OpenServerSuitAdditionView.cs 4.7 KB

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  1. using UnityEngine;
  2. using FairyGUI;
  3. using UI.OpenServerActivity;
  4. using System.Collections.Generic;
  5. using UI.CommonGame;
  6. namespace GFGGame
  7. {
  8. public class OpenServerSuitAdditionView : BaseWindow
  9. {
  10. private UI_OpenServerSuitAdditionUI _ui;
  11. private int _activityType;
  12. private int _activityId;
  13. private EffectUI _effectUI1;
  14. private EffectUI _effectUI2;
  15. public override void Dispose()
  16. {
  17. EffectUIPool.Recycle(_effectUI1);
  18. _effectUI1 = null;
  19. EffectUIPool.Recycle(_effectUI2);
  20. _effectUI2 = null;
  21. if (_ui != null)
  22. {
  23. _ui.Dispose();
  24. _ui = null;
  25. }
  26. base.Dispose();
  27. }
  28. protected override void Init()
  29. {
  30. base.Init();
  31. }
  32. protected override void OnInit()
  33. {
  34. base.OnInit();
  35. packageName = UI_OpenServerSuitAdditionUI.PACKAGE_NAME;
  36. _ui = UI_OpenServerSuitAdditionUI.Create();
  37. viewCom = _ui.target;
  38. this.viewCom.Center();
  39. this.modal = true;
  40. _ui.m_list.itemRenderer = ListItemRenderer;
  41. AddEffect();
  42. }
  43. protected override void AddEventListener()
  44. {
  45. base.AddEventListener();
  46. }
  47. protected override void OnShown()
  48. {
  49. base.OnShown();
  50. _activityType = (int)(this.viewData as object[])[0];
  51. int levelID = (int)(this.viewData as object[])[1];
  52. _activityId = ActivityDataManager.Instance.GetCurOpenActiveByType(_activityType);
  53. ActivityOpenCfg activityOpenCfg = ActivityOpenCfgArray.Instance.GetCfg(_activityId);
  54. ActivityFightCfg fightCfg = ActivityFightCfgArray.Instance.GetCfg(activityOpenCfg.params3Arr[0]);
  55. _ui.m_list.numItems = fightCfg.activitySuitIdArr.Length;
  56. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelID);
  57. StudioDataManager.Instance.filingChapterId = levelCfg.chapterId;
  58. float addition = StudioDataManager.Instance.GetAddition(ConstInstanceZonesType.PureFight);
  59. addition = addition / 10000 * 100;
  60. _ui.m_txtPer.text = "(" + addition + "%)";
  61. }
  62. protected override void OnHide()
  63. {
  64. base.OnHide();
  65. }
  66. protected override void RemoveEventListener()
  67. {
  68. base.RemoveEventListener();
  69. }
  70. private void ListItemRenderer(int index, GObject item)
  71. {
  72. UI_suitAdditionItem listItem = UI_suitAdditionItem.Proxy(item);
  73. ActivityOpenCfg activityOpenCfg = ActivityOpenCfgArray.Instance.GetCfg(_activityId);
  74. ActivityFightCfg fightCfg = ActivityFightCfgArray.Instance.GetCfg(activityOpenCfg.params3Arr[0]);
  75. int suitId = fightCfg.activitySuitIdArr[index];
  76. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);
  77. listItem.m_txtName.text = suitCfg.name;
  78. if (listItem.m_list.data == null)
  79. {
  80. listItem.m_list.itemRenderer = ListItemRewardRender;
  81. }
  82. listItem.m_list.data = suitCfg.partsArr;
  83. listItem.m_list.numItems = suitCfg.partsArr.Length;
  84. listItem.m_list.ResizeToFit();
  85. listItem.target.height = listItem.m_list.y + listItem.m_list.height;
  86. UI_suitAdditionItem.ProxyEnd();
  87. }
  88. private void ListItemRewardRender(int index, GObject obj)
  89. {
  90. int itemId = (int)(obj.parent.data as int[])[index];
  91. UI_ComItem item = UI_ComItem.Proxy(obj);
  92. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  93. RarityIconController.UpdateRarityIcon(item.m_loaRarity, itemId, false);
  94. item.target.data = itemCfg;
  95. item.m_QualityType.selectedIndex = itemCfg.rarity - 1;
  96. item.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg);
  97. item.m_txtCount.text = "1";
  98. float addition = 0;
  99. if (ItemDataManager.GetItemNum(itemId) > 0) {
  100. addition += itemCfg.addition;
  101. addition = addition / 10000 * 100;
  102. item.m_txtAddition.text = string.Format("获得加成:{0}%" , addition);
  103. item.m_Lock.selectedIndex = 3;
  104. }
  105. else
  106. item.m_Lock.selectedIndex = 2;
  107. UI_ComItem.ProxyEnd();
  108. }
  109. private void AddEffect()
  110. {
  111. //边框左上角特效
  112. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holderLeftTop, "ui_Activity", "Com_window_L_up");
  113. //边框右下角特效
  114. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holderRightDowm, "ui_Activity", "Com_window_R_Down");
  115. }
  116. }
  117. }