forked from endernon/PGRData
490 lines
18 KiB
Lua
490 lines
18 KiB
Lua
local XUiGridSuitPrefab = require("XUi/XUiEquipAwarenessReplace/XUiGridSuitPrefab")
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local XUiGridEquip = require("XUi/XUiEquipAwarenessReplace/XUiGridEquip")
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local XUiGridResonanceSkill = require("XUi/XUiEquipResonanceSkill/XUiGridResonanceSkill")
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local XUiGridDoubleResonanceSkill = require("XUi/XUiEquipResonanceSkill/XUiGridDoubleResonanceSkill")
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local tableInsert = table.insert
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local tableSort = table.sort
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local CSXTextManagerGetText = CS.XTextManager.GetText
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local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
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local CUR_SUIT_PREFAB_INDEX = 0
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local MAX_MERGE_ATTR_COUNT = 4
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local MAX_RESONANCE_SKILL_COUNT = 6
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local MAX_SUIT_SKILL_COUNT = 4
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local ShowPropertyIndex = {
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Attr = 1,
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SuitSkill = 2,
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ResonanceSkill = 3,
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}
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local TAB_TYPE = {
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ALL = 1, --通用
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ONE = 2, --专属
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}
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local XUiEquipAwarenessSuitPrefab = XLuaUiManager.Register(XLuaUi, "UiEquipAwarenessSuitPrefab")
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function XUiEquipAwarenessSuitPrefab:OnAwake()
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self:AutoAddListener()
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self.GridSuitPrefab.gameObject:SetActiveEx(false)
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end
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function XUiEquipAwarenessSuitPrefab:OnStart(characterId)
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self.CharacterId = characterId
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self.CurPrefabIndex = CUR_SUIT_PREFAB_INDEX
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self.SelectShowProperty = ShowPropertyIndex.Attr
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self.GridDoubleResonanceSkills = {}
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self.GridDoubleResonanceSkill.gameObject:SetActiveEx(false)
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self:InitDynamicTable()
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self:InitCurEquipGrids()
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self:InitPropertyBtnGroup()
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self:InitTabGroup()
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end
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function XUiEquipAwarenessSuitPrefab:OnEnable()
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-- 获取是否有专属意识组合数据
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local oneSuitPrefabIndexs = self:GetSuitPrefabIndexList(TAB_TYPE.ONE)
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-- 如果已经有专属意识组合,直接切换专属
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if #oneSuitPrefabIndexs > 1 then
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self.TabGroup:SelectIndex(TAB_TYPE.ONE)
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-- 默认切换通用
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else
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self.TabGroup:SelectIndex(TAB_TYPE.ALL)
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end
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end
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function XUiEquipAwarenessSuitPrefab:OnGetEvents()
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return {
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XEventId.EVENT_EQUIP_SUIT_PREFAB_DATA_UPDATE_NOTIFY
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, XEventId.EVENT_EQUIP_DATA_LIST_UPDATE_NOTYFY
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, XEventId.EVENT_EQUIP_PUTON_NOTYFY
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, XEventId.EVENT_EQUIP_TAKEOFF_NOTYFY
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, XEventId.EVENT_EQUIPLIST_TAKEOFF_NOTYFY
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}
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end
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function XUiEquipAwarenessSuitPrefab:OnNotify(evt)
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if evt == XEventId.EVENT_EQUIP_SUIT_PREFAB_DATA_UPDATE_NOTIFY
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or evt == XEventId.EVENT_EQUIP_DATA_LIST_UPDATE_NOTYFY
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or evt == XEventId.EVENT_EQUIP_PUTON_NOTYFY
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or evt == XEventId.EVENT_EQUIPLIST_TAKEOFF_NOTYFY
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or evt == XEventId.EVENT_EQUIP_TAKEOFF_NOTYFY then
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self:Refresh(nil, true)
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end
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end
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--@region 点击事件
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function XUiEquipAwarenessSuitPrefab:AutoAddListener()
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self.BtnTanchuangClose.CallBack = function() self:OnBtnTanchuangClose() end
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self.BtnClosePopup.CallBack = function() self:ClosePopup() end
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self.BtnSetName.CallBack = function() self:OnBtnSetName() end
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self.BtnSave.CallBack = function() self:OnBtnSave() end
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self.BtnEquip.CallBack = function() self:OnBtnEquip() end
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self.BtnChangeName.CallBack = function() self:OnBtnChangeName() end
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self.BtnDelete.CallBack = function() self:OnBtnDelete() end
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self:RegisterClickEvent(self.BtnPos1, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.One) end)
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self:RegisterClickEvent(self.BtnPos2, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Two) end)
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self:RegisterClickEvent(self.BtnPos3, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Three) end)
