ClothingSyntheticView.cs 19 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 (_sceneObject != null)
  53. {
  54. GameObject.Destroy(_sceneObject);
  55. _sceneObject = null;
  56. }
  57. if (_scenePrefab != null)
  58. {
  59. GFGAsset.Release(ResPathUtil.GetPrefabPath("SceneDressUpSynthetic"));
  60. _scenePrefab = null;
  61. }
  62. if (_imgSelected != null)
  63. {
  64. _imgSelected.RemoveFromParent();
  65. _imgSelected.Dispose();
  66. }
  67. if (_dressUpObjDataCache != null)
  68. {
  69. _dressUpObjDataCache.Dispose();
  70. _dressUpObjDataCache = null;
  71. }
  72. if (_wrapper != null)
  73. {
  74. _wrapper.Dispose();
  75. _wrapper = null;
  76. }
  77. if (_ui != null)
  78. {
  79. _ui.Dispose();
  80. _ui = null;
  81. }
  82. base.Dispose();
  83. }
  84. protected override void OnInit()
  85. {
  86. base.OnInit();
  87. packageName = UI_ClothingSyntheticListUI.PACKAGE_NAME;
  88. _ui = UI_ClothingSyntheticUI.Create();
  89. this.viewCom = _ui.target;
  90. isfullScreen = true;
  91. this.clickBlankToClose = false;
  92. _valueBarController = new ValueBarController(_ui.m_valueBar);
  93. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneDressUpSynthetic"));
  94. _dressUpObjDataCache = new DressUpObjDataCache();
  95. _imgSelected = new GComponent();
  96. _imgSelected = UIPackage.CreateObject(UI_ClothingSyntheticUI.PACKAGE_NAME, "ComSelect").asCom;
  97. _ui.m_listClothing.itemRenderer = ListClothingItemRender;
  98. _ui.m_listClothing.onClickItem.Add(OnClickListClothingItem);
  99. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  100. _ui.m_btnProduction.onClick.Add(OnClickBtnProcuction);
  101. _ui.m_btnHome.onClick.Add(OnClickBtnHome);
  102. }
  103. protected override void AddEventListener()
  104. {
  105. base.AddEventListener();
  106. EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, OnItemNumChanged);
  107. }
  108. protected override void OnShown()
  109. {
  110. base.OnShown();
  111. _suitId = (int)(this.viewData as object[])[0];
  112. _selectedItemId = (this.viewData as object[]).Length > 1 ? (int)(this.viewData as object[])[1] : 0;
  113. _valueBarController.OnShown();
  114. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("hc_bj_1");
  115. UpdateClothingList(false);
  116. Timers.inst.AddUpdate(CheckGuide);
  117. }
  118. protected override void OnHide()
  119. {
  120. base.OnHide();
  121. _valueBarController.OnHide();
  122. if (_sceneObject != null)
  123. {
  124. GameObject.Destroy(_sceneObject);
  125. _sceneObject = null;
  126. }
  127. if (_wrapper != null)
  128. {
  129. _wrapper.wrapTarget = null;
  130. }
  131. Timers.inst.Remove(CheckGuide);
  132. }
  133. protected override void RemoveEventListener()
  134. {
  135. base.RemoveEventListener();
  136. EventAgent.RemoveEventListener(ConstMessage.ITEM_CHANGED, OnItemNumChanged);
  137. }
  138. private void OnClickBtnBack()
  139. {
  140. ViewManager.GoBackFrom(ViewName.CLOTHING_SYNTHETIC_VIEW);
  141. }
  142. private void OnClickListClothingItem(EventContext context)
  143. {
  144. UpdateSelectedItemInfo(context.data as GComponent, true);
  145. }
  146. private async void OnClickBtnProcuction()
  147. {
  148. if (ItemDataManager.GetItemNum(_selectedItemId) > 0)
  149. {
  150. PromptController.Instance.ShowFloatTextPrompt("不能制作已经拥有的物品!");
  151. return;
  152. }
  153. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId);
  154. //合成消耗判断
  155. if (ItemDataManager.GetItemNum(itemCfg.syntheticCostID) < itemCfg.syntheticCostNum)
  156. {
  157. PromptController.Instance.ShowFloatTextPrompt("消耗不足!", MessageType.WARNING);
  158. return;
  159. }
  160. //合成材料判断
  161. _materiarsOfSelectedItem = ItemUtil.CreateItemDataList(itemCfg.syntheticMateriarsArr);
