240 lines
No EOL
6.3 KiB
Lua
240 lines
No EOL
6.3 KiB
Lua
XDynamicTableFixed3D = {}
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--------------------------
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--- 初始化动态列表
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---@class XDynamicTableFixed3D
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---@param gameObject UnityEngine.GameObject
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---@return XDynamicTableFixed3D
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function XDynamicTableFixed3D.New(gameObject)
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if gameObject == nil then
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XLog.Error("XDynamicTableFixed3D.New->gameObject == nil, Please check the object is instancing")
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return nil
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end
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local dynamicTable = {}
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setmetatable(dynamicTable, { __index = XDynamicTableFixed3D })
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local imp = dynamicTable:Init(gameObject)
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if not imp then
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XLog.Error("XDynamicTableIrregular.New->can not find the object imp, Please check the Component type is right!")
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return nil
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end
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return dynamicTable
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end
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--初始化
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function XDynamicTableFixed3D:Init(gameObject)
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local imp = gameObject:GetComponent(typeof(CS.XDynamicTableFixed3D))
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if not imp then
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return false
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end
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self.Proxy = nil
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self.ProxyMap = {}
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self.ProxyImpMap = {}
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self.DataSource = {}
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self.DynamicEventDelegate = nil
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self.Imp = imp
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self.Imp.DynamicTableGridDelegate = function(event, csIndex)
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local gridGo = self.Imp.UsingGridsList[csIndex]
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local luaIndex = csIndex + 1
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self:OnDynamicTableEvent(event, luaIndex, gridGo)
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end
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return true
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end
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--获取实体组件
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function XDynamicTableFixed3D:GetImpl()
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return self.Imp
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end
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--设置回调主体
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function XDynamicTableFixed3D:SetDelegate(delegate)
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if not self.Imp then
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return
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end
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self.Imp:SetDelegate(self)
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self.Delegate = delegate
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end
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--设置预设列表开始下标
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function XDynamicTableFixed3D:SetStartGridLuaIndex(index)
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if not self.Imp then
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return
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end
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self.Imp:SetStartGridLuaIndex(index)
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end
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function XDynamicTableFixed3D:SetProxyDisplay(proxy, isShow)
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if CheckClassSuper(proxy, XUiNode) then
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if isShow then
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proxy:Open()
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else
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if not XTool.UObjIsNil(proxy.GameObject) then
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proxy:Close()
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end
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end
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end
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end
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--事件回调
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--- func desc
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---@param index number luaIndex
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function XDynamicTableFixed3D:OnDynamicTableEvent(event, index, gridGo)
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if not self.Proxy then
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XLog.Warning("XDynamicTableFixed3D Proxy is nil,Please Setup First!!")
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return
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end
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if not self.Delegate then
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XLog.Warning("XDynamicTableFixed3D Delegate is nil,Please Setup First!!")
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return
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end
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if not self.Delegate.OnDynamicTableEvent and not self.DynamicEventDelegate then
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XLog.Warning("XDynamicTableFixed3D Delegate func OnDynamicTableEvent is nil,Please Setup First!!")
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return
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end
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--使用代理器,Lua代理器是一个 Table,IL使用C#脚本
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local proxy = nil
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if gridGo ~= nil then
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proxy = self.ProxyMap[gridGo]
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if not proxy then
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proxy = self.Proxy.New(gridGo, table.unpack(self.ProxyArgs))
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self.ProxyMap[gridGo] = proxy
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--初始化只调动一次
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proxy.Index = index
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proxy.DynamicGrid = gridGo
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if self.DynamicEventDelegate then
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self.DynamicEventDelegate(DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT, index, proxy)
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else
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self.Delegate.OnDynamicTableEvent(self.Delegate, DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT, index, proxy)
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end
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end
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end
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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proxy.Index = index
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proxy.DynamicGrid = gridGo
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self.ProxyImpMap[index] = proxy
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self:SetProxyDisplay(proxy, true)
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_RECYCLE then
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proxy.Index = -1
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proxy.DynamicGrid = nil
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self.ProxyImpMap[index] = nil
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self:SetProxyDisplay(proxy, false)
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_RELOAD_COMPLETED then
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XEventManager.DispatchEvent(XEventId.EVENT_GUIDE_STEP_OPEN_EVENT, self.Imp.name)
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end
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if self.DynamicEventDelegate then
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self.DynamicEventDelegate(event, index, proxy)
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else
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self.Delegate.OnDynamicTableEvent(self.Delegate, event, index, proxy)
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end
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end
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--设置事件回调
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function XDynamicTableFixed3D:SetDynamicEventDelegate(fun)
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self.DynamicEventDelegate = fun
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end
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--设置代理器
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function XDynamicTableFixed3D:SetProxy(proxy, ...)
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self.ProxyMap = {}
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self.ProxyImpMap = {}
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self.Proxy = proxy
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self.ProxyArgs = {...}
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end
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--设置总数
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function XDynamicTableFixed3D:SetDataSource(datas)
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if not datas or not self.Imp then
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return
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end
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self.DataSource = datas
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end
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--获取代理器
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function XDynamicTableFixed3D:GetGridByIndex(index)
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return self.ProxyImpMap[index]
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end
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--获取所有代理器(key为gameObject,只能使用pair遍历)
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function XDynamicTableFixed3D:GetGrids()
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return self.ProxyImpMap
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end
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--同步重载数据
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-- startIndex number luaIndex
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-- force:强制清除格子后再刷新
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function XDynamicTableFixed3D:ReloadDataSync(startIndex, force)
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startIndex = startIndex or -1
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if not self.Imp then
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return
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end
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self.Imp:ReloadDataSync(startIndex, force)
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end
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--回收所有节点
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function XDynamicTableFixed3D:ClearGrids()
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if not self.Imp then
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return
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end
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self.Imp:ClearGrids()
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end
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function XDynamicTableFixed3D:GuideGetDynamicTableIndex(key, id)
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if not self.DataSource then
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return -1
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end
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if (not key or key == "") then
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return self.Delegate:GuideGetDynamicTableIndex(id)
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end
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for i, v in ipairs(self.DataSource) do
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if (type(v) ~= "table" and tostring(v) == id) or (type(v) == "table" and tostring(v[key]) == id) then
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return i
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end
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end
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XLog.Error("Can not find key:" .. key .. " Value:" .. tostring(id) .. " in DataSource ")
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return -1
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end
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function XDynamicTableFixed3D:GetData(index)
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return self.DataSource[index]
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end
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--- func desc
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---@param v3 localPos
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function XDynamicTableFixed3D:FocusPos(v3, time, cb)
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self.Imp:FocusIndex(v3, time, cb)
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end
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--- func desc
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---@param index number csIndex
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---@param time number
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---@param cb function
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function XDynamicTableFixed3D:FocusIndex(index, time, cb)
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self.Imp:FocusIndex(index, time, cb)
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end
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--todo 其他布局接口这里暂时不一一实现,因为布局属性在编辑阶段已经设置过
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return XDynamicTableFixed3D |