using UI.CommonGame; using FairyGUI; using UnityEngine; using UI.LuckyBox; namespace GFGGame { public class GetSuitItemVIew : BaseWindow { private UI_GetSuitItemUI _ui; private EffectUI _effectUI1; private DressUpObjUI _dressUpObjUI; public override void Dispose() { EffectUIPool.Recycle(_effectUI1); _effectUI1 = null; if (_dressUpObjUI != null) { _dressUpObjUI.Dispose(); _dressUpObjUI = null; } if (_dressUpObjUI != null) { _dressUpObjUI.Dispose(); _dressUpObjUI = null; } if (_ui != null) { _ui.Dispose(); _ui = null; } base.Dispose(); } protected override void OnInit() { base.OnInit(); _ui = UI_GetSuitItemUI.Create(); this.viewCom = _ui.target; isfullScreen = true; _dressUpObjUI = new DressUpObjUI("SceneDressUp"); _ui.m_bg.onClick.Add(OnClickBg); _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holderEffect, "ui_ck", "ui_ck_tz"); } protected override void OnShown() { base.OnShown(); GRoot.inst.touchable = true; int suitId = (int)viewData; UpdateView(suitId); } protected override void OnHide() { base.OnHide(); if (this.viewCom == null || this.viewCom.root == null) { Timers.inst.CallLater((object param) => { GetSuitItemController.TryShow(0); }); } TryCompleteGuide(); } private void OnClickBg() { int suitId = GetSuitItemController.TryShow(0); if (suitId > 0) { UpdateView(suitId); } else { Hide(); } } private void UpdateItem(int itemdId) { UI_LuckyBoxBonusItem itemUI = UI_LuckyBoxBonusItem.Proxy(_ui.m_item); ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemdId); itemUI.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg); string itemName = itemCfg.name; itemUI.m_comIcon.m_txtName.text = itemName; RarityIconController.UpdateRarityIcon(itemUI.m_comIcon.m_rarity, itemdId, false); itemUI.target.data = itemdId; itemUI.target.onClick.Clear(); itemUI.target.onClick.Add(OnClickItemUI); UI_LuckyBoxBonusItem.ProxyEnd(); } private void OnClickItemUI(EventContext context) { GComponent item = context.sender as GComponent; int itemID = (int)item.data; GoodsItemTipsController.ShowItemTips(itemID); } private void UpdateView(int suitId) { _ui.m_holderEffect.visible = true; int count = 0;//套装当前拥有的部件数量 int totalCount = 1; // int suitId = 0; DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount); // totalCount = SuitCfgManager.Instance.GetTotalCountOfOneSuit(suitId); if (suitId > 0) { SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId); _ui.m_txtName.text = "套装·" + suitCfg.name; int targetY = (int)(_ui.m_item.y + _ui.m_item.height + 50); } _ui.m_probar.max = totalCount; _ui.m_probar.value = count; // UpdateItem(itemId); _dressUpObjUI.ResetSceneObj(70, false, true, null, false); _dressUpObjUI.dressUpObj.PutOnSuitCfg(suitId, false, null, false, false); _dressUpObjUI.UpdateWrapper(_ui.m_holder); } } }