PGRData/Script/matrix/xui/xuifavorability/XUiGridLikeRumorItem.lua

134 lines
No EOL
5 KiB
Lua

XUiGridLikeRumorItem = XClass(nil, "XUiGridLikeRumorItem")
local ArrowUp = CS.UnityEngine.Vector3(1, -1, 1)
local ArrowDown = CS.UnityEngine.Vector3.one
local ImgContentSize = CS.UnityEngine.Vector2.zero
local ItemContentSize = CS.UnityEngine.Vector2.zero
local RumorImgSize = CS.UnityEngine.Vector2(530, 366)
function XUiGridLikeRumorItem:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
XTool.InitUiObject(self)
self:InitUiAfterAuto()
end
function XUiGridLikeRumorItem:Init(uiRoot)
self.UiRoot = uiRoot
end
function XUiGridLikeRumorItem:InitUiAfterAuto()
self.ImgArrowTransform = self.ImgArrow.transform
self.ImgArrowTransform.localScale = ArrowDown
self.ImgContentTransform = self.ImgContent.transform
self.TxtInfoTransform = self.TxtInfo.transform
self.RumorImageTransform = self.BtnImage.transform
self.TransformSizeDelta = self.Transform.sizeDelta
self.ImgContentSizeDelta = self.ImgContentTransform.sizeDelta
self.StartPos = self.RumorImageTransform.localPosition
self.BtnImage.CallBack = function() self.OnBtnImageClick() end
end
function XUiGridLikeRumorItem:OnRefresh(rumorData, toggle)
self.RumorData = rumorData
local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
local isUnlock = XDataCenter.FavorabilityManager.IsRumorUnlock(characterId, rumorData.Id)
local canUnlock = XDataCenter.FavorabilityManager.CanRumorsUnlock(characterId, rumorData.UnlockType, rumorData.UnlockPara)
self.CurrentState = XFavorabilityConfigs.InfoState.Normal
if not isUnlock then
if canUnlock then
self.CurrentState = XFavorabilityConfigs.InfoState.Available
else
self.CurrentState = XFavorabilityConfigs.InfoState.Lock
end
end
self:UpdateNormalStatus(self.CurrentState == XFavorabilityConfigs.InfoState.Normal or self.CurrentState == XFavorabilityConfigs.InfoState.Available)
self:UpdateAvailableStatus(self.CurrentState == XFavorabilityConfigs.InfoState.Available)
self:UpdateLockStatus(self.CurrentState == XFavorabilityConfigs.InfoState.Lock)
self:ToggleContent(toggle or false)
if toggle then
self.ImgArrowTransform.localScale = ArrowUp
else
self.ImgArrowTransform.localScale = ArrowDown
end
end
function XUiGridLikeRumorItem:ToggleContent(isToggle)
if self.RumorData == nil then return end
self.ImgContent.gameObject:SetActive(isToggle)
if isToggle then
self.TxtInfo.text = string.gsub(self.RumorData.Content, "\\n", "\n")
local txtHeight = self.TxtInfo.preferredHeight
if self.RumorData.Picture then
self.UiRoot:SetUiSprite(self.RumorImage, self.RumorData.Picture)
self.RumorImageTransform.sizeDelta = RumorImgSize
else
self.RumorImageTransform.sizeDelta = CS.UnityEngine.Vector2.zero
end
--改变容器大小
local offsetY = self.RumorImageTransform.sizeDelta.y
-- ImgContentSize = CS.UnityEngine.Vector2(self.ImgContentSizeDelta.x, offsetY + txtHeight + 30)
-- ItemContentSize = CS.UnityEngine.Vector2(self.TransformSizeDelta.x, ImgContentSize.y + self.TransformSizeDelta.y)
else
self.TxtInfo.text = ""
self.RumorImageTransform.sizeDelta = CS.UnityEngine.Vector2.zero
-- ItemContentSize = self.TransformSizeDelta
-- ImgContentSize = CS.UnityEngine.Vector2(self.ImgContentSizeDelta.x, 0)
end
-- local rumorImgY = self.RumorImageTransform.sizeDelta.y
-- local txtInfoPos = CS.UnityEngine.Vector3(self.StartPos.x, self.StartPos.y - rumorImgY - 10, self.StartPos.z)
-- self.TxtInfoTransform.localPosition = txtInfoPos
self.ImgContentLayoutNode:SetDirty()
self.LayoutNode:SetDirty()
-- self:OnResize()
end
function XUiGridLikeRumorItem:OnResize()
self.Transform.sizeDelta = ItemContentSize
self.ImgContentTransform.sizeDelta = ImgContentSize
end
function XUiGridLikeRumorItem:OnBtnImageClick()
if self.RumorData.Picture then
CsXGameEventManager.Instance:Notify(XEventId.EVENT_FAVORABILITY_RUMORS_PREVIEW, self.RumorData.PreviewPicture)
end
end
function XUiGridLikeRumorItem:UpdateNormalStatus(isNormal)
self.RumorNor.gameObject:SetActive(isNormal)
if isNormal and self.RumorData then
self.TxtTitle.text = self.RumorData.Title
local currentCharacterId = self.UiRoot:GetCurrFavorabilityCharacter()
self.ImgIcon:SetRawImage(XDataCenter.CharacterManager.GetCharSmallHeadIcon(currentCharacterId))
end
end
function XUiGridLikeRumorItem:UpdateAvailableStatus(isAvailable)
self.ImgRedDot.gameObject:SetActive(isAvailable)
end
function XUiGridLikeRumorItem:HideRedDot()
self.ImgRedDot.gameObject:SetActive(false)
end
function XUiGridLikeRumorItem:UpdateLockStatus(isLock)
self.RumorLock.gameObject:SetActive(isLock)
if isLock and self.RumorData then
self.TxtLockTitle.text = self.RumorData.Title
self.TxtLock.text = self.RumorData.ConditionDescript
end
end
return XUiGridLikeRumorItem