forked from endernon/PGRData
49 lines
No EOL
1.3 KiB
Lua
49 lines
No EOL
1.3 KiB
Lua
---场景动态列表中的元素控制器
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local XDynamicSceneGrid=XClass(nil,"XDynamicSceneGrid")
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function XDynamicSceneGrid:Ctor(ui,parent)
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self.Parent=parent
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XTool.InitUiObjectByUi(self,ui)
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end
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---更新元素的内容显示
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function XDynamicSceneGrid:RefreshDisplay(sceneId,isHave)
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local template=XDataCenter.PhotographManager.GetSceneTemplateById(sceneId)
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self.Id=sceneId
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self.IsHave=isHave
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self.TxSceneName.text=template.Name
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self.ImgScene:SetRawImage(template.IconPath)
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--根据场景拥有情况显示
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if self.IsHave then
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self.Lock.gameObject:SetActiveEx(false)
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self.TxtLock.text=''
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else
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self.Lock.gameObject:SetActiveEx(true)
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self.TxtLock.text=template.LockDec
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end
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self:RefreshRedPoint()
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end
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---判断场景使用情况决定是否显示蓝点
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function XDynamicSceneGrid:RefreshRedPoint()
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local state=XSaveTool.GetData(XDataCenter.PhotographManager.GetSceneStateKey(self.Id))
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if state==1 or state==2 or not self.IsHave then
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self.Red.gameObject:SetActiveEx(false)
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else
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self.Red.gameObject:SetActiveEx(true)
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end
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end
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function XDynamicSceneGrid:SetSelect(bool)
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self.Sel.gameObject:SetActiveEx(bool)
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end
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function XDynamicSceneGrid:SetUsedTag(bool)
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self.ImgUse.gameObject:SetActiveEx(bool)
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end
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return XDynamicSceneGrid |