81 lines
3.1 KiB
Lua
81 lines
3.1 KiB
Lua
local ShopItemWidget = require_ex('UI/Widgets/ShopItem')
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CreditShopItem = HL.Class('CreditShopItem', ShopItemWidget)
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CreditShopItem.InitShopItem = HL.Override(HL.Table) << function(self, info)
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self:_FirstTimeInit()
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self.m_info = info
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local itemId = info.itemId
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local itemData = Tables.itemTable[itemId]
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local count = info.itemCount
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local name = itemData.name
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if count > 1 then
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local nameSize = self.view.nameTxt:GetPreferredValues(name)
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local countSize = self.view.countTxt:GetPreferredValues(" x" .. count)
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local totalSize = self.view.nameTxt:GetPreferredValues(name .. " x" .. count)
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local parentSize = self.view.nameTxt.transform.parent.sizeDelta
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if totalSize.x <= parentSize.x and totalSize.y <= self.view.nameTxt.transform.sizeDelta.y then
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self.view.countTxt.gameObject:SetActiveIfNecessary(false)
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self.view.nameTxt.transform.sizeDelta = Vector2(nameSize.x + countSize.x, nameSize.y)
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self.view.nameTxt.text = name .. " x" .. count
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else
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self.view.countTxt.gameObject:SetActiveIfNecessary(true)
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self.view.nameTxt.text = name
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self.view.nameTxt.transform.sizeDelta = Vector2(parentSize.x / 2, 100)
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self.view.countTxt.text = count
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end
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self.view.layout.gameObject:SetActiveIfNecessary(true)
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else
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self.view.nameTxt.text = itemData.name
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local parentSize = self.view.nameTxt.transform.parent.sizeDelta
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self.view.nameTxt.transform.sizeDelta = Vector2(parentSize.x, parentSize.y)
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self.view.countTxt.gameObject:SetActiveIfNecessary(false)
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self.view.layout.gameObject:SetActiveIfNecessary(false)
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end
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self.view.icon:LoadSprite(UIConst.UI_SPRITE_ITEM_BIG, itemData.iconId)
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if self.view.rarity ~= nil then
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UIUtils.setItemRarityImage(self.view.rarity, itemData.rarity)
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end
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UIUtils.setItemRarityImage(self.view.rarityLine, itemData.rarity)
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count = info.count
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if count ~= nil then
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self.view.remainingTxt.text = string.format(Language.LUA_SHOP_ITEM_REMAIN_FORMAT, count)
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self.view.remainingTxt.gameObject:SetActiveIfNecessary(true)
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else
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self.view.remainingTxt.gameObject:SetActiveIfNecessary(false)
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end
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self.view.soldOutNode.gameObject:SetActive(info.isSoldOut)
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self.view.lockedNode.gameObject:SetActive(info.isLocked)
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local moneyItemData = Tables.itemTable[info.moneyId]
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local resPath = string.format("Assets/Beyond/DynamicAssets/Gameplay/UI/Sprites/%s/%s.png", UIConst.UI_SPRITE_WALLET, moneyItemData.iconId .. "_02")
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if ResourceManager.CheckExists(resPath) then
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local tryIcon2 = self:LoadSprite(UIConst.UI_SPRITE_WALLET, moneyItemData.iconId .. "_02")
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if tryIcon2 then
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self.view.moneyIcon.sprite = tryIcon2
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else
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self.view.moneyIcon:LoadSprite(UIConst.UI_SPRITE_WALLET, moneyItemData.iconId)
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end
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else
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self.view.moneyIcon:LoadSprite(UIConst.UI_SPRITE_WALLET, moneyItemData.iconId)
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end
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self:UpdateMoney()
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end
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HL.Commit(CreditShopItem)
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return CreditShopItem
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