  162. int count = _materiarsOfSelectedItem.Count;
  163. for (int i = 0; i < count; i++)
  164. {
  165. ItemData itemData = _materiarsOfSelectedItem[i];
  166. int num = ItemDataManager.GetItemNum(itemData.id);
  167. ItemCfg materialCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  168. bool isDressUp = materialCfg.itemType == ConstItemType.DRESS_UP;
  169. int numSynthetic = isDressUp ? Mathf.Max(num - 1, 0) : Mathf.Max(num, 0);
  170. if (numSynthetic < itemData.num)
  171. {
  172. PromptController.Instance.ShowFloatTextPrompt("材料不足!", MessageType.WARNING);
  173. return;
  174. }
  175. }
  176. bool result = await ClothingSyntheticSProxy.ClothtingSynthetic(_selectedItemId);
  177. if (result)
  178. {
  179. _selectedItemId = 0;
  180. UpdateClothingList(true);
  181. LogServerHelper.SendNodeLog((int)PlayParticipationEnum.FU_ZHUANG_HE_CHENG, 2);
  182. }
  183. }
  184. private void ListClothingItemRender(int index, GObject item)
  185. {
  186. UI_ClothingListItem listItem = UI_ClothingListItem.Proxy(item);
  187. int itemId = _items[index];
  188. listItem.target.data = itemId;
  189. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  190. listItem.m_loaderIcon.url = ResPathUtil.GetIconPath(itemCfg);
  191. string itemName = itemCfg.name;
  192. listItem.m_txtName.text = itemName;
  193. listItem.m_imgOwned.visible = ItemDataManager.GetItemNum(itemId) > 0;
  194. UI_ClothingListItem.ProxyEnd();
  195. }
  196. private void UpdateRole(bool tween)
  197. {
  198. if (_sceneObject != null)
  199. {
  200. GameObject.Destroy(_sceneObject);
  201. _sceneObject = null;
  202. }
  203. _sceneObject = GameObject.Instantiate(_scenePrefab);
  204. int scale = 45;
  205. _sceneObject.transform.localScale = new Vector3(scale, scale, scale);
  206. _dressUpObjDataCache.setSceneObj(_sceneObject, true);
  207. _dressUpObjDataCache.PutOnDefaultSuitSaved(false);
  208. _dressUpObjDataCache.AddOrRemove(_selectedItemId, true);
  209. if (_wrapper == null)
  210. {
  211. _wrapper = new GoWrapper(_sceneObject);
  212. _ui.m_compHolder.m_compMover.m_holder.SetNativeObject(_wrapper);
  213. }
  214. else
  215. {
  216. _wrapper.wrapTarget = _sceneObject;
  217. }
  218. int type = ItemUtilCS.GetItemSubType(_selectedItemId);
  219. float duration = DURATION;
  220. if (!tween)
  221. {
  222. duration = 0;
  223. }
  224. if (Array.IndexOf(HEAD_Y_ARR, type) >= 0)
  225. {
  226. _ui.m_compHolder.m_compMover.target.TweenMoveY(HEAD_Y, duration);
  227. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(HEAD_SCALE, HEAD_SCALE), duration);
  228. }
  229. else if (Array.IndexOf(FA_XING_Y_ARR, type) >= 0)
  230. {
  231. _ui.m_compHolder.m_compMover.target.TweenMoveY(FA_XING_Y, duration);
  232. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(FA_XING_SCALE, FA_XING_SCALE), duration);
  233. }
  234. else if (Array.IndexOf(UPPER_BODY_Y_ARR, type) >= 0)
  235. {
  236. _ui.m_compHolder.m_compMover.target.TweenMoveY(UPPER_BODY_Y, duration);
  237. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(UPPER_BODY_SCALE, UPPER_BODY_SCALE), duration);
  238. }
  239. else if (Array.IndexOf(LOWER_BODY_Y_ARR, type) >= 0)
  240. {
  241. _ui.m_compHolder.m_compMover.target.TweenMoveY(LOWER_BODY_Y, duration);
  242. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(LOWER_BODY_SCALE, LOWER_BODY_SCALE), duration);
  243. }
  244. else if (Array.IndexOf(SHOES_Y_ARR, type) >= 0)
  245. {
  246. _ui.m_compHolder.m_compMover.target.TweenMoveY(SHOES_Y, duration);
  247. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(SHOES_SCALE, SHOES_SCALE), duration);
  248. }
  249. else
  250. {
  251. _ui.m_compHolder.m_compMover.target.TweenMoveY(BODY_Y, duration);
