86 lines
2.6 KiB
Lua
86 lines
2.6 KiB
Lua
local UIWidgetBase = require_ex('Common/Core/UIWidgetBase')
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AdventureBlackboxTabCell = HL.Class('AdventureBlackboxTabCell', UIWidgetBase)
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AdventureBlackboxTabCell._OnFirstTimeInit = HL.Override() << function(self)
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self.m_genRewardCells = UIUtils.genCellCache(self.view.rewardCell)
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self.view.goToBtn.onClick:RemoveAllListeners()
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self.view.goToBtn.onClick:AddListener(function()
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if PhaseManager:IsOpen(PhaseId.BlackboxEntry) then
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PhaseManager:ExitPhaseFast(PhaseId.BlackboxEntry)
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end
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PhaseManager:OpenPhase(PhaseId.BlackboxEntry, { packageId = self.m_info.packageId })
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end)
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self.view.rewardListNaviGroup.onIsFocusedChange:AddListener(function(isFocused)
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if not isFocused then
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Notify(MessageConst.HIDE_ITEM_TIPS)
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end
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end)
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end
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AdventureBlackboxTabCell.m_genRewardCells = HL.Field(HL.Forward("UIListCache"))
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AdventureBlackboxTabCell.m_info = HL.Field(HL.Table)
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AdventureBlackboxTabCell.InitAdventureBlackboxTabCell = HL.Method(HL.Table) << function(self, info)
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self:_FirstTimeInit()
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if info.isLock then
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self.view.tabState:SetState("Empty")
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return
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end
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if info.isNextVersion then
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self.view.tabState:SetState("StayTuned")
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return
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end
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self.view.tabState:SetState("Normal")
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self.m_info = info
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local node = self.view
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node.iconImg:LoadSprite(UIConst.UI_SPRITE_ADVENTURE, info.icon)
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node.bgImg:LoadSprite(UIConst.UI_SPRITE_ADVENTURE, info.bg)
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node.curCountTxt.text = info.curCount
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node.curCount01Txt.text = info.curCount
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node.targetCountTxt.text = info.targetCount
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node.titleTxt.text = info.title
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local domainColor = UIUtils.getColorByString(info.color)
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local numColor = UIUtils.getColorByString(info.numColor)
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node.colorGroup.color = domainColor
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node.targetCountTextBg.color = numColor
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self.m_genRewardCells:Refresh(#self.m_info.rewardList, function(cell, luaIndex)
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local rewardInfo = self.m_info.rewardList[luaIndex]
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cell:InitItem(rewardInfo, function()
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UIUtils.showItemSideTips(cell)
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end)
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cell:SetExtraInfo({ isSideTips = DeviceInfo.usingController })
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cell.view.rewardedCover.gameObject:SetActiveIfNecessary(self.m_info.curCount >= self.m_info.targetCount)
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end)
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node.redDot:InitRedDot("AdventureBlackboxCell", info.blackboxIds)
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end
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AdventureBlackboxTabCell.InitEmptyState = HL.Method() << function(self)
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self:_FirstTimeInit()
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self.view.tabState:SetState("Empty")
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end
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HL.Commit(AdventureBlackboxTabCell)
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return AdventureBlackboxTabCell
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