| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159 | using UnityEngine;using FairyGUI;using UI.FieldGuide;using UI.Card;using UI.CommonGame;using System.Collections.Generic;namespace GFGGame{    public class CardDetailView : BaseView    {        private const int listRoleCount = 5;        private UI_CardDetailUI _ui;        private int _selectType = 0;        public override void Dispose()        {            if (_ui != null)            {                _ui.Dispose();            }            _ui = null;            base.Dispose();        }        protected override void OnInit()        {            base.OnInit();            packageName = UI_CardDetailUI.PACKAGE_NAME;            _ui = UI_CardDetailUI.Create();            viewCom = _ui.target;            isfullScreen = true;            _ui.m_btnBack.onClick.Add(OnClickBtnBack);            _ui.m_btnHome.onClick.Add(OnClickBtnHome);            _ui.m_btnFilter.onClick.Add(OnclickBtnFilter);            _ui.m_listCard.itemRenderer = RenderListCardItem;            _ui.m_listCard.onClickItem.Add(OnClickListCardItem);            _ui.m_listCard.SetVirtual();            _ui.m_listRole.itemRenderer = RenderListRoleItem;            _ui.m_listRole.onClickItem.Add(OnClickListRoleItem);            _ui.m_listRole.selectedIndex = 0;            EventAgent.AddEventListener(ConstMessage.CARD_REFRESH, () =>            {                UpdateCardList(_ui.m_listRole.selectedIndex);            });        }        protected override void OnShown()        {            base.OnShown();            _ui.m_listRole.selectedIndex = this._selectType;            _ui.m_listRole.numItems = listRoleCount;            this.UpdateCardList(_ui.m_listRole.selectedIndex);        }        private void UpdateCardList(int rarity = 0)        {            _ui.m_listCard.numItems = 0;            Dictionary<int, CardData> cardDic = CardDataManager.GetCardDicByRarity(rarity);            if (cardDic == null)            {                _ui.m_listCard.numItems = 0;                return;            }            else            {                List<CardData> cardList = CardDataManager.CardDicToList(cardDic);                if (CardDataManager._selectList.Keys.Count > 0)                {                    //筛选                    cardList = CardDataManager.FilterCardList(cardList, CardDataManager._selectList as Dictionary<int, Dictionary<int, int>>);                }                _ui.m_listCard.data = cardList;                _ui.m_listCard.numItems = cardList.Count;            }            _ui.m_txtTips.visible = _ui.m_listCard.numItems == 0 ? true : false;        }        private void RenderListCardItem(int index, GObject obj)        {            UI_ListCardItem listItem = UI_ListCardItem.Proxy(obj);            CardData data = (_ui.m_listCard.data as List<CardData>)[index];//CardDataManager.GetCardList(_ui.m_listRole.selectedIndex)[index];            listItem.target.data = data;            listItem.m_loaCard.m_loaCard.url = ResPathUtil.GetCardSmallPath(data.res);            listItem.m_loaRarity.url = ResPathUtil.GetCommonGameResPath("kp_sxing_x_" + (5 - data.itemCfg.rarity));//(5-res):res1-4为黄玄地天,但是资源1天,2地,3玄,4黄,所以(5-res)是为了使其资源对应            listItem.m_txtLv.text = "Lv.\n" + data.lv;            listItem.m_txtName.text = data.itemCfg.name;            UI_ComStar comStar = UI_ComStar.Proxy(listItem.m_comStar);            comStar.m_c1.selectedIndex = data.star;            UI_ListCardItem.ProxyEnd();        }        private void OnClickListCardItem(EventContext context)        {            ViewManager.Show(ViewName.CARD_FOSTER_VIEW, (context.data as GObject).data, new object[] { ViewName.CARD_DETAIL_VIEW });            this.Clear();        }        private void RenderListRoleItem(int index, GObject obj)        {            obj.data = index == 0 ? 0 : listRoleCount - index;        }        private void OnClickListRoleItem(EventContext context)        {            int index = (int)(context.data as GObject).data;            this._selectType = index == 0 ? 0 : listRoleCount - index;            this.UpdateCardList(index);        }        /*******************************************************监听函数**************************************************/        private void OnclickBtnFilter()        {            ViewManager.Show(ViewName.CARD_FILTER_VIEW);        }        private void OnClickBtnBack()        {            ViewManager.GoBackFrom(ViewName.CARD_DETAIL_VIEW);            this.Clear();        }        private void OnClickBtnHome()        {            GameController.GoBackToMainView();            this.Clear();        }        private void Clear()        {            this._selectType = 0;            CardDataManager._selectList.Clear();            _ui.m_listRole.selectedIndex = 0;            _ui.m_listCard.selectedIndex = 0;        }        protected override void OnHide()        {            base.OnHide();        }        protected override void UpdateToCheckGuide(object param)        {            if (!ViewManager.CheckIsTopView(this.viewCom)) return;            GuideController.TryGuide(_ui.m_listCard, ConstGuideId.UP_CARD_STAR, 3, "选择可升星的词牌", true, 0);        }    }}
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