using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 武将列表
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/// </summary>
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public class HeroListWin : UIBase
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{
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[SerializeField] Button heroPackBtn;
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[SerializeField] Text heroPackText;
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[SerializeField] ScrollerController heroListScroller;
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[SerializeField] GameObject heroListEmpty;
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[SerializeField] List<Text> attrOnList; //上阵属性加成
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[SerializeField] GameObject attrOnTip;
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[SerializeField] Button attrOnTipBtn;
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[SerializeField] Button changeHeroPosBtn; //布阵按钮
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private List<Image> countrySelectImgList;
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private List<Image> jobSelectImgList;
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SinglePack singlePack;
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/// </summary>
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protected override void InitComponent()
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{
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heroPackBtn.AddListener(() =>
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{
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HeroUIManager.Instance.QueryUnLockHeroPack();
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});
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changeHeroPosBtn.AddListener(() =>
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{
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HeroUIManager.Instance.selectTeamType = TeamType.Story;
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UIManager.Instance.OpenWindow<HeroPosWin>();
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});
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}
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protected override void OnPreOpen()
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{
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singlePack = PackManager.Instance.GetSinglePack(PackType.Hero);
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heroListScroller.OnRefreshCell += OnRefreshCell;
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//需要考虑调整为武将的事件,而不是背包
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PackManager.Instance.RefreshItemEvent += RefreshPakCount;
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HeroUIManager.Instance.SortHeroList();
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CreateScroller();
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Refresh();
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}
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protected override void OnPreClose()
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{
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heroListScroller.OnRefreshCell -= OnRefreshCell;
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PackManager.Instance.RefreshItemEvent -= RefreshPakCount;
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}
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public override void Refresh()
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{
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if (singlePack == null || singlePack.GetAllItems().Count <= 0)
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{
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heroListEmpty.SetActive(true);
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heroListScroller.SetActive(false);
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}
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else
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{
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heroListEmpty.SetActive(false);
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heroListScroller.SetActive(true);
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}
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OnBattleTeamAttrPer();
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RefreshPakCount(PackType.Hero, 0, 0);
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}
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//上阵加成
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void OnBattleTeamAttrPer()
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{
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var valuePer = 0;
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var team = TeamManager.Instance.GetTeam(TeamType.Story);
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if (team != null)
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{
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for (int i = 0; i < team.serverHeroes.Length; i++)
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{
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var hero = HeroManager.Instance.GetHero(team.serverHeroes[i].guid);
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if (hero != null)
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{
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valuePer += hero.GetOnBattleAddPer();
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}
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}
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}
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//上阵属性
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for (int i = 0; i < attrOnList.Count; i++)
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{
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attrOnList[i].text = PlayerPropertyConfig.GetFullDescription(new Int2(PlayerPropertyConfig.basePerAttrs[i], valuePer));
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}
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}
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void OnRefreshCell(ScrollerDataType type, CellView cell)
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{
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var _cell = cell as HeroCardLineCell;
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_cell.Display(cell.index);
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}
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void CreateScroller()
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{
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heroListScroller.Refresh();
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for (int i = 0; i < HeroUIManager.Instance.heroSortList.Count; i++)
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{
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if (i % 4 == 0)
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{
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heroListScroller.AddCell(ScrollerDataType.Header, i);
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}
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}
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heroListScroller.Restart();
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}
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void RefreshPakCount(PackType type, int index, int itemID)
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{
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if (type != PackType.Hero)
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return;
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if (singlePack == null)
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return;
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int count = singlePack.GetAllItems().Count;
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heroPackText.text = UIHelper.AppendColor(count > singlePack.unlockedGridCount ? TextColType.Red : TextColType.NavyBrown,
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string.Format("{0}/{1}", count, singlePack.unlockedGridCount));
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}
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}
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