ClothingSyntheticView.cs 18 KB

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  1. using System.Collections;
  2. using UnityEngine;
  3. using UI.ClothingSynthetic;
  4. using UI.CommonGame;
  5. using FairyGUI;
  6. using System.Collections.Generic;
  7. using System;
  8. using ET;
  9. namespace GFGGame
  10. {
  11. public class ClothingSyntheticView : BaseWindow
  12. {
  13. private const int HEAD_Y = 942;
  14. private const int FA_XING_Y = 609;
  15. private const int UPPER_BODY_Y = 383;
  16. private const int LOWER_BODY_Y = 112;
  17. private const int SHOES_Y = -287;
  18. private const int BODY_Y = 289;
  19. private const float HEAD_SCALE = 3f;
  20. private const float FA_XING_SCALE = 2f;
  21. private const float UPPER_BODY_SCALE = 1.5f;
  22. private const float LOWER_BODY_SCALE = 1.4f;
  23. private const float SHOES_SCALE = 2.5f;
  24. private const float BODY_SCALE = 1f;
  25. private const float DURATION = 0.6f;
  26. private readonly int[] HEAD_Y_ARR = new int[] { ConstDressUpItemType.TOU_SHI, ConstDressUpItemType.ER_SHI, ConstDressUpItemType.JING_SHI, ConstDressUpItemType.ZHUANG_RONG };
  27. private readonly int[] FA_XING_Y_ARR = new int[] { ConstDressUpItemType.FA_XING };
  28. private readonly int[] UPPER_BODY_Y_ARR = new int[] { ConstDressUpItemType.NEI_DA, ConstDressUpItemType.SHANG_YI };
  29. private readonly int[] LOWER_BODY_Y_ARR = new int[] { ConstDressUpItemType.XIA_ZHUANG, ConstDressUpItemType.SHOU_SHI };
  30. private readonly int[] SHOES_Y_ARR = new int[] { ConstDressUpItemType.WA_ZI, ConstDressUpItemType.XIE_ZI };
  31. private UI_ClothingSyntheticUI _ui;
  32. private GameObject _scenePrefab;
  33. private GameObject _sceneObject;
  34. private GoWrapper _wrapper;
  35. private DressUpObjDataCache _dressUpObjDataCache;
  36. private ValueBarController _valueBarController;
  37. private GComponent _imgSelected;
  38. private int _suitId;
  39. private int _itemId;
  40. private int[] _items;
  41. private int _selectedItemId;
  42. private GComponent _selectedListItem;
  43. private List<ItemData> _materiarsOfSelectedItem;
  44. private UI_MateriasListItem listTypeItem_CloSynthetic;
  45. public override void Dispose()
  46. {
  47. if (_valueBarController != null)
  48. {
  49. _valueBarController.Dispose();
  50. _valueBarController = null;
  51. }
  52. if (_scenePrefab != null)
  53. {
  54. GameObject.Destroy(_scenePrefab);
  55. _scenePrefab = null;
  56. }
  57. if (_imgSelected != null)
  58. {
  59. _imgSelected.RemoveFromParent();
  60. _imgSelected.Dispose();
  61. }
  62. if (_dressUpObjDataCache != null)
  63. {
  64. _dressUpObjDataCache.Dispose();
  65. _dressUpObjDataCache = null;
  66. }
  67. base.Dispose();
  68. }
  69. protected override void OnInit()
  70. {
  71. base.OnInit();
  72. packageName = UI_ClothingSyntheticListUI.PACKAGE_NAME;
  73. _ui = UI_ClothingSyntheticUI.Create();
  74. this.viewCom = _ui.target;
  75. isfullScreen = true;
  76. this.clickBlankToClose = false;
  77. _valueBarController = new ValueBarController(_ui.m_valueBar);
  78. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneDressUpSynthetic"));
  79. _dressUpObjDataCache = new DressUpObjDataCache();
