少年修仙传客户端代码仓库
client_linchunjie
2019-04-17 f1f2599ba0e6b64358ffef7ae5c9f9af3ed8b8b4
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using System;
using UnityEngine;
using UnityEngine.UI;
namespace Snxxz.UI
{
    public class SkillWin : Window
    {
        [SerializeField] Button m_Close;
        [SerializeField] Button m_Left;
        [SerializeField] Button m_Right;
        [SerializeField] FunctionButton m_ActSkill;
        [SerializeField] FunctionButton m_PassSkill;
        [SerializeField] FunctionButton m_Talent;
        [SerializeField] FunctionButton m_TreasureSkill;
        [SerializeField] FunctionButtonGroup m_FuncGroup;
        [Header("拖动延迟")]
        [SerializeField] float m_OnDragDelay = 0.1f;
 
        SkillModel m_Model;
        SkillModel model {
            get {
                return m_Model ?? (m_Model = ModelCenter.Instance.GetModel<SkillModel>());
            }
        }
 
        protected override void BindController()
        {
            model.onDragDelay = m_OnDragDelay;
        }
 
        protected override void AddListeners()
        {
            m_Close.onClick.AddListener(OnClose);
            m_ActSkill.onClick.AddListener(OnAccordFunc);
            m_PassSkill.onClick.AddListener(OnPassFunc);
            m_Talent.onClick.AddListener(OnTalentFunc);
            m_TreasureSkill.onClick.AddListener(OnTreasureSkillFunc);
            m_Left.onClick.AddListener(() => {
                m_FuncGroup.TriggerLast();
            });
            m_Right.onClick.AddListener(() => {
                m_FuncGroup.TriggerNext();
            });
        }
 
        private void OnPassFunc()
        {
            CloseChild();
            functionOrder = m_PassSkill.order;
            WindowCenter.Instance.Open<SkillPassWin>();
        }
 
        private void OnTalentFunc()
        {
            CloseChild();
            functionOrder = m_Talent.order;
            WindowCenter.Instance.Open<TalentWin>();
        }
 
        private void OnAccordFunc()
        {
            CloseChild();
            functionOrder = m_ActSkill.order;
            WindowCenter.Instance.Open<SkillAccordWin>();
        }
 
        private void OnTreasureSkillFunc()
        {
            CloseChild();
            functionOrder = m_TreasureSkill.order;
            WindowCenter.Instance.Open<TreasureSkillWin>();
        }
 
        protected override void OnPreOpen()
        {
        }
 
        protected override void OnActived()
        {
            base.OnActived();
 
            if (functionOrder == 0 && model.jumpToPass)
            {
                functionOrder = m_PassSkill.order;
                model.jumpToPass = false;
            }
 
            m_FuncGroup.TriggerByOrder(functionOrder);
        }
 
        protected override void OnAfterOpen()
        {
        }
 
        protected override void OnPreClose()
        {
            model.jumpToPass = false;
        }
 
        protected override void OnAfterClose()
        {
            if (!WindowJumpMgr.Instance.IsJumpState)
            {
                WindowCenter.Instance.Open<MainInterfaceWin>();
            }
        }
 
        void OnClose()
        {
            CloseChild();
            CloseImmediately();
        }
 
        void CloseChild()
        {
            var children = WindowConfig.Get().FindChildWindows("SkillWin");
            foreach (var window in children)
            {
                WindowCenter.Instance.Close(window);
            }
        }
    }
}