using UI.RoleInfo; using System.Collections.Generic; using FairyGUI; using UI.CommonGame; using UnityEngine; using UI.Main; namespace GFGGame { class ChangeThemeView : BaseWindow { private UI_ChangeThemeUI _ui; private List cardList = new List(); private int selectIndex = 0; private GComponent _comSelected; private EffectUI _effectUI1; private EffectUI _effectUI2; private EffectUI _effectUI3; public override void Dispose() { EffectUIPool.Recycle(_effectUI1); _effectUI1 = null; EffectUIPool.Recycle(_effectUI2); _effectUI2 = null; EffectUIPool.Recycle(_effectUI3); _effectUI3 = null; if (_comSelected != null) { _comSelected.RemoveFromParent(); _comSelected.Dispose(); } if (_ui != null) { _ui.Dispose(); _ui = null; } base.Dispose(); } protected override void OnInit() { base.OnInit(); packageName = UI_ChangeThemeUI.PACKAGE_NAME; _ui = UI_ChangeThemeUI.Create(); this.viewCom = _ui.target; this.viewCom.Center(); this.modal = true; viewAnimationType = EnumViewAnimationType.ZOOM_CENTER; //_ui.m_list.SetVirtual(); _ui.m_list.itemRenderer = RenderListCardItem; _ui.m_list.onClickItem.Add(OnListCardItemClick); _ui.m_btnSure.onClick.Add(OnClickBtnSure); _ui.m_btnClear.onClick.Add(OnClickBtnClear); _ui.m_btnClose.onClick.Add(()=> { this.Hide(); }); AddEffect(); _comSelected = UIPackage.CreateObject(UI_MainUI.PACKAGE_NAME, "ComCardSelect").asCom; } protected override void OnShown() { base.OnShown(); cardList = CardDataManager.GetCardListByRoleType(0); cardList = CardDataManager.SortItemList(cardList); _ui.m_list.numItems = cardList.Count; if(cardList.Count >0 ) { _ui.m_list.GetChildAt(selectIndex).asCom.AddChild(_comSelected); } } protected override void OnHide() { base.OnHide(); } private void RenderListCardItem(int index, GObject obj) { CardData cardData = cardList[index]; UI_ListCardFightItem item = UI_ListCardFightItem.Proxy(obj); // obj as GButton; item.m_txtName.text = cardData.itemCfg.name; item.m_comCardMask.m_loaCard.asLoader.url = ResPathUtil.GetCardIconPath(cardData.resources[cardData.resIndex]); item.m_txtLv.text = string.Format("{0}级", cardData.lv); // item.m_loaRarity.url = ResPathUtil.GetCommonGameResPath("kp_sxing_x_" + cardData.itemCfg.rarity); RarityIconController.UpdateRarityIcon(item.m_loaRarity, cardData.itemCfg.id, false); // ResPathUtil.GetCommonGameResPath("kp_sxing_x_" + data.itemCfg.rarity); item.m_loaMainScore.url = ResPathUtil.GetCommonGameResPath("kp_sx_" + (cardData.itemCfg.mainScore)); item.m_loaBorder.url = "ui://CommonGame/kp_kuang_" + cardData.itemCfg.rarity; // UI_ComStar comStar = UI_ComStar.Proxy(item.m_comStar); int starLevelDodge = cardData.star / 6; item.m_starNumType.selectedIndex = cardData.itemCfg.starDescArr.Length - 1; for (int i = 0; i < 4; i++) { UI_ComDodgeFightStar dodgeStar = UI_ComDodgeFightStar.Proxy(item.target.GetChild("dodgeStar" + i)); dodgeStar.m_lightType.selectedIndex = (starLevelDodge > i) ? 1 : 0; UI_ComDodgeFightStar.ProxyEnd(); } item.m_useIcon.visible = false; item.m_fieldwork.visible = false; if(cardData.id == MainDataManager.Instance.CardBgID) { selectIndex = index; } UI_ListCardFightItem.ProxyEnd(); // UI_ComStar.ProxyEnd(); } private void OnListCardItemClick(EventContext context) { GObject obj = context.data as GObject; UI_ListCardFightItem item = UI_ListCardFightItem.Proxy(obj); item.m_t0.Play(); EffectUIPool.Recycle(_effectUI3); _effectUI3 = null; _effectUI3 = EffectUIPool.CreateEffectUI(item.m_effect, "ui_KP", "KP_Select"); _ui.m_list.GetChildAt(_ui.m_list.selectedIndex).asCom.AddChild(_comSelected); OnCardSelected(cardList[_ui.m_list.selectedIndex].id); } private void OnCardSelected(int cardId) { MainDataManager.Instance.CardBgID = cardId; } private async void OnClickBtnSure() { await ActivitySProxy.SetOnceStatus(MainDataManager.Instance.CardBgKey, MainDataManager.Instance.CardBgID, 0); PromptController.Instance.ShowFloatTextPrompt("更换成功!"); this.Hide(); } private async void OnClickBtnClear() { await ActivitySProxy.SetOnceStatus(MainDataManager.Instance.CardBgKey, 0, 0); MainDataManager.Instance.CardBgID = 0; PromptController.Instance.ShowFloatTextPrompt("关闭成功!"); this.Hide(); } private void AddEffect() { //邊框左上角特效 _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holderLeftTop, "ui_Activity", "Com_window_L_up"); //邊框右下角特效 _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holderRightDowm, "ui_Activity", "Com_window_R_Down"); } } }