137 lines
No EOL
4.5 KiB
Lua
137 lines
No EOL
4.5 KiB
Lua
XUiPanelFavorabilityInfo = XClass(nil, "XUiPanelFavorabilityInfo")
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function XUiPanelFavorabilityInfo:Ctor(ui, uiRoot, parent)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.UiRoot = uiRoot
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self.Parent = parent
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XTool.InitUiObject(self)
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self.GridLikeInfoItem.gameObject:SetActiveEx(false)
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self.PanelEmpty.gameObject:SetActiveEx(false)
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end
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function XUiPanelFavorabilityInfo:OnRefresh()
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-- 动画加这里
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self:RefreshDatas()
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end
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function XUiPanelFavorabilityInfo:RefreshDatas()
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local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
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local informations = XFavorabilityConfigs.GetCharacterInformationById(characterId)
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if not self.Toggle then
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local toggle = {}
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self.Toggle = toggle
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end
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self:UpdateDataList(informations)
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end
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function XUiPanelFavorabilityInfo:GetProxyType()
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return "XUiGridLikeInfoItem"
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end
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function XUiPanelFavorabilityInfo:UpdateDataList(dataList)
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if not dataList or next(dataList) == nil then
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self.PanelEmpty.gameObject:SetActiveEx(true)
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self.TxtNoDataTip.text = CS.XTextManager.GetText("FavorabilityNoInfoData")
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self.DataList = {}
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else
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self.PanelEmpty.gameObject:SetActiveEx(false)
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self:SortInformation(dataList)
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self.DataList = dataList
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end
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if not self.DynamicTableData then
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self.DynamicTableData = XDynamicTableIrregular.New(self.PanelDataList)
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self.DynamicTableData:SetProxy("XUiGridLikeInfoItem", XUiGridLikeInfoItem, self.GridLikeInfoItem.gameObject)
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self.DynamicTableData:SetDelegate(self)
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end
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self.DynamicTableData:SetDataSource(self.DataList)
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self.DynamicTableData:ReloadDataASync()
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end
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function XUiPanelFavorabilityInfo:SortInformation(dataList)
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local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
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for _, dataItem in pairs(dataList) do
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local isUnlock = XDataCenter.FavorabilityManager.IsInformationUnlock(characterId, dataItem.Id)
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local canUnlock = XDataCenter.FavorabilityManager.CanInformationUnlock(characterId, dataItem.Id)
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dataItem.priority = 2
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if not isUnlock then
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dataItem.priority = canUnlock and 1 or 3
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end
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end
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table.sort(dataList, function(dataItemA, dataItemB)
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if dataItemA.priority == dataItemB.priority then
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return dataItemA.Id < dataItemB.Id
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else
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return dataItemA.priority < dataItemB.priority
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end
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end)
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end
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-- [监听动态列表事件]
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function XUiPanelFavorabilityInfo:OnDynamicTableEvent(event, index, grid)
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
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grid:Init(self.UiRoot)
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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local data = self.DataList[index]
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if data ~= nil then
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grid:OnRefresh(self.DataList[index], self.Toggle[data.Id])
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end
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
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self.CurData = self.DataList[index]
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self:OnDataClick(index, grid)
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end
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end
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-- [点击资料]
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function XUiPanelFavorabilityInfo:OnDataClick(index, grid)
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if not self.CurData then return end
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local characterId = self.UiRoot:GetCurrFavorabilityCharacter()
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local isUnlock = XDataCenter.FavorabilityManager.IsInformationUnlock(characterId, self.CurData.Id)
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local canUnlock = XDataCenter.FavorabilityManager.CanInformationUnlock(characterId, self.CurData.Id)
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if isUnlock then
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self.Toggle[self.CurData.Id] = self.Toggle[self.CurData.Id] or false
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self.Toggle[self.CurData.Id] = not self.Toggle[self.CurData.Id]
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self.DynamicTableData:ReloadDataASync()
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elseif canUnlock then
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XDataCenter.FavorabilityManager.OnUnlockCharacterInfomatin(characterId, self.CurData.Id)
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XEventManager.DispatchEvent(XEventId.EVENT_FAVORABILITY_INFOUNLOCK)
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grid:HideRedDot()
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self.Toggle[self.CurData.Id] = not self.Toggle[self.CurData.Id] or false
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self.Toggle[self.CurData.Id] = self.Toggle[self.CurData.Id]
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self.DynamicTableData:ReloadDataASync()
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else
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-- 提示解锁条件
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XUiManager.TipMsg(self.CurData.ConditionDescript)
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end
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end
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function XUiPanelFavorabilityInfo:SetViewActive(isActive)
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self.Toggle = {}
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self.GameObject:SetActive(isActive)
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if isActive then
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self:RefreshDatas()
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end
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end
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function XUiPanelFavorabilityInfo:OnSelected(isSelected)
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self.GameObject:SetActive(isSelected)
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if isSelected then
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self:RefreshDatas()
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end
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end
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return XUiPanelFavorabilityInfo |