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self:RegisterClickEvent(self.BtnPos4, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Four) end)
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self:RegisterClickEvent(self.BtnPos5, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Five) end)
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self:RegisterClickEvent(self.BtnPos6, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Six) end)
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self:RegisterClickEvent(self.PanelDynamicTable, self.OnPanelDynamicTable)
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end
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function XUiEquipAwarenessSuitPrefab:OnSelectType(index)
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if self.TabType ~= index then
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self.TabType = index
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self.CurPrefabIndex = CUR_SUIT_PREFAB_INDEX
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self:Refresh()
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self:PlayAnimation("QieHuan")
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end
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end
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function XUiEquipAwarenessSuitPrefab:OnBtnTanchuangClose()
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self:ClosePopup()
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self:Close()
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end
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function XUiEquipAwarenessSuitPrefab:OnPanelDynamicTable()
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self:ClosePopup()
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end
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function XUiEquipAwarenessSuitPrefab:OnBtnSetName()
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self:ClosePopup()
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XLuaUiManager.Open("UiEquipSuitPrefabRename", function(newName)
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self.UnSavedPrefabInfo:SetName(newName)
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self:Refresh(true)
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end)
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end
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function XUiEquipAwarenessSuitPrefab:OnBtnSave()
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local num = #self.SuitPrefabInfoList-1
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local maxNum
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if self.TabType == TAB_TYPE.ALL then
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maxNum = XDataCenter.EquipManager.GetSuitPrefabNumMax()
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elseif self.TabType == TAB_TYPE.ONE then
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maxNum = XDataCenter.EquipManager.GetEquipSuitCharacterPrefabMaxNum()
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end
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if num >= maxNum then
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XUiManager.TipText("EquipSuitPrefabSaveOverMaxNum")
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return
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end
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if self.TabType == TAB_TYPE.ALL then
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XDataCenter.EquipManager.EquipSuitPrefabSave(self.UnSavedPrefabInfo, 0)
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elseif self.TabType == TAB_TYPE.ONE then
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XDataCenter.EquipManager.EquipSuitPrefabSave(self.UnSavedPrefabInfo, self.CharacterId)
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end
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self:ClosePopup()
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end
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function XUiEquipAwarenessSuitPrefab:OnBtnEquip()
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self:ClosePopup()
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local characterType = XCharacterConfigs.GetCharacterType(self.CharacterId)
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local conflictInfoList = {}
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local suitPrefabInfo = self:GetShowingPrefabInfo()
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local equipIds = suitPrefabInfo:GetEquipIds()
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for _, equipId in pairs(equipIds) do
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if not XDataCenter.EquipManager.IsCharacterTypeFit(equipId, characterType) then
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XUiManager.TipText("EquipAwarenessSuitPrefabCharacterTypeWrong")
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return
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end
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local characterId = XDataCenter.EquipManager.GetEquipWearingCharacterId(equipId)
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if characterId and characterId ~= self.CharacterId then
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local conflictInfo = {
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EquipId = equipId,
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CharacterId = characterId,
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}
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tableInsert(conflictInfoList, conflictInfo)
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end
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end
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tableSort(conflictInfoList, function(a, b)
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return XDataCenter.EquipManager.GetEquipSite(a.EquipId) < XDataCenter.EquipManager.GetEquipSite(b.EquipId)
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end)
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local equipFunc = function()
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XMVCA:GetAgency(ModuleId.XEquip):EquipSuitPrefabEquip(self.CurPrefabIndex, self.CharacterId, function()
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self.CurPrefabIndex = CUR_SUIT_PREFAB_INDEX
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end)
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end
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if not next(conflictInfoList) then
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equipFunc()
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else
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XLuaUiManager.Open("UiEquipSuitPrefabConflict", conflictInfoList, equipFunc)
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end
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end
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function XUiEquipAwarenessSuitPrefab:OnBtnChangeName()
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self:ClosePopup()
