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- ChildVehicleViewNew = ChildVehicleViewNew or BaseClass(BaseView)
- local ChildVehicleViewNew = ChildVehicleViewNew
-
- function ChildVehicleViewNew:__init()
- self.base_file = "child"
- self.layout_file = "ChildVehicleViewNew"
- self.layer_name = "UI"
- self.destroy_imm = true
- self.use_background = G_USING_BG --全屏界面默认使用这个参数
- self.hide_maincancas = true --全屏界面需要放开隐藏主UI
- self.change_scene_close = true
- self.append_to_ctl_queue = false --是否要添加进界面堆栈
- self.need_show_money = false --是否要显示顶部的金钱栏
-
- self.model = ChildModel:GetInstance()
-
- self.vehicle_item_list = {}
- self.attr_item_list = {}
- self.skill_item_list = {}
- self.select_item = 0
-
- self.img_star_list = {}
-
- self.load_callback = function ()
- self:LoadSuccess()
- self:AddEvent()
- end
- self.open_callback = function ( )
- self:OpenSuccess()
- end
- self.switch_callback = function(index)
- self:SwitchTab(index)
- end
- self.destroy_callback = function ( )
- self:DestroySuccess()
- end
- end
-
- function ChildVehicleViewNew:Open( )
- --self.data = data
- BaseView.Open(self)
- end
-
- function ChildVehicleViewNew:LoadSuccess()
- self.nodes = {
- "bg:raw",
- "close:obj",
- "left/ScrollView_item/Viewport/Content_item",
- --------------------------------
- "right/ScrollView_attr/Viewport/Content_attr",
- "right/awardCon:obj",
- "right/btn_upgrade/btn_upgrade_red_dot:obj",
- "right/btn_upgrade/btn_upgrade_txt:tmp",
- "right/btn_upgrade:obj",
- "right/txt_fight:txt",
- "right/right_bg:img",
- -- "right/level_bg/txt_lv_after:tmp",
- -- "right/level_bg/txt_lv:tmp",
- -- "right/level_bg/img_arrow_level:obj",
- --"right/fight_bg/txt_fight:tmp",
- --"right/fight_bg/txt_fight_after:tmp",
- --"right/fight_bg/img_arrow_fight:obj",
- --"right/itemCon/ui_num_bg/item_num_txt:tmp",
- -------------------------------
- "mid/skill_con",
- "mid/btn_wear:obj",
- "mid/btn_unwear:obj",
- "mid/rt_image_show",
- "mid/name_bg/text_name:tmp",
- "mid/mid_bg:img",
- "mid/mid_bg2:img",
- "mid/levelText:tmp",
- "mid/effectCon",
- }
- self:GetChildren(self.nodes)
-
- -- 进阶星星
- for i = 1, 5 do
- self.img_star_list[i] = self:GetChild("right/stars/star"..i):GetComponent("Image")
- end
-
- self:UpdateBaseView( )
- end
-
- function ChildVehicleViewNew:UpdateBaseView( )
- self.up_item = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem,self.awardCon)
- self.up_item:SetItemSize(74, 74)
-
- lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("child_vehicle_bg_1173_669"))
- -- local close_callback = function()
- -- self:Close()
- -- end
- -- self.tab_win = UITabWindow.New(self.transform, nil, nil,
- -- close_callback, self.background_wnd, nil, UITabWindow.SizeSmallHallNoTab, false,nil,true)
- -- self.tab_win:SetBackgroundRes("child_dress_bg_1280_720")
- -- self.tab_win:SetTitleText("宝宝载具")
- -- self.tab_win:ChangeShowFlag("Child")
- local function bg_back_func( ... )
- if self.background_wnd and self.background_wnd:GetComponent("RawImageExtend") then
- self:MoveUIToBack(self.background_wnd:GetComponent("RawImageExtend"))
- end
- self:MoveUIToBack(self.bg_raw)
- end
- if self.background_wnd then
- bg_back_func()
- else
- self.bg_back_func = bg_back_func
- end
-
- -- lua_resM:setOutsideImageSprite(self, self.right_bg_img, GameResPath.GetChildIcon("child_carrier_right_bg"), false)
