forked from endernon/PGRData
94 lines
No EOL
3.2 KiB
Lua
94 lines
No EOL
3.2 KiB
Lua
local CSUnityEngineColor = CS.UnityEngine.Color
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local XUiGridWeaponFashion = XClass(nil, "XUiGridWeaponFashion")
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function XUiGridWeaponFashion:Ctor(ui)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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XTool.InitUiObject(self)
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self:SetSelect(false)
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end
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function XUiGridWeaponFashion:PlayAnimation()
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if XTool.UObjIsNil(self.GridFashionTimeline) then return end
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XScheduleManager.ScheduleOnce(function()
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if self.GridFashionTimeline.gameObject.activeInHierarchy then
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self.GridFashionTimeline:PlayTimelineAnimation()
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end
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end, 40)
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end
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function XUiGridWeaponFashion:CheckAnimationFinish()
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if not self.ImgSelected then
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return
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end
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local canvasGroup = self.ImgSelected:GetComponent("CanvasGroup")
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if canvasGroup and canvasGroup.alpha ~= 1 then
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self:PlayAnimation()
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end
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end
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function XUiGridWeaponFashion:SetSelect(isSelect)
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if self.ImgSelected then
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self.ImgSelected.gameObject:SetActiveEx(isSelect)
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end
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end
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function XUiGridWeaponFashion:Refresh(fashionId, characterId)
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self.CharacterId = characterId
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self.FashionId = fashionId
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self:CheckAnimationFinish()
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local icon
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if XWeaponFashionConfigs.IsDefaultId(fashionId) then
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local templateId
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if not XDataCenter.CharacterManager.IsOwnCharacter(characterId) then
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templateId = XCharacterConfigs.GetCharacterDefaultEquipId(characterId)
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else
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local equipId = XDataCenter.EquipManager.GetCharacterWearingWeaponId(characterId)
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templateId = XDataCenter.EquipManager.GetEquipTemplateId(equipId)
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end
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icon = XDataCenter.EquipManager.GetEquipIconPath(templateId)
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self.ImgTagDefault.gameObject:SetActiveEx(true)
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else
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icon = XWeaponFashionConfigs.GetFashionIcon(fashionId)
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self.ImgTagDefault.gameObject:SetActiveEx(false)
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end
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self.RImgIcon:SetRawImage(icon)
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local weaponFashion = XDataCenter.WeaponFashionManager.GetWeaponFashion(fashionId)
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if weaponFashion and weaponFashion:IsTimeLimit() then
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local leftTime = weaponFashion:GetLeftTime()
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self.TxtTime.text = XUiHelper.GetTime(leftTime, XUiHelper.TimeFormatType.ACTIVITY)
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self.ImgTagTime.gameObject:SetActiveEx(true)
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else
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self.ImgTagTime.gameObject:SetActiveEx(false)
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end
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self:UpdateStatus()
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end
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function XUiGridWeaponFashion:UpdateStatus()
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local status = XDataCenter.WeaponFashionManager.GetFashionStatus(self.FashionId, self.CharacterId)
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local fashionStatus = XDataCenter.WeaponFashionManager.FashionStatus
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if status == fashionStatus.UnOwned then -- 未获得
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self.ImgLock.gameObject:SetActiveEx(true)
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self.ImgUse.gameObject:SetActiveEx(false)
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self.RImgIcon.color = CSUnityEngineColor(1, 1, 1, 0.6)
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elseif status == fashionStatus.Dressed then --已穿戴
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self.ImgLock.gameObject:SetActiveEx(false)
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self.ImgUse.gameObject:SetActiveEx(true)
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self.RImgIcon.color = CSUnityEngineColor(1, 1, 1, 1)
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elseif status == fashionStatus.UnLock then --已解锁
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self.ImgLock.gameObject:SetActiveEx(false)
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self.ImgUse.gameObject:SetActiveEx(false)
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self.RImgIcon.color = CSUnityEngineColor(1, 1, 1, 1)
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end
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end
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return XUiGridWeaponFashion |