  252. _ui.m_compHolder.m_compMover.target.TweenScale(new Vector2(BODY_SCALE, BODY_SCALE), duration);
  253. }
  254. }
  255. private void UpdateClothingList(bool tween)
  256. {
  257. //套装名称
  258. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_suitId);
  259. _ui.m_txtSuitName.text = suitCfg.name;
  260. //进度条
  261. UpdateSuitProgress();
  262. //服装列表
  263. _items = SuitCfgManager.Instance.GetSuitItems(_suitId).Clone() as int[];
  264. ItemUtil.SortItemIdsByOwned(_items);
  265. _ui.m_listClothing.RemoveChildrenToPool();
  266. _ui.m_listClothing.numItems = _items.Length;
  267. if (_ui.m_listClothing.numItems > 0)
  268. {
  269. UI_ClothingListItem listItem = null;
  270. int index = 0;
  271. if (_selectedItemId > 0)
  272. {
  273. int num = _ui.m_listClothing.numChildren;
  274. for (int i = 0; i < num; i++)
  275. {
  276. listItem = UI_ClothingListItem.Proxy(_ui.m_listClothing.GetChildAt(i));
  277. int temp = (int)listItem.target.data;
  278. if (temp == _selectedItemId)
  279. {
  280. index = i;
  281. }
  282. UI_ClothingListItem.ProxyEnd();
  283. }
  284. }
  285. _ui.m_listClothing.ScrollToView(index);
  286. UpdateSelectedItemInfo(_ui.m_listClothing.GetChildAt(index) as GComponent, tween);
  287. }
  288. }
  289. private void UpdateSelectedItemInfo(GComponent listItem, bool tween)
  290. {
  291. _selectedListItem = listItem;
  292. listItem.AddChild(_imgSelected);
  293. _selectedItemId = (int)listItem.data;
  294. UpdateRole(tween);
  295. UpdateSelectedItemInfo();
  296. }
  297. private void UpdateSelectedItemInfo()
  298. {
  299. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId);
  300. //属性展示
  301. _ui.m_compItemInfo.m_txtName.text = itemCfg.name;
  302. RarityIconController.UpdateRarityIcon(_ui.m_compItemInfo.m_rarity, _selectedItemId, false);
  303. _ui.m_compItemInfo.m_txtGong.text = "" + itemCfg.score1;
  304. _ui.m_compItemInfo.m_txtShang.text = "" + itemCfg.score2;
  305. _ui.m_compItemInfo.m_txtJue.text = "" + itemCfg.score3;
  306. _ui.m_compItemInfo.m_txtZhi.text = "" + itemCfg.score4;
  307. UI_ClothingListItem selectedItem = UI_ClothingListItem.Proxy(_selectedListItem);
  308. selectedItem.m_imgOwned.visible = ItemDataManager.GetItemNum(_selectedItemId) > 0;
  309. UI_ClothingListItem.ProxyEnd();
  310. //合成显示
  311. ItemCfg clothingSyntheticCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId);
  312. string costName = ItemUtil.GetItemName(clothingSyntheticCfg.syntheticCostID);
  313. _ui.m_txtCost.SetVar("v1", "" + clothingSyntheticCfg.syntheticCostNum).SetVar("v2", costName).FlushVars();
  314. _materiarsOfSelectedItem = ItemUtil.CreateItemDataList(clothingSyntheticCfg.syntheticMateriarsArr);
  315. int count = _ui.m_listMaterias.numChildren;
  316. for (int i = 0; i < count; i++)
  317. {
  318. UI_MateriasListItem listItem = UI_MateriasListItem.Proxy(_ui.m_listMaterias.GetChildAt(i));
  319. if (i < _materiarsOfSelectedItem.Count)
  320. {
  321. ItemData itemData = _materiarsOfSelectedItem[i];
  322. ItemCfg materiasItemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  323. listItem.m_txtName.text = ItemUtil.GetItemName(itemData.id);
  324. listItem.m_loaderIcon.url = ResPathUtil.GetIconPath(materiasItemCfg);
  325. int num = ItemDataManager.GetItemNum(itemData.id);
  326. ItemCfg materialCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  327. bool isDressUp = materialCfg.itemType == ConstItemType.DRESS_UP;
  328. int numSynthetic = isDressUp ? Mathf.Max(num - 1, 0) : Mathf.Max(num, 0);
  329. listItem.m_groupCount.m_txtProgess.text = numSynthetic + "/" + itemData.num;
  330. listItem.m_loaderIcon.visible = true;
  331. listItem.m_groupCount.target.visible = true;