- -- lua_resM:setOutsideImageSprite(self, self.mid_bg2_img, GameResPath.GetChildIcon("child_base_table"), false)
- -- lua_resM:setOutsideImageSprite(self, self.mid_bg_img, GameResPath.GetChildIcon("child_carrier_mid_bg"), false)
- end
-
- function ChildVehicleViewNew:AddEvent()
- local function updata_child_vehicle_info_fun()
- self.need_check_effect = true
- self:UpdateView(self.select_item) -- 刷新页签
- if self.select_item then
- self:SetItemCon(self.select_item) -- 刷新载具信息
- end
- end
- self.UPDATA_CHILD_VEHICLE_INFO_id = self.model:Bind(ChildConst.UPDATA_CHILD_VEHICLE_INFO, updata_child_vehicle_info_fun,vo) --41404成功后返回
-
- --[[type :int8 //1-出战 2-取消出战
- vehicle_id :int16 //载具Id 0-没有幻化的载具 其他-具体幻化载具Id
- }]] --落单了,单独刷新吧
- local function updata_child_vehicle_follow_fun(type,vehicle_id)
- if type == 2 then
- self.btn_unwear_obj:SetActive(false)
- self.btn_wear_obj:SetActive(true)
- elseif type == 1 and self.select_item and self.select_item.data.fashion_id == vehicle_id then
- self.btn_unwear_obj:SetActive(true)
- self.btn_wear_obj:SetActive(false)
- end
- end
- self.updata_child_vehicle_follow_id = self.model:Bind(ChildConst.UPDATA_CHILD_VEHICLE_FOLLOW, updata_child_vehicle_follow_fun,vo)
-
- local function updata_Child_RED_DOT_VIEW_fun(id)
- if id ~= ChildConst.TabId.ChildVehicle then return end
- self:UpdateRedDot()
- self:UpdateRedDotUpBtn(self.select_item.data.fashion_id,self.select_item.stage)
- end
- self.updata_Child_RED_DOT_VIEW_id = self.model:Bind(ChildConst.Child_RED_DOT_VIEW, updata_Child_RED_DOT_VIEW_fun) --红点更新
-
-
- local function onBtnClickHandler(target, x, y)
- if target == self.btn_upgrade_obj then
- if self.select_item.type == ChildConst.ChildDressItemType.Lock then
- Message.show("载具材料不足喔")
- return
- end
- if self.select_item.type == ChildConst.ChildDressItemType.CanActive then
- self.model:Fire(ChildConst.CHILD_REQ_EVENT, 16515, 1, self.select_item.data.fashion_id)
- else
- self.model:Fire(ChildConst.CHILD_REQ_EVENT, 16515, 2, self.select_item.data.fashion_id)
- end
- elseif target == self.btn_unwear_obj then
- self.model:Fire(ChildConst.CHILD_REQ_EVENT, 16517,2,self.select_item.data.fashion_id)
- elseif target == self.btn_wear_obj then
- local cur_state = self.model:GetChildCurState( )
- if cur_state < self.select_item.data.can_on_age then
- Message.show("现在孩子还坐不了哦")
- return
- end
- self.model:Fire(ChildConst.CHILD_REQ_EVENT, 16517,1,self.select_item.data.fashion_id)
- elseif target == self.close_obj then
- self:Close()
- end
-
- end
- AddClickEvent(self.close_obj, onBtnClickHandler)
- AddClickEvent(self.btn_upgrade_obj, onBtnClickHandler)
- AddClickEvent(self.btn_wear_obj, onBtnClickHandler)
- AddClickEvent(self.btn_unwear_obj, onBtnClickHandler)
- end
-
- function ChildVehicleViewNew:OpenSuccess()
- self:UpdateView()
- end
-
- function ChildVehicleViewNew:UpdateView(select_item)
- local vehicle_list = self.model:GetChildVehicleList()
- -- print('Msh:ChildVehicleViewNew.lua[151] data', TableSize(vehicle_list))
-
- local function callback( item )
- for k,v in pairs(self.vehicle_item_list) do
- v:SetChosen(false)
- end
- item:SetChosen(true)
- self:SetItemCon(item)
- self.select_item = item
- self:UpdateRedDotUpBtn(item.vehicle_id,item.stage)
- end
- local is_select = false
- for k,v in pairsByKeys(vehicle_list) do
- local item = self.vehicle_item_list[k]
- if item == nil then
- item = ChildVehicleItem.New(self.Content_item)