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XLuaUiManager.Open("UiEquipSuitPrefabRename", function(newName)
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XDataCenter.EquipManager.EquipSuitPrefabRename(self.CurPrefabIndex, newName)
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end)
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end
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function XUiEquipAwarenessSuitPrefab:OnBtnDelete()
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self:ClosePopup()
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local suitPrefabInfo = self:GetShowingPrefabInfo()
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local content = suitPrefabInfo:GetName()
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XLuaUiManager.Open("UiEquipSuitPrefabConfirm", content, function()
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local prefabIndex = self.CurPrefabIndex
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self.CurPrefabIndex = CUR_SUIT_PREFAB_INDEX
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XDataCenter.EquipManager.EquipSuitPrefabDelete(prefabIndex)
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end)
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end
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--@endregion
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--@region 初始化函数
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function XUiEquipAwarenessSuitPrefab:InitDynamicTable()
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self.DynamicTable = XDynamicTableNormal.New(self.PanelDynamicTable)
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self.DynamicTable:SetProxy(XUiGridSuitPrefab)
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self.DynamicTable:SetDelegate(self)
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end
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function XUiEquipAwarenessSuitPrefab:InitCurEquipGrids()
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local clickCb = function(equipId)
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self:OnSelectEquip(equipId)
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end
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self.CurEquipGirds = {}
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self.GridCurAwareness.gameObject:SetActiveEx(false)
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for _, equipSite in pairs(XEquipConfig.EquipSite.Awareness) do
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local item = CS.UnityEngine.Object.Instantiate(self.GridCurAwareness)
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self.CurEquipGirds[equipSite] = XUiGridEquip.New(item, self, clickCb, true)
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self.CurEquipGirds[equipSite]:InitRootUi(self)
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self.CurEquipGirds[equipSite].Transform:SetParent(self["PanelPos" .. equipSite], false)
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end
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end
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function XUiEquipAwarenessSuitPrefab:InitTabGroup()
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local tabBtns = { self.BtnTabAll, self.BtnTabOne }
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self.TabGroup:Init(tabBtns, function(index) self:OnSelectType(index) end)
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self.RImgRole:SetRawImage(XDataCenter.CharacterManager.GetCharSmallHeadIcon(self.CharacterId))
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end
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function XUiEquipAwarenessSuitPrefab:InitPropertyBtnGroup()
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self.EquipBtnGroup:Init({
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self.BtnEquipProperty,
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self.BtnEquipSkill,
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self.BtnEquipResonance,
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}, function(tabIndex) self:OnSelectShowProperty(tabIndex) end)
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end
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function XUiEquipAwarenessSuitPrefab:OnSelectShowProperty(selectShowProperty)
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self.SelectShowProperty = selectShowProperty
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if selectShowProperty == ShowPropertyIndex.Attr then
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self:UpdateCurEquipAttr()
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self.PanelAttrParent.gameObject:SetActiveEx(true)
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self.PanelSuitSkill.gameObject:SetActiveEx(false)
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self.PanelResonanceSkill.gameObject:SetActiveEx(false)
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elseif selectShowProperty == ShowPropertyIndex.SuitSkill then
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self:UpdateCurEquipSkill()
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self.PanelAttrParent.gameObject:SetActiveEx(false)
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self.PanelSuitSkill.gameObject:SetActiveEx(true)
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self.PanelResonanceSkill.gameObject:SetActiveEx(false)
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elseif selectShowProperty == ShowPropertyIndex.ResonanceSkill then
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self:UpdateCurEquipResonanceSkill()
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self.PanelAttrParent.gameObject:SetActiveEx(false)
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self.PanelSuitSkill.gameObject:SetActiveEx(false)
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self.PanelResonanceSkill.gameObject:SetActiveEx(true)
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end
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self:ClosePopup()
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end
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--@endregion
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function XUiEquipAwarenessSuitPrefab:Refresh(doNotResetUnsaved, resetScroll)
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local characterId = self.CharacterId
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self.UnSavedPrefabInfo = not doNotResetUnsaved and XDataCenter.EquipManager.GetUnSavedSuitPrefabInfo(characterId) or self.UnSavedPrefabInfo
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self.SuitPrefabInfoList = self:GetSuitPrefabIndexList()
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self:UpdateDynamicTable(resetScroll)
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self:UpdateCurEquipGrids(self.CurPrefabIndex)
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end
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function XUiEquipAwarenessSuitPrefab:UpdateCurEquipAttr()
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local suitPrefabInfo = self:GetShowingPrefabInfo()
