451 lines
13 KiB
Lua
451 lines
13 KiB
Lua
local uiCtrl = require_ex('UI/Panels/Base/UICtrl')
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local PANEL_ID = PanelId.FacLiquidStorager
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FacLiquidStoragerCtrl = HL.Class('FacLiquidStoragerCtrl', uiCtrl.UICtrl)
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FacLiquidStoragerCtrl.m_buildingInfo = HL.Field(CS.Beyond.Gameplay.RemoteFactory.BuildingUIInfo_FluidContainer)
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FacLiquidStoragerCtrl.m_updateThread = HL.Field(HL.Thread)
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FacLiquidStoragerCtrl.m_dropHelper = HL.Field(HL.Forward('UIDropHelper'))
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FacLiquidStoragerCtrl.m_capacityCount = HL.Field(HL.Number) << 0
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FacLiquidStoragerCtrl.m_lastItemId = HL.Field(HL.String) << ""
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FacLiquidStoragerCtrl.m_itemCountZero = HL.Field(HL.Boolean) << false
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FacLiquidStoragerCtrl.s_messages = HL.StaticField(HL.Table) << {
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[MessageConst.ON_START_UI_DRAG] = '_OnStartUiDrag',
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[MessageConst.ON_END_UI_DRAG] = '_OnEndUiDrag',
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}
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FacLiquidStoragerCtrl.OnCreate = HL.Override(HL.Any) << function(self, arg)
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self.m_buildingInfo = arg.uiInfo
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self.view.buildingCommon:InitBuildingCommon(self.m_buildingInfo)
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self.view.facCachePipe:InitFacCachePipe(self.m_buildingInfo, {
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useSinglePipe = true,
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})
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self.view.inventoryArea:InitInventoryArea({
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customOnUpdateCell = function(cell, itemBundle)
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self:_RefreshInventoryItemCell(cell, itemBundle)
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end,
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onStateChange = function()
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self:_RefreshNaviGroupSwitcherInfos()
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end,
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hasFluidInCache = true,
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})
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self:_InitLiquidStoragerUpdateThread()
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self:_InitFacMachineCrafterController()
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self.view.liquidItemSlot.view.facLiquidBg:InitFacLiquidBg()
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self.view.liquidItemSlot.view.liquidNaviGroup:NaviToThisGroup()
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self.view.liquidItemSlot.item.view.button.onIsNaviTargetChanged = function(active)
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if active then
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self:_TryDisableHoverBindingOnEmptyItem()
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end
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end
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GameInstance.remoteFactoryManager:RegisterInterestedUnitId(self.m_buildingInfo.nodeId)
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end
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FacLiquidStoragerCtrl.OnClose = HL.Override() << function(self)
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GameInstance.remoteFactoryManager:UnregisterInterestedUnitId(self.m_buildingInfo.nodeId)
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end
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FacLiquidStoragerCtrl._InitLiquidStoragerUpdateThread = HL.Method() << function(self)
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self:_RefreshLiquidStoragerBasicContent()
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self:_RefreshLiquidStoragerContainerCount()
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self:_RefreshLiquidItemSlot(true)
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self:_RefreshLiquidBg()
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self.m_updateThread = self:_StartCoroutine(function()
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while true do
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coroutine.wait(UIConst.FAC_COMMON_UI_UPDATE_INTERVAL)
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self:_RefreshLiquidStoragerContainerCount()
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self:_RefreshLiquidItemSlot(false)
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self:_RefreshLiquidBg()
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end
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end)
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end
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FacLiquidStoragerCtrl._RefreshLiquidStoragerBasicContent = HL.Method() << function(self)
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local success, storagerData = Tables.factoryFluidContainerTable:TryGetValue(self.m_buildingInfo.nodeHandler.templateId)
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if not success then
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return
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end
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self.m_capacityCount = storagerData.capacity
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self.view.totalText.text = string.format("%d", self.m_capacityCount)
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end
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FacLiquidStoragerCtrl._RefreshLiquidStoragerContainerCount = HL.Method() << function(self)
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local itemCount = self.m_buildingInfo.fluidContainer.holdItemCount
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self.view.currentText.text = string.format("%d", itemCount)
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local isFull = itemCount == self.m_capacityCount
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local countColor = isFull and self.view.config.CONTAINER_FULL_COUNT_COLOR or self.view.config.NORMAL_COUNT_COLOR