- self.vehicle_item_list[k] = item
- end
- --local data = self.model:GetConfigChildSkillInfo(v.skill_id,v.skill_lv)
- self.vehicle_item_list[k]:SetData(v,callback)
- if not is_select and not select_item then
- is_select = true
- self:SetItemCon(item)
- self.select_item = self.vehicle_item_list[k]
- self.vehicle_item_list[k]:SetChosen(true)
- self:UpdateRedDotUpBtn(v.vehicle_id,v.stage)
- end
- end
-
- self:UpdateRedDot()
- end
-
- function ChildVehicleViewNew:UpdateRedDotUpBtn(vehicle_id,stage)
- -- local selectList_next = self.model:GetConfigChildVehicleInfo(vehicle_id,stage+1)
- -- if TableSize(selectList_next) > 0 then
- -- local upgrade_cost = stringtotable(selectList_next.upgrade_cost)
- -- if upgrade_cost[1][1] == 0 then
- -- local hadNum = GoodsModel:getInstance():GetTypeGoodsNum(upgrade_cost[1][2]) or 0
- -- self.btn_upgrade_red_dot_obj:SetActive(hadNum >= upgrade_cost[1][3])
- -- end
- -- else -- 满级时隐藏
- -- self.btn_upgrade_red_dot_obj:SetActive(false)
- -- end
- end
-
- function ChildVehicleViewNew:UpdateRedDot( )
- for k,v in pairs(self.vehicle_item_list) do
- local cost_num = stringtotable(v.data.upgrade_cost)[1][3]
- local num = GoodsModel:getInstance():GetTypeGoodsNum(v.data.fashion_id)
- if cost_num <= num then
- local is_max = self.model:IsChildVehicleLvMax(v.data.fashion_id,v.data.lv)
- self.vehicle_item_list[k]:SetRedDot(true)
- else
- self.vehicle_item_list[k]:SetRedDot(false)
- end
- end
- --local isRedDot = false
- -- local redVehicleList = {}
- -- local vehicleList = self.model:GetChildVehicleList( )
-
- -- for k,v in pairs(vehicleList) do
- -- local selectList_next = self.model:GetConfigChildVehicleInfo(v.vehicle_id,v.stage+1)
- -- if TableSize(selectList_next) > 0 then -- 是否是最高级
- -- local upgrade_cost = stringtotable(selectList_next.upgrade_cost)
- -- if upgrade_cost[1][1] == 0 then
- -- local hadNum = GoodsModel:getInstance():GetTypeGoodsNum(upgrade_cost[1][2]) or 0
- -- --print("============>>> YiRan:ChildVehicleView [start:187] hadNum :",hadNum,"upgrade_cost[1][3]:",upgrade_cost[1][3])
- -- --print("============>>> YiRan:ChildVehicleView [start:191] hadNum >= upgrade_cost[1][3] :",hadNum >= upgrade_cost[1][3])
- -- self.vehicle_item_list[k]:SetRedDot(hadNum >= upgrade_cost[1][3])
- -- end
- -- end
- -- end
- end
-
- function ChildVehicleViewNew:SelectTabFresh( )
- self:UpdateRoleModel(self.select_item.data)
- end
-
- function ChildVehicleViewNew:UpdateRoleModel(data, need_effect)
- -- 特效
- if (not self.showing_effect_model) and need_effect then
- -- print('=======Msh:ChildVehicleViewNew.lua[266] =======')
- local function call_back( )
- self.showing_effect_model = false
- end
- self:ClearUIEffect(self.effectCon)
- self:AddUIEffect("ui_jinjie", self.effectCon, self.layer_name, Vector3(25,-35, 0), 1, false, 1.5, nil, call_back)
- self.showing_effect_model = true
- end
-
- -- 计算一下人模型的id
- local figure_id = self.model:GetVehicleModelID(data.fashion_id)
-
- local clothe_res_id = false
- if data.can_on_age == ChildConst.BABY_STATE.YOUNG then
- if self.model:GetChildCurState( ) < ChildConst.BABY_STATE.YOUNG then -- 还没会走路
- clothe_res_id = self.model:GetBaseChildModelID( ChildConst.BABY_STATE.YOUNG, self.model.childInfo.child_sex )
- else -- 会走路就拿当前形象
- clothe_res_id = self.model:GetChildCloth()
- end
- else -- 是爬或襁褓 则用默认形象
- clothe_res_id = self.model:GetBaseChildModelID( data.can_on_age, self.model.childInfo.child_sex )