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local attrMap = XDataCenter.EquipManager.GetAwarenessMergeAttrMap(suitPrefabInfo:GetEquipIds())
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local attrCount = 0
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for _, attr in pairs(attrMap) do
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attrCount = attrCount + 1
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if attrCount > MAX_MERGE_ATTR_COUNT then
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break
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end
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self["TxtName" .. attrCount].text = attr.Name
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self["TxtAttr" .. attrCount].text = attr.Value
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self["PanelAttr" .. attrCount].gameObject:SetActiveEx(true)
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end
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for i = attrCount + 1, MAX_MERGE_ATTR_COUNT do
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self["PanelAttr" .. i].gameObject:SetActiveEx(false)
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end
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end
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function XUiEquipAwarenessSuitPrefab:UpdateCurEquipSkill()
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local suitPrefabInfo = self:GetShowingPrefabInfo()
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local activeSkillDesInfoList = XDataCenter.EquipManager.GetSuitMergeActiveSkillDesInfoList(suitPrefabInfo:GetEquipIds(), self.CharacterId)
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local skillCount = 0
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for i = 1, MAX_SUIT_SKILL_COUNT do
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if not activeSkillDesInfoList[i] then
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self["TxtSkillDes" .. i].gameObject:SetActiveEx(false)
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else
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self["TxtPos" .. i].text = activeSkillDesInfoList[i].PosDes
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self["TxtSkillDes" .. i].text = activeSkillDesInfoList[i].SkillDes
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self["TxtSkillDes" .. i].gameObject:SetActiveEx(true)
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skillCount = skillCount + 1
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end
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end
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if skillCount == 0 then
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self.PanelNoSkill.gameObject:SetActiveEx(true)
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else
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self.PanelNoSkill.gameObject:SetActiveEx(false)
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end
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CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self["TxtSkillDes1"].transform.parent)
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end
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function XUiEquipAwarenessSuitPrefab:UpdateCurEquipResonanceSkill()
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local skillCount = 0
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for equipSite = 1, MAX_RESONANCE_SKILL_COUNT do
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local suitPrefabInfo = self:GetShowingPrefabInfo()
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local equipId = suitPrefabInfo:GetEquipId(equipSite)
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local grid = self.GridDoubleResonanceSkills[equipSite]
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if not grid then
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local go = CSUnityEngineObjectInstantiate(self.GridDoubleResonanceSkill, self.PanelResonanceSkillParent)
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grid = XUiGridDoubleResonanceSkill.New(go)
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self.GridDoubleResonanceSkills[equipSite] = grid
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grid.GameObject:SetActiveEx(true)
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end
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if not equipId or equipId == 0 then
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grid:RefreshByEquipId(nil, nil, equipSite)
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else
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grid:RefreshByEquipId(self.CharacterId, equipId, equipSite)
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skillCount = skillCount + 1
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end
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end
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local noResonanceSkill = skillCount == 0
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self.PanelResonanceSkillParent.gameObject:SetActiveEx(not noResonanceSkill)
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self.PanelNoResonanceSkill.gameObject:SetActiveEx(noResonanceSkill)
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end
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function XUiEquipAwarenessSuitPrefab:UpdateSavePanel()
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local isPreafabSaved = self.CurPrefabIndex ~= CUR_SUIT_PREFAB_INDEX
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self.PanelSavedPrefab.gameObject:SetActiveEx(isPreafabSaved)
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self.PanelUnSavedPrefab.gameObject:SetActiveEx(not isPreafabSaved)
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if not isPreafabSaved then
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local suitPrefabInfo = self:GetShowingPrefabInfo()
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self.BtnSetName:SetName(suitPrefabInfo:GetName())
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end
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end
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function XUiEquipAwarenessSuitPrefab:UpdateDynamicTable(resetScroll)
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local num = #self.SuitPrefabInfoList-1
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if self.TabType == TAB_TYPE.ALL then
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self.TxtTotalNum.text = CSXTextManagerGetText("EquipSuitPrefabNum", num, XDataCenter.EquipManager.GetSuitPrefabNumMax())
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self.TextName.text = CSXTextManagerGetText("AwarenessGroup")
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elseif self.TabType == TAB_TYPE.ONE then
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local charConfig = XCharacterConfigs.GetCharacterTemplate(self.CharacterId)
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self.TxtTotalNum.text = CSXTextManagerGetText("EquipSuitPrefabNum", num, XDataCenter.EquipManager.GetEquipSuitCharacterPrefabMaxNum())