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local itemView = self.view.liquidItemSlot.view.item.view
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self.view.numberNode.color = countColor
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itemView.count.color = countColor
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end
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FacLiquidStoragerCtrl._RefreshLiquidItemSlot = HL.Method(HL.Boolean) << function(self, firstInit)
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local itemId = self.m_buildingInfo.fluidContainer.holdItemId
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local itemCount = self.m_buildingInfo.fluidContainer.holdItemCount
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local isEmpty = string.isEmpty(itemId)
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local itemSlot = self.view.liquidItemSlot
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if self.m_lastItemId ~= itemId or firstInit then
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self.m_lastItemId = itemId
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if isEmpty then
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itemSlot:InitItemSlot()
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else
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itemSlot:InitItemSlot({
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id = itemId,
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count = itemCount,
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}, function()
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self:_OnClickItemSlot(itemSlot)
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end)
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itemSlot.gameObject.name = "Item_" .. itemId
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itemSlot.item.view.button.clickHintTextId = "virtual_mouse_hint_item_tips"
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end
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itemSlot.view.dragItem.enabled = false
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self.m_dropHelper = UIUtils.initUIDropHelper(self.view.liquidItemSlot.view.dropItem, {
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acceptTypes = UIConst.FACTORY_LIQUID_STORAGER_DROP_ACCEPT_INFO,
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onDropItem = function(eventData, dragHelper)
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if self:_ShouldAcceptDrop(dragHelper) then
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self:_OnDropItem(dragHelper)
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end
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end,
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isDropArea = true,
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})
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self:_TryDisableHoverBindingOnEmptyItem()
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end
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local countZero = (itemCount == 0)
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if self.m_itemCountZero ~= countZero or firstInit then
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if not countZero then
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itemSlot.item.actionMenuArgs = {}
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itemSlot.item.customChangeActionMenuFunc = function(actionMenuInfos)
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table.insert(actionMenuInfos, 1, {
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text = Language.LUA_ITEM_ACTION_CACHE_SELECT_DUMP_LIQUID,
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action = function()
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Notify(MessageConst.ON_NAVI_INVENTORY_SELECT_FLUID, {
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componentId = self.m_buildingInfo.fluidContainer.componentId,
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fluidId = itemId,
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sourceItem = itemSlot.item
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})
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end
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})
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table.insert(actionMenuInfos, 1, {
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text = Language.LUA_ITEM_ACTION_CACHE_SELECT_FILL_LIQUID,
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action = function()
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Notify(MessageConst.ON_NAVI_INVENTORY_SELECT_FLUID, {
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componentId = self.m_buildingInfo.fluidContainer.componentId,
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fluidId = "",
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sourceItem = itemSlot.item
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})
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end
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})
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end
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local selectFillLiquidId = itemSlot.item:AddHoverBinding("common_quick_drop", function()
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Notify(MessageConst.ON_NAVI_INVENTORY_SELECT_FLUID, {
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componentId = self.m_buildingInfo.fluidContainer.componentId,
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fluidId = "",
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sourceItem = itemSlot.item
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})
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end)
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InputManagerInst:SetBindingText(selectFillLiquidId, Language.LUA_ITEM_ACTION_CACHE_SELECT_FILL_LIQUID)
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InputManagerInst:SetBindingText(itemSlot.item.view.button.hoverConfirmBindingId, Language["key_hint_item_open_action_menu"])
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else
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local fakeGrayBinding = itemSlot.item:AddHoverBinding("common_quick_drop", function() end)
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InputManagerInst:SetBindingText(fakeGrayBinding, Language.LUA_ITEM_ACTION_CACHE_SELECT_FILL_LIQUID)
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InputManagerInst:ForceBindingKeyhintToGray(fakeGrayBinding, true)