- end
-
- local res_data = {
- father_node = self,
- transform = self.rt_image_show,
- fashion_type = FuncOpenModel.TypeId.ChildInVehicle,
- figure_id = figure_id,
- ui_model_type = UIModelCommon.ModelType.BackModel,
- action_name_list = {"idle"},
- clothe_res_id = clothe_res_id,
- }
- FuncOpenModel:getInstance():SetModelRes(res_data)
- end
-
- function ChildVehicleViewNew:SetItemCon( item )
- local selectList = item.data
- local check_effect = self.need_check_effect -- 是否要检查特效播放
-
- local type_id = selectList.fashion_id
- local isMax = self.model:IsChildVehicleLvMax(type_id, selectList.lv)
-
- local is_active = item.type == ChildConst.ChildDressItemType.isActive
- local goods_name = GoodsModel:getInstance():getGoodsName(type_id, true)
- local have_num = GoodsModel:getInstance():GetTypeGoodsNum(type_id) or 0
- local need_num = stringtotable(selectList.upgrade_cost)[1][3]
-
- if not isMax then
- self.btn_upgrade_red_dot_obj:SetActive(have_num >= need_num)
- else
- self.btn_upgrade_red_dot_obj:SetActive(false)
- end
-
- -- 名字
- self.text_name_tmp.text = selectList.fashion_name
-
- local dressList = self.model:GetChildDressList()
- for k,v in pairsByKeys(dressList) do
- if v.fashion_id == selectList.fashion_id then
- selectList = v --协议回来的更到最新
- end
- end
-
- -- 按钮描述
- self.btn_upgrade_txt_tmp.text = item.type == ChildConst.ChildDressItemType.isActive and "升级" or "激活"
-
- -- 材料item
- if isMax then -- 时装已经激活 且 升满
- self.btn_upgrade_txt_tmp.text = "已满"
- self.awardCon_obj:SetActive(false)
- else -- 没有满级
- self.awardCon_obj:SetActive(true)
- if not self.up_item then
- self.up_item = UIObjPool:PopItem(UIObjPool.UIType.AwardItem, self.awardCon)
- self.up_item:SetItemSize(62, 62)
- end
-
- self.up_item:SetData(type_id)
- local get_str = HtmlColorTxt(have_num, have_num < need_num and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK) .."/".. need_num
- self.up_item:SetNumStr("")
- self.up_item:IsGetGoods(true, get_str, true)
- end
-
- -- 时装战力
- local attr_list
- if selectList.lv > 0 then
- attr_list = stringtotable(selectList.attr_list)
- else
- attr_list = stringtotable(Config.Childvehicle[selectList.fashion_id .. "@1"].add_attr)
- end
-
-
- local new_fight = "f"..GetFighting(attr_list)
- local need_effect = false -- 是否需要属性刷新特效
- if check_effect and (self.pre_lv and self.pre_lv < selectList.lv) then
- if not self.show_fight_effect then -- 特效
- need_effect = true
- local function call_back( )
- self.show_fight_effect = false
- end
- self.show_fight_effect = true
- self:ClearUIEffect(self.txt_fight)
- self:AddUIEffect("ui_jinjieshuxing", self.txt_fight,
- self.layer_name, Vector3(-150, 37, 0), 1.3, false, 0.75, nil, call_back)
- end
- end
- self.txt_fight_txt.text = new_fight
-
- self:UpdateRoleModel(selectList, need_effect)
-
- -- 时装属性
- local index = 0
- if need_effect then -- 特效刷新则滚到最上面
- SetLocalPositionY(self.Content_attr, 0)
- end
- for k,v in pairs(attr_list) do
- index = index + 1
- local item = self.attr_item_list[k]
- if item == nil then
- item = ChildDressAttrItem.New(self.Content_attr)
- self.attr_item_list[k] = item
- end
- local num = v[2]
- self.attr_item_list[k]:SetData(k,v[1],num, need_effect and index <= 3) -- 只显示前三个
- end
-
-
- -- 设置进阶星星数
- local nowLevel = tonumber(selectList.lv)
- self.pre_lv = nowLevel
- self.levelText_tmp.text = nowLevel
- for i = 1, 5 do