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self.TextName.text = CSXTextManagerGetText("AwarenessGroupWithName", charConfig.TradeName)
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end
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self.DynamicTable:SetDataSource(self.SuitPrefabInfoList)
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self.DynamicTable:ReloadDataASync(resetScroll and 1)
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end
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function XUiEquipAwarenessSuitPrefab:OnDynamicTableEvent(event, index, grid)
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local suitPrefabIndex = self.SuitPrefabInfoList[index]
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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local suitPrefabInfo = self:GetShowingPrefabInfo(suitPrefabIndex)
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local isPreafabSaved = suitPrefabIndex ~= CUR_SUIT_PREFAB_INDEX
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grid:Refresh(suitPrefabInfo, index-1, isPreafabSaved)
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if self.CurPrefabIndex == suitPrefabIndex then
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grid:SetSelected(true)
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self.LastSelectSuitPrefabGird = grid
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else
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grid:SetSelected(false)
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end
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
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if self.LastSelectSuitPrefabGird then
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self.LastSelectSuitPrefabGird:SetSelected(false)
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end
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self.LastSelectSuitPrefabGird = grid
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if self.LastSelectSuitPrefabGird then
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self.LastSelectSuitPrefabGird:SetSelected(true)
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end
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self:UpdateCurEquipGrids(suitPrefabIndex)
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self:ClosePopup()
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end
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end
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function XUiEquipAwarenessSuitPrefab:UpdateCurEquipGrids(suitPrefabIndex)
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self.CurPrefabIndex = suitPrefabIndex
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self:UpdateSavePanel()
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self.EquipBtnGroup:SelectIndex(self.SelectShowProperty)
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for _, equipSite in pairs(XEquipConfig.EquipSite.Awareness) do
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self:UpdateCurEquipGrid(equipSite)
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end
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end
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function XUiEquipAwarenessSuitPrefab:UpdateCurEquipGrid(equipSite)
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local suitPrefabInfo = self:GetShowingPrefabInfo()
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local equipId = suitPrefabInfo:GetEquipId(equipSite)
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if not equipId or equipId == 0 then
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self.CurEquipGirds[equipSite].GameObject:SetActiveEx(false)
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self["PanelNoEquip" .. equipSite].gameObject:SetActiveEx(true)
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else
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self.CurEquipGirds[equipSite]:Refresh(equipId)
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self.CurEquipGirds[equipSite].GameObject:SetActiveEx(true)
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self["PanelNoEquip" .. equipSite].gameObject:SetActiveEx(false)
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end
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end
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function XUiEquipAwarenessSuitPrefab:ClosePopup()
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if XLuaUiManager.IsUiShow("UiEquipAwarenessPopup") then
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XLuaUiManager.Close("UiEquipAwarenessPopup")
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end
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end
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function XUiEquipAwarenessSuitPrefab:OnSelectEquip(equipId)
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local equipSite = XDataCenter.EquipManager.GetEquipSite(equipId)
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self:OnSelectEquipSite(equipSite)
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if self.CurEquipGirds[equipSite] then
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XLuaUiManager.Open("UiEquipAwarenessPopup", self, nil, equipId, self.CharacterId, true)
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end
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end
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function XUiEquipAwarenessSuitPrefab:OnSelectEquipSite(equipSite)
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if self.LastSelectPos then
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local go = self["ImgSelect" .. self.LastSelectPos]
|
|
if go then
|
|
go.gameObject:SetActiveEx(false)
|
|
end
|
|
end
|
|
self.LastSelectPos = equipSite
|
|
if self.LastSelectPos then
|
|
local go = self["ImgSelect" .. self.LastSelectPos]
|
|
if go then
|
|
go.gameObject:SetActiveEx(true)
|
|
end
|
|
end
|
|
|
|
if self.LastSelectCurGrid then
|
|
self.LastSelectCurGrid:SetSelected(false)
|
|
end
|
|
self.LastSelectCurGrid = self.CurEquipGirds[equipSite]
|
|
if self.LastSelectCurGrid then
|
|
self.LastSelectCurGrid:SetSelected(true)
|
|
end
|
|
|
|
self:ClosePopup()
|
|
end
|
|
|
|
function XUiEquipAwarenessSuitPrefab:GetShowingPrefabInfo(prefabIndex)
|
|
prefabIndex = prefabIndex or self.CurPrefabIndex
|
|
return XDataCenter.EquipManager.GetSuitPrefabInfo(prefabIndex) or self.UnSavedPrefabInfo
|
|
end
|
|
|
|
function XUiEquipAwarenessSuitPrefab:GetSuitPrefabIndexList(tabType)
|
|
if tabType == nil then tabType = self.TabType end
|
|
local tl = {0} --0对应自定义的那列
|
|
local suitPrefabInfoList = XDataCenter.EquipManager.GetSuitPrefabIndexList()
|
|
|
|
for i,suitPrefabIndex in ipairs(suitPrefabInfoList) do
|
|
local suitPrefabInfo = self:GetShowingPrefabInfo(suitPrefabIndex)
|
|
if tabType == TAB_TYPE.ALL then
|
|
if suitPrefabInfo:GetCharacterId() == 0 then
|
|
table.insert(tl, suitPrefabIndex)
|
|
end
|
|
elseif tabType == TAB_TYPE.ONE then
|
|
if suitPrefabInfo:GetCharacterId() == self.CharacterId then
|
|
table.insert(tl, suitPrefabIndex)
|
|
end
|
|
end
|
|
end
|
|
|
|
return tl
|
|
end
|