LeagueSkillUpView.cs 8.2 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. using FairyGUI;
  5. using UI.CommonGame;
  6. using UI.League;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. //联盟技能激活
  11. public class LeagueSkillUpView : BaseWindow
  12. {
  13. private UI_LeagueSkillUpUI _ui;
  14. private ValueBarController _valueBarController;
  15. private int _pageCount;
  16. private int _type;
  17. public override void Dispose()
  18. {
  19. if (_valueBarController != null)
  20. {
  21. _valueBarController.Dispose();
  22. _valueBarController = null;
  23. }
  24. if (_ui != null)
  25. {
  26. _ui.Dispose();
  27. _ui = null;
  28. }
  29. base.Dispose();
  30. }
  31. protected override void OnInit()
  32. {
  33. base.OnInit();
  34. packageName = UI_LeagueSkillUpUI.PACKAGE_NAME;
  35. _ui = UI_LeagueSkillUpUI.Create();
  36. this.viewCom = _ui.target;
  37. isfullScreen = true;
  38. _ui.m_btnBack.onClick.Add(OnBtnBackClick);
  39. _ui.m_listScore.itemRenderer = RenderListScoreItem;
  40. _ui.m_list.itemRenderer = RenderListItem;
  41. _ui.m_list.SetVirtual();
  42. _ui.m_list.scrollPane.decelerationRate = 0.8f;
  43. _ui.m_btnLeft.onClick.Add(OnBtnLeftClick);
  44. _ui.m_btnRight.onClick.Add(OnBtnRightClick);
  45. _valueBarController = new ValueBarController(_ui.m_comValue);
  46. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("lm_ch_jnbg");
  47. }
  48. protected override void AddEventListener()
  49. {
  50. base.AddEventListener();
  51. }
  52. protected override void OnShown()
  53. {
  54. base.OnShown();
  55. _type = (int)this.viewData;
  56. _valueBarController.OnShown();
  57. _valueBarController.Controller(11);
  58. _ui.m_list.numItems = LeagueSkillCountCfgArray.Instance.GetCfg(_type).layerCount;
  59. if (LeagueDataManager.Instance.GetSkillProgressByType(_type) < 100 && LeagueDataManager.Instance.GetSkillProgressByType(_type) > 0)
  60. {
  61. if (LeagueDataManager.Instance.CurLayer == _ui.m_list.numItems)
  62. {
  63. _ui.m_list.ScrollToView(LeagueDataManager.Instance.CurLayer - 1);
  64. }
  65. else
  66. {
  67. _ui.m_list.ScrollToView(LeagueDataManager.Instance.CurLayer);
  68. }
  69. }
  70. // _pageCount = Math.Ceiling((double)(_ui.m_list.scrollPane.contentWidth / _ui.m_list.scrollPane.viewWidth));
  71. UpdateView();
  72. }
  73. protected override void OnHide()
  74. {
  75. base.OnHide();
  76. _valueBarController.OnHide();
  77. if (_ui.m_list.numItems > 0) _ui.m_list.ScrollToView(0);
  78. }
  79. protected override void RemoveEventListener()
  80. {
  81. base.RemoveEventListener();
  82. }
  83. private void OnBtnBackClick()
  84. {
  85. ViewManager.GoBackFrom(typeof(LeagueSkillUpView).FullName);
  86. }
  87. private void OnBtnRightClick()
  88. {
  89. int index = _ui.m_list.GetFirstChildInView();
  90. int curPage = index / _ui.m_list.lineCount;
  91. int nextPage = curPage + 1;
  92. if (nextPage * _ui.m_list.lineCount > _ui.m_list.numItems - 1) return;
  93. _ui.m_list.ScrollToView(nextPage * _ui.m_list.lineCount, true);
  94. Debug.Log("curPage:" + nextPage);
  95. }
  96. private void OnBtnLeftClick()
  97. {
  98. int index = _ui.m_list.GetFirstChildInView();
  99. int curPage = index / _ui.m_list.lineCount;
  100. int lastPage = curPage - 1;
  101. if (lastPage * _ui.m_list.lineCount < 0) return;
  102. _ui.m_list.ScrollToView(lastPage * _ui.m_list.lineCount, true);
  103. Debug.Log("curPage:" + lastPage);
  104. }
  105. private void UpdateView()
  106. {
  107. _ui.m_listScore.numItems = 4;
  108. _ui.m_list.RefreshVirtualList();
  109. _ui.m_txtTitle.text = "茶艺-" + LeagueSkillCountCfgArray.Instance.GetCfg(_type).name;
  110. // UI_ListSkillTypeItem item = UI_ListSkillTypeItem.Proxy(_ui.m_comSkillType.target);