  80. _imgSelected = new GComponent();
  81. _imgSelected = UIPackage.CreateObject(UI_ClothingSyntheticUI.PACKAGE_NAME, "ComSelect").asCom;
  82. _ui.m_listClothing.itemRenderer = ListClothingItemRender;
  83. _ui.m_listClothing.onClickItem.Add(OnClickListClothingItem);
  84. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  85. _ui.m_btnProduction.onClick.Add(OnClickBtnProcuction);
  86. _ui.m_btnHome.onClick.Add(OnClickBtnHome);
  87. }
  88. protected override void OnShown()
  89. {
  90. base.OnShown();
  91. _suitId = (int)(this.viewData as object[])[0];
  92. _selectedItemId = (this.viewData as object[]).Length > 1 ? (int)(this.viewData as object[])[1] : 0;
  93. _valueBarController.OnShown();
  94. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("hc_bj_1");
  95. UpdateClothingList(false);
  96. EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, OnItemNumChanged);
  97. }
  98. protected override void OnHide()
  99. {
  100. base.OnHide();
  101. _valueBarController.OnHide();
  102. if (_sceneObject != null)
  103. {
  104. GameObject.Destroy(_sceneObject);
  105. _sceneObject = null;
  106. }
  107. if (_wrapper != null)
  108. {
  109. _wrapper.wrapTarget = null;
  110. }
  111. EventAgent.RemoveEventListener(ConstMessage.ITEM_CHANGED, OnItemNumChanged);
  112. }
  113. private void OnClickBtnBack()
  114. {
  115. ViewManager.GoBackFrom(ViewName.CLOTHING_SYNTHETIC_VIEW);
  116. }
  117. private void OnClickListClothingItem(EventContext context)
  118. {
  119. UpdateSelectedItemInfo(context.data as GComponent, true);
  120. }
  121. private async void OnClickBtnProcuction()
  122. {
  123. if (ItemDataManager.GetItemNum(_selectedItemId) > 0)
  124. {
  125. PromptController.Instance.ShowFloatTextPrompt("不能制作已经拥有的物品!");
  126. return;
  127. }
  128. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId);
  129. //合成消耗判断
  130. if (ItemDataManager.GetItemNum(itemCfg.syntheticCostID) < itemCfg.syntheticCostNum)
  131. {
  132. PromptController.Instance.ShowFloatTextPrompt("消耗不足!", MessageType.WARNING);
  133. return;
  134. }
  135. //合成材料判断
  136. _materiarsOfSelectedItem = ItemUtil.CreateItemDataList(itemCfg.syntheticMateriarsArr);
  137. int count = _materiarsOfSelectedItem.Count;
  138. for (int i = 0; i < count; i++)
  139. {
  140. ItemData itemData = _materiarsOfSelectedItem[i];
  141. int num = ItemDataManager.GetItemNum(itemData.id);
  142. ItemCfg materialCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  143. bool isDressUp = materialCfg.itemType == ConstItemType.DRESS_UP;
  144. int numSynthetic = isDressUp ? Mathf.Max(num - 1, 0) : Mathf.Max(num, 0);
  145. if (numSynthetic < itemData.num)
  146. {
  147. PromptController.Instance.ShowFloatTextPrompt("材料不足!", MessageType.WARNING);
  148. return;
  149. }
  150. }
  151. bool result = await ClothingSyntheticSProxy.ClothtingSynthetic(_selectedItemId);
  152. if (result)
  153. {
  154. _selectedItemId = 0;
  155. UpdateClothingList(true);
  156. LogServerHelper.SendNodeLog((int)PlayParticipationEnum.FU_ZHUANG_HE_CHENG, 2);
  157. }
  158. }
  159. private void ListClothingItemRender(int index, GObject item)
  160. {
  161. UI_ClothingListItem listItem = UI_ClothingListItem.Proxy(item);