  332. listItem.m_groupCount.target.onClick.Clear();
  333. listItem.m_groupCount.target.onClick.Add(OnClickMateriasItemPlus);
  334. listItem.target.data = itemData;
  335. }
  336. else
  337. {
  338. listItem.m_txtName.text = "";
  339. listItem.m_loaderIcon.visible = false;
  340. listItem.m_groupCount.target.visible = false;
  341. }
  342. UI_MateriasListItem.ProxyEnd();
  343. }
  344. _ui.m_btnProduction.grayed = ItemDataManager.GetItemNum(_selectedItemId) > 0;
  345. }
  346. private void OnClickMateriasItemPlus(EventContext context)
  347. {
  348. UI_Component3 groupCount = UI_Component3.Proxy(context.sender as GObject);
  349. UI_MateriasListItem listItem = UI_MateriasListItem.Proxy(groupCount.target.parent);
  350. ItemData itemData = listItem.target.data as ItemData;
  351. int num = ItemDataManager.GetItemNum(itemData.id);
  352. int needCount = (itemData.num + 1 - num) > 0 ? itemData.num + 1 - num : 1;
  353. ViewManager.Show(ViewName.APPROACH_OF_ITEM_VIEW, new object[] { itemData.id, new object[] { ViewName.CLOTHING_SYNTHETIC_VIEW, new object[] { _suitId, _selectedItemId } }, needCount });
  354. UI_Component3.ProxyEnd();
  355. UI_MateriasListItem.ProxyEnd();
  356. }
  357. private void OnItemNumChanged()
  358. {
  359. UpdateSuitProgress();
  360. //列表选中项更新
  361. UI_ClothingListItem selectedItem = UI_ClothingListItem.Proxy(_selectedListItem);
  362. selectedItem.m_imgOwned.visible = ItemDataManager.GetItemNum(_selectedItemId) > 0;
  363. UI_ClothingListItem.ProxyEnd();
  364. UpdateSelectedItemInfo();
  365. }
  366. private void UpdateSuitProgress()
  367. {
  368. //进度条
  369. int count = 0;
  370. int totalCount = 0;
  371. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(_suitId, out count, out totalCount);
  372. _ui.m_txtProgress.SetVar("v1", "" + count);
  373. _ui.m_txtProgress.SetVar("v2", "" + totalCount);
  374. _ui.m_txtProgress.FlushVars();
  375. }
  376. private void OnClickBtnHome()
  377. {
  378. GameController.GoBackToMainView();
  379. }
  380. private void CheckGuide(object param)
  381. {
  382. if (GuideDataManager.IsGuideFinish(ConstGuideId.CLOTHING_SYNTHETIC) <= 0)
  383. {
  384. UpdateToCheckGuide(null);
  385. }
  386. else
  387. {
  388. Timers.inst.Remove(CheckGuide);
  389. }
  390. }
  391. protected override void UpdateToCheckGuide(object param)
  392. {
  393. if (ViewManager.isViewOpen(typeof(GuideView).Name))
  394. {
  395. ViewManager.GetUIView(typeof(GuideView).Name).viewCom.visible = !ViewManager.isViewOpen(typeof(GetSuitItemVIew).Name);
  396. }
  397. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  398. int itemId = 10114;
  399. int itemIndex = 0;
  400. for (int i = 0; i < _ui.m_listClothing.numItems; i++)
  401. {
  402. UI_ClothingListItem listItem = UI_ClothingListItem.Proxy(_ui.m_listClothing.GetChildAt(i));
  403. int temp = (int)listItem.target.data;
  404. UI_ClothingListItem.ProxyEnd();
  405. if (temp == itemId)
  406. {
  407. itemIndex = i;
  408. break;
  409. }
  410. }
  411. bool guide = GuideController.TryGuide(_ui.m_listClothing, ConstGuideId.CLOTHING_SYNTHETIC, 4, "找到需要合成的物品", itemIndex);
  412. if (guide) _ui.m_listClothing.ScrollToView(itemIndex);
  413. if (_ui.m_listMaterias.numChildren > 0)
  414. {
  415. listTypeItem_CloSynthetic = UI_MateriasListItem.Proxy(_ui.m_listMaterias.GetChildAt(0));
  416. }
  417. if (listTypeItem_CloSynthetic != null)
  418. {
  419. 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");
  420. UI_MateriasListItem.ProxyEnd();
  421. }
  422. GuideController.TryGuide(_ui.m_btnProduction, ConstGuideId.CLOTHING_SYNTHETIC, 6, "点击获得新的服饰");
  423. 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);
  424. }
  425. }
  426. }