60 lines
No EOL
2 KiB
Lua
60 lines
No EOL
2 KiB
Lua
local XUiGridElementDetail = require("XUi/XUiCharacter/XUiGridElementDetail")
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local tableInsert = table.insert
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local XUiCharacterElementDetail = XLuaUiManager.Register(XLuaUi, "UiCharacterElementDetail")
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function XUiCharacterElementDetail:OnAwake()
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self.GridElementDetail.gameObject:SetActiveEx(false)
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self.BtnClose.CallBack = function() self:Close() end
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self.BtnTanchuangClose.CallBack = function() self:Close() end
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self:InitDynamicTable()
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end
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function XUiCharacterElementDetail:OnStart(characterId)
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self.CharacterId = characterId
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end
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function XUiCharacterElementDetail:OnEnable()
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self:UpdateDynamicTable()
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end
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function XUiCharacterElementDetail:InitDynamicTable()
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self.DynamicTable = XDynamicTableNormal.New(self.PanelElementDetails)
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self.DynamicTable:SetProxy(XUiGridElementDetail)
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self.DynamicTable:SetDelegate(self)
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end
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function XUiCharacterElementDetail:UpdateDynamicTable()
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self.SortedElementIds = XUiCharacterElementDetail.ConstructSortedElementIds(self.CharacterId)
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self.DynamicTable:SetDataSource(self.SortedElementIds)
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self.DynamicTable:ReloadDataASync()
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end
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function XUiCharacterElementDetail:OnDynamicTableEvent(event, index, grid)
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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grid:Refresh(self.SortedElementIds[index])
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end
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end
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function XUiCharacterElementDetail.ConstructSortedElementIds(characterId)
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local sortedElementIds = {}
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local curElementIdsCheckDic = {}
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local detailConfig = XCharacterConfigs.GetCharDetailTemplate(characterId)
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local curElementList = detailConfig.ObtainElementList
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for _, elementId in pairs(curElementList) do
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curElementIdsCheckDic[elementId] = true
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tableInsert(sortedElementIds, -elementId)
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end
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local allElementIds = XCharacterConfigs.GetAllCharElments()
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for _, element in pairs(allElementIds) do
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local elementId = element.Id
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if not curElementIdsCheckDic[elementId] then
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tableInsert(sortedElementIds, elementId)
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end
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end
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return sortedElementIds
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end |