RewardView.cs 3.9 KB

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  1. using System.Collections;
  2. using UnityEngine;
  3. using UI.CommonGame;
  4. using FairyGUI;
  5. using System.Collections.Generic;
  6. using System;
  7. namespace GFGGame
  8. {
  9. public class RewardView : BaseWindow
  10. {
  11. private UI_RewardUI _ui;
  12. private List<ItemData> _listItemDatas;
  13. private Action onSuccess = null;
  14. private List<GMovieClip> _effects = new List<GMovieClip>();
  15. // private List<GoWrapper> _wrappers = new List<GoWrapper>();
  16. public override void Dispose()
  17. {
  18. base.Dispose();
  19. // _effects.c
  20. // for (int i = 0; i < _effects.Count; i++)
  21. // {
  22. // SceneController.DestroyObjectFromView(_effects[i]);
  23. // }
  24. }
  25. protected override void OnInit()
  26. {
  27. base.OnInit();
  28. _ui = UI_RewardUI.Create();
  29. this.viewCom = _ui.target;
  30. this.viewCom.Center();
  31. this.modal = true;
  32. _ui.m_comListReward.m_listReward.SetVirtual();
  33. _ui.m_comListReward.m_listReward.itemRenderer = RenderListRewardItem;
  34. // _ui.m_comListReward.m_listReward.onClickItem.Add(OnClickListReward);
  35. _ui.m_bg.onClick.Add(this.Hide);
  36. }
  37. protected override void OnShown()
  38. {
  39. base.OnShown();
  40. if ((this.viewData as object[]).Length > 0)
  41. {
  42. _listItemDatas = (this.viewData as object[])[0] as List<ItemData>;
  43. onSuccess = (this.viewData as object[])[1] as Action;
  44. }
  45. else
  46. {
  47. _listItemDatas = this.viewData as List<ItemData>;
  48. }
  49. _ui.m_comListReward.m_listReward.numItems = _listItemDatas.Count;
  50. }
  51. protected override void OnHide()
  52. {
  53. if (onSuccess != null)
  54. {
  55. onSuccess();
  56. }
  57. base.OnHide();
  58. }
  59. private void RenderListRewardItem(int index, GObject obj)
  60. {
  61. // obj.data = _listItemDatas[index];
  62. UI_ListRewardItem item = UI_ListRewardItem.Proxy(obj);
  63. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listItemDatas[index].id);
  64. item.m_comRewardItem.m_txtName.text = itemCfg.name;
  65. // item.m_txtCount.text = _listItemDatas[index].num==1?"": string.Format("x{0}", _listItemDatas[index].num);
  66. item.m_comRewardItem.m_txtCount.text = string.Format("x{0}", _listItemDatas[index].num);
  67. item.m_comRewardItem.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg);
  68. item.m_comRewardItem.m_imgOnceBonus.visible = _listItemDatas[index].isOnceBonus;
  69. string resPath = ResPathUtil.GetViewEffectPath("ui_ck", "ui_ck_zl");
  70. int childIndex = _ui.m_comListReward.m_listReward.ItemIndexToChildIndex(index);
  71. if (_effects.Count <= childIndex)
  72. {
  73. // GameObject gameObject0;
  74. // GoWrapper wrapper0;
  75. // SceneController.AddObjectToView(null, null, item.m_holder, resPath, out gameObject0, out wrapper0);
  76. _effects.Add(item.m_effect);
  77. item.m_t0.Play();
  78. }
  79. if (item.m_comRewardItem.target.data == null)
  80. {
  81. item.m_comRewardItem.target.onClick.Add(OnClickListReward);
  82. }
  83. item.m_comRewardItem.target.data = _listItemDatas[index];
  84. }
  85. private void OnClickListReward(EventContext context)
  86. {
  87. if (this.ShowTips)
  88. {
  89. ItemData data = (context.sender as GObject).data as ItemData;
  90. GoodsItemTipsController.ShowItemTips(data.id);
  91. }
  92. }
  93. private bool _showTips = true;
  94. /// <summary>
  95. /// 是否展示物品详情,默认展示
  96. /// </summary>
  97. private bool ShowTips
  98. {
  99. get { return _showTips; }
  100. set { _showTips = value; }
  101. }
  102. }
  103. }