallBack = function()
self:OnBtnDrawingLessClick()
end
self.BtnFurnitureLess.CallBack = function()
self:OnBtnFurnitureLessClick()
end
self.BtnConfirm.CallBack = function()
self:OnBtnConfirmClick()
end
end
function XUiFurnitureOrderBuild:InitView(title, subTitle)
self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.DormCoin,
XDataCenter.ItemManager.ItemId.FurnitureCoin)
self.ImgDrawingIcon:SetRawImage(XDataCenter.ItemManager.GetItemIcon(XDataCenter.ItemManager.ItemId.FurnitureCoin))
if not string.IsNilOrEmpty(title) then
self.TxtName.text = title
end
if not string.IsNilOrEmpty(subTitle) then
self.TxtExplain.text = subTitle
end
self:RefreshView()
end
function XUiFurnitureOrderBuild:RefreshView()
self.FurnitureList = XDataCenter.DormManager.GetNotOwnedFurniture(self.RoomId, self.TemplateId, self.TemplateRoomType)
if XTool.IsTableEmpty(self.FurnitureList) then
self:Close()
return
end
--需要剔除套装Id
self.FilterSuitMap = {}
--获取可改造的家具
local typeMap, typeIds = {}, {}
local suitMap, suitIds = XTool.Clone(self.AllSuitIdMap), {}
for _, furniture in pairs(self.FurnitureList) do
local template = XFurnitureConfigs.GetFurnitureTemplateById(furniture.ConfigId)
if template and template.TypeId and not typeMap[template.TypeId] then
table.insert(typeIds, template.TypeId)
typeMap[template.TypeId] = true
end
suitMap[template.SuitId] = false
end
for id, value in pairs(suitMap) do
if value then
table.insert(suitIds, id)
else
self.FilterSuitMap[id] = true
end
end
local furnitureIds = XDataCenter.FurnitureManager.GetFurnitureCategoryIdsNoSort(typeIds, suitIds, nil,
true, false, true, (not self.AllowNonBasic))
self:UpdateFurnitureId(furnitureIds)
self:RefreshList()
self:RefreshMissingView()
self:RefreshCost()
end
function XUiFurnitureOrderBuild:OnTogCheckClick()
self.AllowNonBasic = self.TogCheck.isOn
self:RefreshView()
end
function XUiFurnitureOrderBuild:UpdateFurnitureId(furnitureIds)
self.EditFurnitureMap = {}
if XTool.IsTableEmpty(furnitureIds) then
return
end
for _, furnitureId in pairs(furnitureIds) do
local furniture = XDataCenter.FurnitureManager.GetFurnitureById(furnitureId)
if furniture then
local typeId = furniture:GetTypeId()
self.EditFurnitureMap[typeId] = self.EditFurnitureMap[typeId] or {}
table.insert(self.EditFurnitureMap[typeId], furnitureId)
end
end
local sortFunc = self.AllowNonBasic and self.OnSortFurnitureCb or self.OnSortFurnitureBaseCb
for typeId, _ in pairs(self.EditFurnitureMap) do
table.sort(self.EditFurnitureMap[typeId], sortFunc)
end
end
function XUiFurnitureOrderBuild:GetFurnitureIdsByTypeId(typeId, count)
local list = XTool.Clone(self.EditFurnitureMap[typeId])
if XTool.IsTableEmpty(list) then
return {}
end
local length = #list
if length <= count then
self.EditFurnitureMap[typeId] = nil
return list
end
local temp = {}
for i = 1, count do
table.insert(temp, list[i])
end
for i = count, 1, -1 do
table.remove(self.EditFurnitureMap[typeId], i)
end
return temp
end
function XUiFurnitureOrderBuild:RefreshList()
for _, grid in pairs(self.EditGridPool) do
grid:SetValid(false)
end
for i, furniture in pairs(self.FurnitureList) do
local grid = self.EditGridPool[i]
if not grid then
local ui = i == 1 and self.GridTask or XUiHelper.Instantiate(self.GridTask, self.PanelTaskContainer)
grid = XUiGridOrderBuild.New(ui, self)
self.EditGridPool[i] = grid
end
grid:Refresh(furniture, i)
end
end
function XUiFurnitureOrderBuild:RefreshMissingView()
local missingFurniture, missingDrawing = 0, 0
self.MissingFurnitureList = {}
self.MissingDrawingList = {}
for index, grid in pairs(self.EditGridPool) do
if grid:CheckIsValid() then
local temp1, temp2 = grid:GetMissingMaterial(grid.TargetCount)
missingFurniture = missingFurniture + temp1
missingDrawing = missingDrawing + temp2
if temp1 > 0 then
table.insert(self.MissingFurnitureList, index)
self.LastJumpFurniture = self.LastJumpFurniture or 1
end
if temp2 > 0 then
table.insert(self.MissingDrawingList, index)
self.LastJumpDrawing = self.LastJumpDrawing or 1
end
end
end
self.BtnDrawingLess.gameObject:SetActiveEx(missingDrawing > 0)
self.BtnFurnitureLess.gameObject:SetActiveEx(missingFurniture > 0)
self.BtnFurnitureLess:SetNameByGroup(1, missingFurniture)
