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AttrDetailView = AttrDetailView or BaseClass(BaseView)
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local AttrDetailView = AttrDetailView
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function AttrDetailView:__init()
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self.base_file = "newMainRole"
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self.layout_file = "AttrDetailView"
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self.layer_name = "Activity"
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self.destroy_imm = true
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self.use_background = true
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self.blur_activity_bg = true
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self.is_set_zdepth = true
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self.index = 1 -- 页签index 1为普通属性 2为特殊属性
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--self.change_scene_close = true --是否切换场景时关闭(弹出界面使用)
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--self.append_to_ctl_queue = false --是否要添加进界面堆栈
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--self.need_show_money = false --是否要显示顶部的金钱栏
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self.model = NewMainRoleModel:getInstance()
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self.load_callback = function ()
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self:LoadSuccess()
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self:AddEvent()
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end
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self.open_callback = function ( )
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self:OpenSuccess()
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end
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self.destroy_callback = function ( )
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self:DestroySuccess()
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end
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end
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function AttrDetailView:Open(index)
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self.index = index or 1
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BaseView.Open(self)
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end
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function AttrDetailView:LoadSuccess()
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local nodes = {
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"window:raw","window/CloseBtn:obj","attr_scroll","attr_scroll/Viewport/attr_con",
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"tab_con/tab_2:obj:tmp","tab_con/tab_1:obj:tmp",
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"tab_con/selectedBg",
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}
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self:GetChildren(nodes)
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lua_resM:setOutsideRawImage(self, self.window_raw, GameResPath.GetViewBigBg("tips_comm_bg6"))
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end
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function AttrDetailView:AddEvent()
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local function click_event(target)
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if target == self.CloseBtn_obj then
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self:Close()
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elseif target == self.tab_1_obj then
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self:SwitchTabIndex(1)
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elseif target == self.tab_2_obj then
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self:SwitchTabIndex(2)
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end
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end
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AddClickEvent(self.CloseBtn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
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AddClickEvent(self.tab_1_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
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AddClickEvent(self.tab_2_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
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end
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function AttrDetailView:OpenSuccess()
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self:SwitchTabIndex(self.index)
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end
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function AttrDetailView:UpdateView()
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self.attritem_list_creator = self.attritem_list_creator or self:AddUIComponent(UI.ItemListCreator)
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local attr_list = self.index == 1 and Config.ConfigAttrInfo.NormalAttr or Config.ConfigAttrInfo.SpecialAttr
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SetAnchoredPosition(self.attr_con, 0, 0)
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local info = {
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data_list = attr_list,
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item_con = self.attr_con,
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scroll_view = self.attr_scroll,
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prefab_ab_name = "newMainRole",
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prefab_res_name = "AttrDetailItem",
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item_height = 49.75,
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start_y = -5,
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start_x = 4,
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space_y = 1,
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child_names = {"bg:img","desc:tmp","attr_icon:img",},
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on_update_item = function(item, i, v)
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lua_resM:setImageSprite(self, item.bg_img, "newMainRole_asset", self.index == 1 and "newMainRole_di_13" or "newMainRole_di_14",true)
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SetAttrIconByColorType(item, item.attr_icon_img, v.attr_id, false, self.index == 1 and 1 or 2)
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local attr_name = HtmlColorTxt( (v.name or "") .. ":", self.index == 1 and '#a9c1e1' or '#fdffc2')
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local attr_desc = Config.ConfigRoleAttrDes[v.attr_id] or ""
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item.desc_tmp.text = attr_name .. HtmlColorTxt( attr_desc , self.index == 1 and '#f3fcff' or '#fdffc2')
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end,
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}
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self.attritem_list_creator:UpdateItems(info)
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end
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function AttrDetailView:SwitchTabIndex( index )
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self.index = index
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SetAnchoredPosition(self.selectedBg, 2, index == 1 and 86 or 25)
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self.tab_1_tmp.text = HtmlColorTxt( "基础属性" , index == 1 and '#ffffff' or '#7d91ac')
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self.tab_2_tmp.text = HtmlColorTxt( "特殊属性" , index == 2 and '#ffffff' or '#7d91ac')
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SetTMPSharedMaterial(self.tab_1_tmp, index == 1 and ShaderTools.TMPSharedMaterialType.FZZZOutlineBlueTab or ShaderTools.TMPSharedMaterialType.FZZZDefault)
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SetTMPSharedMaterial(self.tab_2_tmp, index == 2 and ShaderTools.TMPSharedMaterialType.FZZZOutlineBlueTab or ShaderTools.TMPSharedMaterialType.FZZZDefault)
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self:UpdateView()
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end
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function AttrDetailView:DestroySuccess( )
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end
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