  162. int itemId = _items[index];
  163. listItem.target.data = itemId;
  164. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  165. listItem.m_loaderIcon.url = ResPathUtil.GetIconPath(itemCfg);
  166. string itemName = itemCfg.name;
  167. listItem.m_txtName.text = itemName;
  168. listItem.m_imgOwned.visible = ItemDataManager.GetItemNum(itemId) > 0;
  169. }
  170. private void UpdateRole(bool tween)
  171. {
  172. if (_sceneObject != null)
  173. {
  174. GameObject.Destroy(_sceneObject);
  175. _sceneObject = null;
  176. }
  177. _sceneObject = GameObject.Instantiate(_scenePrefab);
  178. int scale = 45;
  179. _sceneObject.transform.localScale = new Vector3(scale, scale, scale);
  180. _dressUpObjDataCache.setSceneObj(_sceneObject, true);
  181. _dressUpObjDataCache.PutOnDefaultSuitSaved(false);
  182. _dressUpObjDataCache.AddOrRemove(_selectedItemId, true);
  183. if (_wrapper == null)
  184. {
  185. _wrapper = new GoWrapper(_sceneObject);
  186. _ui.m_compHolder.m_compMover.m_holder.SetNativeObject(_wrapper);
  187. }
  188. else
  189. {
  190. _wrapper.wrapTarget = _sceneObject;
  191. }
  192. int type = ItemUtilCS.GetItemSubType(_selectedItemId);
  193. float duration = DURATION;
  194. if (!tween)
  195. {
  196. duration = 0;
  197. }
  198. if (Array.IndexOf(HEAD_Y_ARR, type) >= 0)
  199. {
  200. _ui.m_compHolder.m_compMover.target.TweenMoveY(HEAD_Y, duration);
  201. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(HEAD_SCALE, HEAD_SCALE), duration);
  202. }
  203. else if (Array.IndexOf(FA_XING_Y_ARR, type) >= 0)
  204. {
  205. _ui.m_compHolder.m_compMover.target.TweenMoveY(FA_XING_Y, duration);
  206. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(FA_XING_SCALE, FA_XING_SCALE), duration);
  207. }
  208. else if (Array.IndexOf(UPPER_BODY_Y_ARR, type) >= 0)
  209. {
  210. _ui.m_compHolder.m_compMover.target.TweenMoveY(UPPER_BODY_Y, duration);
  211. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(UPPER_BODY_SCALE, UPPER_BODY_SCALE), duration);
  212. }
  213. else if (Array.IndexOf(LOWER_BODY_Y_ARR, type) >= 0)
  214. {
  215. _ui.m_compHolder.m_compMover.target.TweenMoveY(LOWER_BODY_Y, duration);
  216. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(LOWER_BODY_SCALE, LOWER_BODY_SCALE), duration);
  217. }
  218. else if (Array.IndexOf(SHOES_Y_ARR, type) >= 0)
  219. {
  220. _ui.m_compHolder.m_compMover.target.TweenMoveY(SHOES_Y, duration);
  221. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(SHOES_SCALE, SHOES_SCALE), duration);
  222. }
  223. else
  224. {
  225. _ui.m_compHolder.m_compMover.target.TweenMoveY(BODY_Y, duration);
  226. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(BODY_SCALE, BODY_SCALE), duration);
  227. }
  228. }
  229. private void UpdateClothingList(bool tween)
  230. {
  231. //套装名称
  232. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_suitId);
  233. _ui.m_txtSuitName.text = suitCfg.name;
  234. //进度条
  235. UpdateSuitProgress();
  236. //服装列表
  237. _items = SuitCfgManager.Instance.GetSuitItems(_suitId).Clone() as int[];
  238. ItemUtil.SortItemIdsByOwned(_items);
  239. _ui.m_listClothing.RemoveChildrenToPool();
