Files
Endfield-Data/LuaScripts/UI/Panels/FacLoader/FacLoaderCtrl.lua
2025-12-02 20:37:18 +07:00

154 lines
4.3 KiB
Lua

local LogisticPortLinkageStatus = FacCoreNS.FactoryGridLogisticSystem.LogisticPortLinkageStatus
local uiCtrl = require_ex('UI/Panels/Base/UICtrl')
local PANEL_ID = PanelId.FacLoader
FacLoaderCtrl = HL.Class('FacLoaderCtrl', uiCtrl.UICtrl)
local INVALID_COUNT_TEXT = "--"
FacLoaderCtrl.s_messages = HL.StaticField(HL.Table) << {
}
FacLoaderCtrl.m_nodeId = HL.Field(HL.Any)
FacLoaderCtrl.m_uiInfo = HL.Field(CS.Beyond.Gameplay.RemoteFactory.BuildingUIInfo_BusLoader)
FacLoaderCtrl.OnCreate = HL.Override(HL.Any) << function(self, arg)
self.m_uiInfo = arg.uiInfo
local nodeId = self.m_uiInfo.nodeId
self.m_nodeId = nodeId
self.view.buildingCommon:InitBuildingCommon(self.m_uiInfo)
self.view.facCacheBelt:InitFacCacheBelt(self.m_uiInfo, {
noGroup = true,
stateRefreshCallback = function(portInfo)
self:_RefreshBlockState(portInfo.isBlock)
end
})
local domainId = Utils.getCurDomainId()
local succ, domainData = Tables.domainDataTable:TryGetValue(domainId)
if succ then
self.view.countTitle.text = domainData.storageName
else
self.view.countTitle.text = Language.LUA_BLACK_BOX_DEPOT_NAME
end
self:_UpdateTransferItem()
self:_StartCoroutine(function()
while true do
coroutine.wait(UIConst.FAC_COMMON_UI_UPDATE_INTERVAL)
self:_UpdateTransferItem()
end
end)
self.view.controllerHintPlaceholder:InitControllerHintPlaceholder({self.view.inputGroup.groupId})
GameInstance.player.remoteFactory.core:Message_HSFB(Utils.getCurrentChapterId(), false, {1})
GameInstance.remoteFactoryManager:RegisterInterestedUnitId(nodeId)
self:_NaviToLoadingInfo()
end
FacLoaderCtrl.OnClose = HL.Override() << function(self)
GameInstance.player.remoteFactory.core:Message_HSFB(Utils.getCurrentChapterId(), true, {1})
GameInstance.remoteFactoryManager:UnregisterInterestedUnitId(self.m_nodeId)
end
FacLoaderCtrl._UpdateTransferItem = HL.Method() << function(self)
local id = self.m_uiInfo.lastLoadItemId
local itemExist = not string.isEmpty(id)
self.view.loadingEmptyNode.gameObject:SetActive(not itemExist)
self.view.loadingItem.gameObject:SetActive(itemExist)
if DeviceInfo.usingController and id ~= self.view.loadingItem.id then
self:_NaviToLoadingInfo()
end
if itemExist then
local count = Utils.getDepotItemCount(id)
if id ~= self.view.loadingItem.id then
self.view.loadingItem:InitItem({id = id, count = 1}, true)
local success, itemData = Tables.itemTable:TryGetValue(id)
if success then
local iconId = itemData.iconId
self.view.itemIcon:LoadSprite(UIConst.UI_SPRITE_ITEM_BIG, iconId)
end
end
local text = tostring(count)
local itemColor = count <= 0 and self.view.config.COLOR_STORAGE_EMPTY or self.view.config.COLOR_STORAGE_NORMAL
if FactoryUtils.isItemInfiniteInFactoryDepot(id) then
text = Language.LUA_ITEM_INFINITE_COUNT
itemColor = self.view.config.COLOR_STORAGE_NORMAL
end
self:_RefreshItemCount(text, itemColor)
else
self:_RefreshItemCount(INVALID_COUNT_TEXT, self.view.config.COLOR_STORAGE_NORMAL)
end
self.view.itemIcon.gameObject:SetActiveIfNecessary(itemExist)
self.view.decoIcon.gameObject:SetActiveIfNecessary(not itemExist)
end
FacLoaderCtrl._RefreshBlockState = HL.Method(HL.Boolean) << function(self, isBlock)
local state = isBlock and GEnums.FacBuildingState.Blocked or GEnums.FacBuildingState.Normal
self.view.buildingCommon:ChangeBuildingStateDisplay(state)
end
FacLoaderCtrl._RefreshItemCount = HL.Method(HL.String, HL.Any) << function(self, countText, color)
self.view.infoShadowNode.countText.text = countText
self.view.infoNode.countText.text = countText
self.view.infoNode.countText.color = color
end
FacLoaderCtrl._NaviToLoadingInfo = HL.Method() << function(self)
if not DeviceInfo.usingController then
return
end
local itemExist = not string.isEmpty(self.m_uiInfo.lastLoadItemId)
local naviTarget = itemExist and self.view.loadingItem.view.button or self.view.loadingEmptyNaviDecorator
UIUtils.setAsNaviTarget(naviTarget)
end
HL.Commit(FacLoaderCtrl)