  111. double progress = LeagueDataManager.Instance.GetSkillProgressByType(_type);
  112. // _ui.m_txtProgress.text = string.Format("进度{0}%", progress);
  113. _ui.m_txtProgress.SetVar("value", progress.ToString()).FlushVars();
  114. // UI_ListSkillTypeItem.ProxyEnd();
  115. }
  116. private void RenderListScoreItem(int index, GObject obj)
  117. {
  118. UI_ListScoreItem item = UI_ListScoreItem.Proxy(obj);
  119. item.m_loaIcon.url = ResPathUtil.GetScorePath(index + 1);
  120. item.m_txtProperty.text = LeagueDataManager.Instance.GetSkillScoreByType(_type, index + 1).ToString();
  121. UI_ListScoreItem.ProxyEnd();
  122. }
  123. private void RenderListItem(int index, GObject obj)
  124. {
  125. List<LeagueSkillCfg> skillCfgs = LeagueSkillCfgArray.Instance.GetCfgsBytypeAndlayer(_type, index + 1);
  126. UI_ListSkillLayerItem item = UI_ListSkillLayerItem.Proxy(obj);
  127. if (item.m_listSkill.data == null)
  128. {
  129. item.m_listSkill.itemRenderer = RenderListSkillItem;
  130. }
  131. item.m_listSkill.data = skillCfgs;
  132. item.m_listSkill.numItems = skillCfgs.Count;
  133. UI_ListSkillLayerItem.ProxyEnd();
  134. }
  135. private void RenderListSkillItem(int index, GObject obj)
  136. {
  137. List<LeagueSkillCfg> skillCfgs = obj.parent.data as List<LeagueSkillCfg>;
  138. UI_ListSkillItem item = UI_ListSkillItem.Proxy(obj);
  139. item.m_loaScore.url = ResPathUtil.GetScorePath(skillCfgs[index].score);
  140. item.m_txtScore.text = "+" + skillCfgs[index].value.ToString();
  141. bool isLock = !SkillDataManager.Instance.LeagueSkillDatas.ContainsKey(_type) || SkillDataManager.Instance.LeagueSkillDatas[_type].IndexOf(skillCfgs[index].id) < 0;
  142. item.m_imgLock.visible = isLock;
  143. bool canActive = true;
  144. List<LeagueSkillCfg> lastSkillCfgs = LeagueSkillCfgArray.Instance.GetCfgsBytypeAndlayer(_type, skillCfgs[index].layer - 1);
  145. for (int i = 0; i < lastSkillCfgs.Count; i++)
  146. {
  147. if (!SkillDataManager.Instance.LeagueSkillDatas.ContainsKey(_type) || SkillDataManager.Instance.LeagueSkillDatas[_type].IndexOf(lastSkillCfgs[i].id) < 0)
  148. {
  149. canActive = false;
  150. break;
  151. }
  152. }
  153. item.m_imgSuo.visible = !canActive;
  154. ItemUtil.UpdateItemNeedNum(item.m_comCost, skillCfgs[index].consumeArr[0], false, "#FFFBF4");
  155. if (item.target.data == null)
  156. {
  157. item.target.onClick.Add(OnActiveSkill);
  158. }
  159. item.target.data = skillCfgs[index].id;
  160. UI_ListSkillItem.ProxyEnd();
  161. }
  162. private async void OnActiveSkill(EventContext context)
  163. {
  164. GObject obj = context.sender as GObject;
  165. int skillId = (int)obj.data;
  166. if (SkillDataManager.Instance.LeagueSkillDatas.ContainsKey(_type) && SkillDataManager.Instance.LeagueSkillDatas[_type].IndexOf(skillId) >= 0)
  167. {
  168. return;
  169. }
  170. LeagueSkillCfg skillCfg = LeagueSkillCfgArray.Instance.GetCfg(skillId);
  171. List<LeagueSkillCfg> lastSkillCfgs = LeagueSkillCfgArray.Instance.GetCfgsBytypeAndlayer(_type, skillCfg.layer - 1);
  172. for (int i = 0; i < lastSkillCfgs.Count; i++)
  173. {
  174. if (!SkillDataManager.Instance.LeagueSkillDatas.ContainsKey(_type) || SkillDataManager.Instance.LeagueSkillDatas[_type].IndexOf(lastSkillCfgs[i].id) < 0)
  175. {
  176. return;
  177. }
  178. }
  179. long needCount = skillCfg.consumeArr[0][1];
  180. long hasCount = ItemDataManager.GetItemNum(skillCfg.consumeArr[0][0]);
  181. if (hasCount < needCount)
  182. {
  183. PromptController.Instance.ShowFloatTextPrompt("消耗不足");
  184. return;
  185. }
  186. bool result = await SkillSProxy.ReqActiveSkill(SkillType.LeagueSkill, skillId);
  187. if (result)
  188. {
  189. UpdateView();
  190. }
  191. }
  192. }
  193. }