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end
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self.m_itemCountZero = countZero
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end
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itemSlot.item:UpdateCountSimple(itemCount)
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end
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FacLiquidStoragerCtrl._OnClickItemSlot = HL.Method(HL.Forward('ItemSlot')) << function(self, itemSlot)
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if DeviceInfo.usingController then
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itemSlot.item:ShowActionMenu()
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return
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end
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itemSlot.item:SetSelected(true)
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itemSlot.item:ShowTips(nil, function()
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itemSlot.item:SetSelected(false)
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end)
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end
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FacLiquidStoragerCtrl._TryDisableHoverBindingOnEmptyItem = HL.Method() << function(self)
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local itemId = self.m_buildingInfo.fluidContainer.holdItemId
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local itemCount = self.m_buildingInfo.fluidContainer.holdItemCount
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if string.isEmpty(itemId) or itemCount == 0 then
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InputManagerInst:ToggleBinding(self.view.liquidItemSlot.item.view.button.hoverConfirmBindingId, false)
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end
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end
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FacLiquidStoragerCtrl._RefreshLiquidItemSlotDropHintText = HL.Method(HL.String) << function(self, itemId)
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local isEmptyBottle, isFullBottle = self:_IsEmptyBottleDrop(itemId), self:_IsFullBottleDrop(itemId)
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if not isEmptyBottle and not isFullBottle then
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return
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end
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local text = isEmptyBottle and Language.LUA_ITEM_ACTION_FILL_LIQUID or Language.LUA_ITEM_ACTION_DUMP_LIQUID
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self.view.liquidItemSlot.view.dropHintText.text = text
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end
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FacLiquidStoragerCtrl._RefreshInventoryItemCell = HL.Method(HL.Userdata, HL.Any) << function(self, cell, itemBundle)
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if cell == nil or itemBundle == nil then
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return
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end
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local itemId = itemBundle.id
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local isEmptyBottle, isFullBottle = self:_IsEmptyBottleDrop(itemId), self:_IsFullBottleDrop(itemId)
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local isBottle = isEmptyBottle or isFullBottle
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local isEmpty = string.isEmpty(itemBundle.id)
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cell.view.forbiddenMask.gameObject:SetActiveIfNecessary(not isBottle and not isEmpty)
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cell.view.dragItem.enabled = isBottle
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cell.view.dropItem.enabled = isBottle or isEmpty
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if isBottle then
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cell.item.customChangeActionMenuFunc = function(actionMenuInfos)
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local dropAction = {}
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if isEmptyBottle then
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dropAction.text = Language.LUA_ITEM_ACTION_FILL_LIQUID
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else
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dropAction.text = Language.LUA_ITEM_ACTION_DUMP_LIQUID
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end
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dropAction.action = function()
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local dragHelper = cell.item.actionMenuArgs.dragHelper
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if self:_ShouldAcceptDrop(dragHelper) then
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self:_OnDropItem(dragHelper)
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end
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end
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table.insert(actionMenuInfos, 1, dropAction)
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end
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end
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end
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FacLiquidStoragerCtrl._RefreshLiquidBg = HL.Method() << function(self)
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local itemSlot = self.view.liquidItemSlot
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local count = 0
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local height = 0
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if not string.isEmpty(self.m_buildingInfo.fluidContainer.holdItemId) then
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count = self.m_buildingInfo.fluidContainer.holdItemCount
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local maxCount = self.m_capacityCount
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if maxCount > 0 then
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height = count / maxCount
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end
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end
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itemSlot.view.facLiquidBg:RefreshLiquidHeight(height)
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end
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FacLiquidStoragerCtrl._OnStartUiDrag = HL.Method(HL.Forward('UIDragHelper')) << function(self, dragHelper)
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if dragHelper == nil then