- if i < nowLevel/2 then
- if check_effect and tonumber(self.img_star_list[i].fillAmount) < 1 then
- self:PlayStarEffect(self.img_star_list[i].transform, i)
- end
- self.img_star_list[i].gameObject:SetActive(true)
- self.img_star_list[i].fillAmount = 1
- elseif (i-1) < nowLevel/2 then -- 最后一个
- self.img_star_list[i].gameObject:SetActive(true)
- if nowLevel % 2 ~= 0 then -- 单数就是一半
- if check_effect and tonumber(self.img_star_list[i].fillAmount) < 0.5 then
- self:PlayStarEffect(self.img_star_list[i].transform, i)
- end
- self.img_star_list[i].fillAmount = 0.5
- else
- if check_effect and tonumber(self.img_star_list[i].fillAmount) < 1 then
- self:PlayStarEffect(self.img_star_list[i].transform, i)
- end
- self.img_star_list[i].fillAmount = 1
- end
- else
- self.img_star_list[i].gameObject:SetActive(false)
- self.img_star_list[i].fillAmount = 0
- end
- end
-
-
- -- 穿戴/脱下 按钮
- local cur_wear_id = self.model:GetChildVehicleID( )
- self.btn_wear_obj:SetActive(cur_wear_id ~= selectList.fashion_id)
- self.btn_unwear_obj:SetActive(cur_wear_id == selectList.fashion_id)
-
- -- 按钮红点
- if not isMax then
- self.btn_upgrade_red_dot_obj:SetActive(have_num >= need_num )
- else
- self.btn_upgrade_red_dot_obj:SetActive(false)
- end
-
-
-
- -- -- 技能
- local skill_list = self.model:GetChildVehicleSkillList(selectList.fashion_id)
- for i=1,#self.skill_item_list do
- self.skill_item_list[i]:SetVisible(false)
- end
- if skill_list then
- for k,v in pairs(skill_list) do
- local item = self.skill_item_list[k]
- if item == nil then
- item = ChildVehicleSkillItem.New(self.skill_con)
- self.skill_item_list[k] = item
- end
- self.skill_item_list[k]:SetData(v.fashion_id, v.lv, nowLevel, v.active_skill)
- item:SetVisible(true)
- end
- end
-
- -- 初始化特效
- if self.need_check_effect then
- self.need_check_effect = false
- end
- end
-
- -- 播星星点亮特效
- function ChildVehicleViewNew:PlayStarEffect( tran, i )
- self.showing_star_effect = self.showing_star_effect or {}
- if not self.showing_star_effect[i] then
- local function call_back( )
- self.showing_star_effect[i] = false
- end
- self:ClearUIEffect(tran)
- self:AddUIEffect("ui_jinjiestar", tran, self.layer_name, nil, 1, false, nil, nil, call_back)
- self.showing_star_effect[i] = true
- end
- end
-
- function ChildVehicleViewNew:SwitchTab( index )
-
- end
-
- function ChildVehicleViewNew:DestroySuccess( )
- for i, v in ipairs(self.attr_item_list) do
- v:DeleteMe()
- v = nil
- end
- self.attr_item_list = {}
-
- for i, v in pairs(self.vehicle_item_list) do
- v:DeleteMe()
- v = nil
- end
- self.vehicle_item_list = {}
-
- for i, v in ipairs(self.skill_item_list) do
- v:DeleteMe()
- v = nil
- end
- self.skill_item_list = {}
-
-
- if self.UPDATA_CHILD_VEHICLE_INFO_id then
- self.model:UnBind(self.UPDATA_CHILD_VEHICLE_INFO_id)
- self.UPDATA_CHILD_VEHICLE_INFO_id = nil
- end
-
- if self.updata_child_vehicle_follow_id then
- self.model:UnBind(self.updata_child_vehicle_follow_id)
- self.updata_child_vehicle_follow_id = nil
- end
-
- if self.updata_Child_RED_DOT_VIEW_id then
- self.model:UnBind(self.updata_Child_RED_DOT_VIEW_id)
- self.updata_Child_RED_DOT_VIEW_id = nil
- end
-
-
- UIObjPool:getInstance():PushItem(UIObjPool.UIType.AwardItem, self.up_item)
- self.up_item = nil
-
- -- if self.tab_win then
- -- self.tab_win:DeleteMe()
- -- self.tab_win = nil
- -- end
- end
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