  240. _ui.m_listClothing.numItems = _items.Length;
  241. if (_ui.m_listClothing.numItems > 0)
  242. {
  243. UI_ClothingListItem listItem = null;
  244. int index = 0;
  245. if (_selectedItemId > 0)
  246. {
  247. int num = _ui.m_listClothing.numChildren;
  248. for (int i = 0; i < num; i++)
  249. {
  250. listItem = UI_ClothingListItem.Proxy(_ui.m_listClothing.GetChildAt(i));
  251. int temp = (int)listItem.target.data;
  252. if (temp == _selectedItemId)
  253. {
  254. index = i;
  255. }
  256. }
  257. }
  258. _ui.m_listClothing.ScrollToView(index);
  259. UpdateSelectedItemInfo(_ui.m_listClothing.GetChildAt(index) as GComponent, tween);
  260. }
  261. }
  262. private void UpdateSelectedItemInfo(GComponent listItem, bool tween)
  263. {
  264. _selectedListItem = listItem;
  265. listItem.AddChild(_imgSelected);
  266. _selectedItemId = (int)listItem.data;
  267. UpdateRole(tween);
  268. UpdateSelectedItemInfo();
  269. }
  270. private void UpdateSelectedItemInfo()
  271. {
  272. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId);
  273. //属性展示
  274. _ui.m_compItemInfo.m_txtName.text = itemCfg.name;
  275. RarityIconController.UpdateRarityIcon(_ui.m_compItemInfo.m_rarity, _selectedItemId, false);
  276. _ui.m_compItemInfo.m_txtGong.text = "" + itemCfg.score1;
  277. _ui.m_compItemInfo.m_txtShang.text = "" + itemCfg.score2;
  278. _ui.m_compItemInfo.m_txtJue.text = "" + itemCfg.score3;
  279. _ui.m_compItemInfo.m_txtZhi.text = "" + itemCfg.score4;
  280. UI_ClothingListItem selectedItem = UI_ClothingListItem.Proxy(_selectedListItem);
  281. selectedItem.m_imgOwned.visible = ItemDataManager.GetItemNum(_selectedItemId) > 0;
  282. //合成显示
  283. ItemCfg clothingSyntheticCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId);
  284. string costName = ItemUtil.GetItemName(clothingSyntheticCfg.syntheticCostID);
  285. _ui.m_txtCost.SetVar("v1", "" + clothingSyntheticCfg.syntheticCostNum).SetVar("v2", costName).FlushVars();
  286. _materiarsOfSelectedItem = ItemUtil.CreateItemDataList(clothingSyntheticCfg.syntheticMateriarsArr);
  287. int count = _ui.m_listMaterias.numChildren;
  288. for (int i = 0; i < count; i++)
  289. {
  290. UI_MateriasListItem listItem = UI_MateriasListItem.Proxy(_ui.m_listMaterias.GetChildAt(i));
  291. if (i < _materiarsOfSelectedItem.Count)
  292. {
  293. ItemData itemData = _materiarsOfSelectedItem[i];
  294. ItemCfg materiasItemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  295. listItem.m_txtName.text = ItemUtil.GetItemName(itemData.id);
  296. listItem.m_loaderIcon.url = ResPathUtil.GetIconPath(materiasItemCfg);
  297. int num = ItemDataManager.GetItemNum(itemData.id);
  298. ItemCfg materialCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  299. bool isDressUp = materialCfg.itemType == ConstItemType.DRESS_UP;
  300. int numSynthetic = isDressUp ? Mathf.Max(num - 1, 0) : Mathf.Max(num, 0);
  301. listItem.m_groupCount.m_txtProgess.text = numSynthetic + "/" + itemData.num;
  302. listItem.m_loaderIcon.visible = true;
  303. listItem.m_groupCount.target.visible = true;
  304. listItem.m_groupCount.target.onClick.Clear();
  305. listItem.m_groupCount.target.onClick.Add(OnClickMateriasItemPlus);