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return
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end
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if self:_ShouldAcceptDrop(dragHelper) then
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self.view.liquidItemSlot.view.dropItem.enabled = true
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self.view.liquidItemSlot.view.dropHintImg.gameObject:SetActiveIfNecessary(true)
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self:_RefreshLiquidItemSlotDropHintText(dragHelper.info.itemId)
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else
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self.view.liquidItemSlot.view.dropItem.enabled = false
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end
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end
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FacLiquidStoragerCtrl._OnEndUiDrag = HL.Method(HL.Forward('UIDragHelper')) << function(self, dragHelper)
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if dragHelper == nil then
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return
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end
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self.view.liquidItemSlot.view.dropItem.enabled = false
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if self:_ShouldAcceptDrop(dragHelper) then
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self.view.liquidItemSlot.view.dropHintImg.gameObject:SetActiveIfNecessary(false)
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end
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end
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FacLiquidStoragerCtrl._IsEmptyBottleDrop = HL.Method(HL.String).Return(HL.Boolean) << function(self, itemId)
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return Tables.emptyBottleTable:ContainsKey(itemId)
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end
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FacLiquidStoragerCtrl._IsFullBottleDrop = HL.Method(HL.String).Return(HL.Boolean) << function(self, itemId)
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return Tables.fullBottleTable:ContainsKey(itemId)
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end
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FacLiquidStoragerCtrl._ShouldAcceptDrop = HL.Method(HL.Forward('UIDragHelper')).Return(HL.Boolean) << function(self, dragHelper)
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if not self.m_dropHelper:Accept(dragHelper) then
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return false
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end
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local itemId = dragHelper.info.itemId
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local isEmptyBottle, isFullBottle = self:_IsEmptyBottleDrop(itemId), self:_IsFullBottleDrop(itemId)
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if not isEmptyBottle and not isFullBottle then
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return false
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end
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if isEmptyBottle and string.isEmpty(self.m_buildingInfo.fluidContainer.holdItemId) then
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return false
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end
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return true
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end
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FacLiquidStoragerCtrl._OnDropItem = HL.Method(HL.Forward('UIDragHelper')) << function(self, dragHelper)
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local source = dragHelper.source
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local dragInfo = dragHelper.info
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local core = GameInstance.player.remoteFactory.core
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local componentId = self.m_buildingInfo.fluidContainer.componentId
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if source == UIConst.UI_DRAG_DROP_SOURCE_TYPE.ItemBag then
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core:Message_OpFillingFluidComWithBag(Utils.getCurrentChapterId(), componentId, dragInfo.csIndex)
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elseif source == UIConst.UI_DRAG_DROP_SOURCE_TYPE.FactoryDepot then
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core:Message_OpFillingFluidComWithDepot(Utils.getCurrentChapterId(), componentId, dragInfo.itemId)
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end
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end
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FacLiquidStoragerCtrl.m_naviGroupSwitcher = HL.Field(HL.Forward('NaviGroupSwitcher'))
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FacLiquidStoragerCtrl._InitFacMachineCrafterController = HL.Method() << function(self)
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local NaviGroupSwitcher = require_ex("Common/Utils/UI/NaviGroupSwitcher").NaviGroupSwitcher
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self.m_naviGroupSwitcher = NaviGroupSwitcher(self.view.inputGroup.groupId, nil, true)
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self:_RefreshNaviGroupSwitcherInfos()
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end
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FacLiquidStoragerCtrl._RefreshNaviGroupSwitcherInfos = HL.Method() << function(self)
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if self.m_naviGroupSwitcher == nil then
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return
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end
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local naviGroupInfos = {
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{
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naviGroup = self.view.liquidItemSlot.view.liquidNaviGroup,
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text = Language.LUA_INV_NAVI_SWITCH_TO_MACHINE
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}
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}
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self.view.inventoryArea:AddNaviGroupSwitchInfo(naviGroupInfos)
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self.m_naviGroupSwitcher:ChangeGroupInfos(naviGroupInfos)
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end
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HL.Commit(FacLiquidStoragerCtrl)
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