BagView.cs 4.1 KB

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  1. using System.Collections.Generic;
  2. using ET;
  3. using FairyGUI;
  4. using UI.Bag;
  5. using UI.CommonGame;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class BagView : BaseWindow
  10. {
  11. private UI_BagUI _ui;
  12. private ValueBarController _valueBarController;
  13. // private List<ItemView> _listItemViews = new List<ItemView>();
  14. public override void Dispose()
  15. {
  16. base.Dispose();
  17. if (_valueBarController != null)
  18. {
  19. _valueBarController.Dispose();
  20. _valueBarController = null;
  21. }
  22. // for (int i = 0; i < _listItemViews.Count; i++)
  23. // {
  24. // _listItemViews[i].Dispose();
  25. // _listItemViews[i] = null;
  26. // }
  27. if (_ui != null)
  28. {
  29. _ui.Dispose();
  30. _ui = null;
  31. }
  32. }
  33. protected override void OnInit()
  34. {
  35. base.OnInit();
  36. packageName = UI_BagUI.PACKAGE_NAME;
  37. _ui = UI_BagUI.Create();
  38. this.viewCom = _ui.target;
  39. isfullScreen = true;
  40. _valueBarController = new ValueBarController(_ui.m_comValueBar);
  41. _ui.m_btnback.onClick.Add(OnBtnBackClick);
  42. _ui.m_list.SetVirtual();
  43. _ui.m_list.itemRenderer = ListItemRender;
  44. _ui.m_list.onClickItem.Add(OnListItemClick);
  45. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("tc_bjbj");
  46. }
  47. protected override void AddEventListener()
  48. {
  49. base.AddEventListener();
  50. EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, UpdateList);
  51. }
  52. protected override void OnShown()
  53. {
  54. base.OnShown();
  55. _valueBarController.OnShown();
  56. UpdateList();
  57. }
  58. protected override void OnHide()
  59. {
  60. _valueBarController.OnHide();
  61. if (_ui.m_list.numItems > 0)
  62. {
  63. _ui.m_list.ScrollToView(0);
  64. }
  65. _ui.m_list.numItems = 0;
  66. base.OnHide();
  67. }
  68. protected override void RemoveEventListener()
  69. {
  70. base.RemoveEventListener();
  71. EventAgent.RemoveEventListener(ConstMessage.ITEM_CHANGED, UpdateList);
  72. }
  73. private void UpdateList()
  74. {
  75. _ui.m_list.numItems = BagDataManager.Instance.BagDatas.Count;
  76. }
  77. private void ListItemRender(int index, GObject obj)
  78. {
  79. ItemData itemData = BagDataManager.Instance.BagDatas[index];
  80. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  81. UI_ListItem item = UI_ListItem.Proxy(obj);
  82. item.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg);
  83. item.m_txtCount.SetVar("count", itemData.num.ToString()).FlushVars();
  84. item.target.data = itemCfg;
  85. }
  86. private void OnListItemClick(EventContext context)
  87. {
  88. GComponent comItem = (context.data as GComponent);
  89. ItemCfg itemCfg = comItem.data as ItemCfg;
  90. //区分一下道具跟礼包
  91. if (itemCfg.itemType == ConstItemType.ITEM)
  92. {
  93. if (itemCfg.subType == 0)
  94. {
  95. object[] sourceDatas = new object[]
  96. { itemCfg.id, new object[] { typeof(BagView).FullName, this.viewData } };
  97. GoodsItemTipsController.ShowItemTips(itemCfg.id, sourceDatas);
  98. }
  99. else if (itemCfg.subType == 1)
  100. {
  101. ViewManager.Show<BagExchangeView>(itemCfg.id);
  102. }
  103. }
  104. else
  105. {
  106. //ConstItemType.GIFT_BAG 礼包
  107. //随机礼包--还未有该需求,但是配置表有了,先不管,之后有随机礼包需求可以在这里加判断处理
  108. //自选礼包
  109. ViewManager.Show<GiftBoxSelectorView>(itemCfg.id);
  110. }
  111. }
  112. private void OnBtnBackClick()
  113. {
  114. ViewManager.GoBackFrom(typeof(BagView).FullName);
  115. }
  116. }
  117. }