  306. listItem.target.data = itemData;
  307. }
  308. else
  309. {
  310. listItem.m_txtName.text = "";
  311. listItem.m_loaderIcon.visible = false;
  312. listItem.m_groupCount.target.visible = false;
  313. }
  314. }
  315. _ui.m_btnProduction.grayed = ItemDataManager.GetItemNum(_selectedItemId) > 0;
  316. }
  317. private void OnClickMateriasItemPlus(EventContext context)
  318. {
  319. UI_Component3 groupCount = UI_Component3.Proxy(context.sender as GObject);
  320. UI_MateriasListItem listItem = UI_MateriasListItem.Proxy(groupCount.target.parent);
  321. ItemData itemData = listItem.target.data as ItemData;
  322. int num = ItemDataManager.GetItemNum(itemData.id);
  323. int needCount = (itemData.num + 1 - num) > 0 ? itemData.num + 1 - num : 1;
  324. ViewManager.Show(ViewName.APPROACH_OF_ITEM_VIEW, new object[] { itemData.id, new object[] { ViewName.CLOTHING_SYNTHETIC_VIEW, new object[] { _suitId, _selectedItemId } }, needCount });
  325. }
  326. private void OnItemNumChanged()
  327. {
  328. UpdateSuitProgress();
  329. //列表选中项更新
  330. UI_ClothingListItem selectedItem = UI_ClothingListItem.Proxy(_selectedListItem);
  331. selectedItem.m_imgOwned.visible = ItemDataManager.GetItemNum(_selectedItemId) > 0;
  332. UpdateSelectedItemInfo();
  333. }
  334. private void UpdateSuitProgress()
  335. {
  336. //进度条
  337. int count = 0;
  338. int totalCount = 0;
  339. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(_suitId, out count, out totalCount);
  340. _ui.m_txtProgress.SetVar("v1", "" + count);
  341. _ui.m_txtProgress.SetVar("v2", "" + totalCount);
  342. _ui.m_txtProgress.FlushVars();
  343. }
  344. private void OnClickBtnHome()
  345. {
  346. GameController.GoBackToMainView();
  347. }
  348. protected override void UpdateToCheckGuide(object param)
  349. {
  350. if (ViewManager.isViewOpen(typeof(GuideView).Name))
  351. {
  352. ViewManager.GetUIView(typeof(GuideView).Name).viewCom.visible = !ViewManager.isViewOpen(typeof(GetSuitItemVIew).Name);
  353. }
  354. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  355. int itemId = 10114;
  356. int itemIndex = 0;
  357. for (int i = 0; i < _ui.m_listClothing.numItems; i++)
  358. {
  359. UI_ClothingListItem listItem = UI_ClothingListItem.Proxy(_ui.m_listClothing.GetChildAt(i));
  360. int temp = (int)listItem.target.data;
  361. if (temp == itemId)
  362. {
  363. itemIndex = i;
  364. break;
  365. }
  366. }
  367. bool guide = GuideController.TryGuide(_ui.m_listClothing, ConstGuideId.CLOTHING_SYNTHETIC, 4, "找到需要合成的物品", itemIndex);
  368. if (guide) _ui.m_listClothing.ScrollToView(itemIndex);
  369. if (_ui.m_listMaterias.numChildren > 0)
  370. {
  371. listTypeItem_CloSynthetic = UI_MateriasListItem.Proxy(_ui.m_listMaterias.GetChildAt(0));
  372. }
  373. if (listTypeItem_CloSynthetic != null) GuideController.TryGuide(listTypeItem_CloSynthetic.m_loaderIcon, ConstGuideId.CLOTHING_SYNTHETIC, 5, "这里可以查看合成需要的材料,和材料的获取途径");
  374. GuideController.TryGuide(_ui.m_btnProduction, ConstGuideId.CLOTHING_SYNTHETIC, 6, "点击获得新的服饰");
  375. GuideController.TryGuide(_ui.m_btnHome, ConstGuideId.CLOTHING_SYNTHETIC, 7, "获得必需品啦,继续通关主线剧情吧", -1, true, 180);
  376. }
  377. }
  378. }