self.BtnDrawingLess:SetNameByGroup(1, missingDrawing)
end
function XUiFurnitureOrderBuild:RefreshCost()
local price = 0
local build, target = 0, 0
for _, grid in pairs(self.EditGridPool) do
if grid:CheckIsValid() then
price = price + grid:GetCost()
local tb, tt = grid:GetBuildAndTargetCount()
build = build + tb
target = target + tt
end
end
local enough = XDataCenter.ItemManager.GetCount(XDataCenter.ItemManager.ItemId.FurnitureCoin) >= price
self.TxtCount.text = price
self.TxtCount.color = enough and EnoughColor or NotEnoughColor
local disable = not enough or build <= 0
local key = disable and "DormRefitCountNotEnough" or "DormRefitCountEnough"
self.TxtQuantity.text = XUiHelper.GetText(key, build, target)
self.BtnConfirm:SetDisable(disable, not disable)
self.CostCount = price
self.CoinEnough = enough
end
--材料家具排序-任意套装
function XUiFurnitureOrderBuild:OnSortFurniture(furnitureIdA, furnitureIdB)
local furnitureA = XDataCenter.FurnitureManager.GetFurnitureById(furnitureIdA)
local furnitureB = XDataCenter.FurnitureManager.GetFurnitureById(furnitureIdB)
local isBaseA = furnitureA and furnitureA:CheckIsBaseFurniture() or false
local isBaseB = furnitureB and furnitureB:CheckIsBaseFurniture() or false
--基础套优先
if isBaseA ~= isBaseB then
return isBaseA
end
local scoreA = furnitureA and furnitureA:GetScore() or 0
local scoreB = furnitureB and furnitureB:GetScore() or 0
if scoreA ~= scoreB then
if isBaseA then --都是基础套时,分数大的优先
return scoreA > scoreB
else --否则分数小的优先
return scoreA < scoreB
end
end
return furnitureIdA < furnitureIdB
end
--材料家具排序-基础套装
function XUiFurnitureOrderBuild:OnSortFurnitureBase(furnitureIdA, furnitureIdB)
local furnitureA = XDataCenter.FurnitureManager.GetFurnitureById(furnitureIdA)
local furnitureB = XDataCenter.FurnitureManager.GetFurnitureById(furnitureIdB)
local scoreA = furnitureA and furnitureA:GetScore() or 0
local scoreB = furnitureB and furnitureB:GetScore() or 0
if scoreA ~= scoreB then
return scoreA > scoreB
end
return furnitureIdA < furnitureIdB
end
--region ------------------Ui事件 start-------------------
function XUiFurnitureOrderBuild:OnBtnDrawingLessClick()
local count = #self.MissingDrawingList
if count <= 0 then
return
end
local index = self.MissingDrawingList[self.LastJumpDrawing]
if count == 1 and XTool.GetTableCount(self.EditGridPool) == 1 then
local grid = self.EditGridPool[index]
if grid then
grid:PlayTimelineAnimation("GridTaskEnable")
end
return
end
self:ScrollTo(index - 1)
if self.LastJumpDrawing >= #self.MissingDrawingList then
self.LastJumpDrawing = 0
end
self.LastJumpDrawing = self.LastJumpDrawing + 1
end
function XUiFurnitureOrderBuild:OnBtnFurnitureLessClick()
local count = #self.MissingFurnitureList
if count <= 0 then
return
end
local index = self.MissingFurnitureList[self.LastJumpFurniture]
if count == 1 and XTool.GetTableCount(self.EditGridPool) == 1 then
local grid = self.EditGridPool[index]
if grid then
grid:PlayTimelineAnimation("GridTaskEnable")
end
return
end
self:ScrollTo(index - 1)
if self.LastJumpFurniture >= #self.MissingFurnitureList then
self.LastJumpFurniture = 0
end
self.LastJumpFurniture = self.LastJumpFurniture + 1
end
function XUiFurnitureOrderBuild:ScrollTo(index)
local total = #self.FurnitureList
if total <= 0 then
return
end
local grid = self.EditGridPool[index + 1]
if grid then
grid:PlayTimelineAnimation("GridTaskEnable")
end
local percent = 1 / (1 - total) * index + 1
self.PanelOrderList.verticalNormalizedPosition = percent
end
function XUiFurnitureOrderBuild:OnBtnConfirmClick()
if not self.CoinEnough then
XUiManager.TipText("FurnitureZeroCoin")
return
end
local reformList, unReformList = {}, {}
for _, grid in pairs(self.EditGridPool) do
local reform, unReform = grid:GetReformData()
if reform then
table.insert(reformList, reform)
end
if unReform then
table.insert(unReformList, unReform)
end
end
XLuaUiManager.Open("UiFurnitureOrderTips", reformList, unReformList, self.CostCount, self.OnRefitRequestCb)
end
function XUiFurnitureOrderBuild:OnRefitRequest()
XUiManager.TipText("FurnitureRefitSuccess")
self:Close()
end
--endregion------------------Ui事件 finish------------------