少年修仙传客户端代码仓库
client_Hale
2019-04-13 d4b5806a57e4e88a1fc57dd95f17e185f33e4e43
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
using System.Collections;
 
namespace Snxxz.UI
{
    [XLua.Hotfix]
    public class FashionDetailsWin : Window
    {
        [SerializeField] GameObject container;
        [SerializeField] CanvasGroup alpha;
        [Header("顶部UI")]
        [SerializeField] Text nameText;
        [SerializeField] Text fashionPartText;
        [SerializeField] Text jobText;
        [SerializeField] CommonItemBaisc itemBaisc;
        [Header("中间UI")]
        [SerializeField] GameObject midPartObj;
        [SerializeField] FashionAttrBeh currentFashionAttr;
        [SerializeField] FashionAttrBeh nextFashionAttr;
        [Header("底部UI")]
        [SerializeField] GameObject bottomPartObj;
        [SerializeField] Text resourceText;
 
        [Header("获取途径")]
        [SerializeField] GameObject getWaysObj;
        [SerializeField] ScrollerController _waysCtrl;
        [SerializeField] Transform waysLineCell;
 
        FashionDress fashionDress = null;
        ItemConfig itemConfig = null;
        FashionDressModel fashionModel { get { return ModelCenter.Instance.GetModel<FashionDressModel>(); } }
        GetItemPathModel itemPathModel { get { return ModelCenter.Instance.GetModel<GetItemPathModel>(); } }
        #region Built-in
        protected override void BindController()
        {
 
        }
        protected override void AddListeners()
        {
            _waysCtrl.OnRefreshCell += RefreshWayCell;
        }
        protected override void OnPreOpen()
        {
            SetDisplay();
        }
        protected override void OnActived()
        {
            base.OnActived();
            StartCoroutine(DelayShow());
        }
        protected override void OnAfterOpen()
        {
            
        }
 
        protected override void OnPreClose()
        {
           
        }
 
        protected override void OnAfterClose()
        {
 
        }
        #endregion
 
        private void SetDisplay()
        {
           
            fashionModel.TryGetFashionDress(fashionModel.viewFashionDressId,out fashionDress);
            if (fashionDress == null) return;
 
            container.SetActive(false);
            int itemId = fashionDress.GetEquipItemId();
            DebugEx.Log("物品ID:" + itemId);
            alpha.alpha = 0;
            itemConfig = ItemConfig.Get(itemId);
            SetTopUI();
            SetMidUI();
            SetBotttomUI();
            bool isShowGetWays = itemConfig != null && itemConfig.GetWay != null && itemConfig.GetWay.Length > 0 ? true : false;
            getWaysObj.SetActive(isShowGetWays);
            if(isShowGetWays)
            {
                CreateWayCell();
            }
        }
 
        #region 时装详情
        private void SetTopUI()
        {
            if (itemConfig == null) return;
 
            if (itemConfig.JobLimit != 0)
            {
                JobNameConfig jobNameConfig = JobNameConfig.Get(itemConfig.JobLimit);
                jobText.text = jobNameConfig.name;
            }
            nameText.text = itemConfig.ItemName;
            nameText.color = UIHelper.GetUIColor(itemConfig.ItemColor);
            fashionPartText.text = itemConfig.ItemTypeName;
            ItemCellModel cellModel = new ItemCellModel(itemConfig.ID);
            itemBaisc.Init(cellModel);
        }
 
        private void SetMidUI()
        {
            //midPartObj.SetActive(true);
            if (fashionDress == null) return;
            int minStar = 1;
            int curSatr = fashionModel.GetFashionDressLevel(fashionDress.id);
            if(curSatr < minStar)
            {
                currentFashionAttr.gameObject.SetActive(false);
                nextFashionAttr.gameObject.SetActive(true);
                nextFashionAttr.SetDisplay(minStar,curSatr);
            }
            else if(curSatr >= fashionDress.maxLevel)
            {
                currentFashionAttr.gameObject.SetActive(true);
                nextFashionAttr.gameObject.SetActive(false);
                currentFashionAttr.SetDisplay(fashionDress.maxLevel,curSatr);
            }
            else
            {
                currentFashionAttr.gameObject.SetActive(true);
                nextFashionAttr.gameObject.SetActive(true);
                currentFashionAttr.SetDisplay(curSatr,curSatr);
                nextFashionAttr.SetDisplay(curSatr+1,curSatr);
            }
        }
 
        private void SetBotttomUI()
        {
            if (itemConfig == null) return;
 
            //bottomPartObj.SetActive(true);
            resourceText.text = itemConfig.Description;
        }
 
        IEnumerator DelayShow()
        {
            yield return null;
            container.SetActive(true);
            StartCoroutine(DelayAlpha());
        }
 
        IEnumerator DelayShowMid()
        {
            yield return null;
            midPartObj.SetActive(true);
            StartCoroutine(DelayShowBottom());
        }
 
        IEnumerator DelayShowBottom()
        {
            yield return null;
            bottomPartObj.SetActive(true);
            StartCoroutine(DelayAlpha());
        }
 
        IEnumerator DelayAlpha()
        {
            yield return null;
            alpha.alpha = 1;
        }
        #endregion
 
        #region getWaysTips逻辑
        private List<GetItemWaysConfig> getWayslist;
        protected virtual void CreateWayCell()
        {
            getWayslist = itemPathModel.GetWaysList(itemConfig);
            _waysCtrl.Refresh();
            int i = 0;
            int remain = getWayslist.Count % waysLineCell.childCount;
            int line = (int)getWayslist.Count / waysLineCell.childCount;
            if (remain > 0)
            {
                line += 1;
            }
 
            for (i = 0; i < line; i++)
            {
                _waysCtrl.AddCell(ScrollerDataType.Header, i);
            }
            _waysCtrl.Restart();
        }
 
        private void RefreshWayCell(ScrollerDataType type, CellView cell)
        {
            int i = 0;
            for (i = 0; i < cell.transform.childCount; i++)
            {
                WayCell wayCell = cell.transform.GetChild(i).GetComponent<WayCell>();
                if (wayCell == null)
                    wayCell = cell.transform.GetChild(i).gameObject.AddComponent<WayCell>();
 
                int index = (cell.transform.childCount) * cell.index + i;
                if (index <= getWayslist.Count - 1)
                {
                    cell.transform.GetChild(i).gameObject.SetActive(true);
                    GetItemWaysConfig itemWaysModel = getWayslist[index];
                    wayCell.icon.SetSprite(itemWaysModel.Icon);
                    wayCell.wayName.text = itemWaysModel.Text;
                    wayCell.funcName.text = itemWaysModel.name;
                    wayCell.wayButton.RemoveAllListeners();
                    wayCell.wayButton.AddListener(() =>
                    {
                        ClickWayCell(itemWaysModel);
                    });
                }
                else
                {
                    cell.transform.GetChild(i).gameObject.SetActive(false);
                }
            }
        }
 
        public void ClickWayCell(GetItemWaysConfig itemWaysModel)
        {
            CloseImmediately();
            itemPathModel.ClickGetWay(itemWaysModel.ID);
        }
 
        #endregion
    }
}