Files
StellaSora_DataLua/lua/game/ui/templateex/templatequantitysliderctrl.lua
SL1900 5e0d58cfad Initial version - 1.2.0.60
EN: 1.2.0.60
CN: 1.2.0.61
JP: 1.2.0.63
KR: 1.2.0.67
2025-12-03 01:00:00 +09:00

130 lines
3.8 KiB
Lua

local TemplateQuantitySliderCtrl = class("TemplateQuantitySliderCtrl", BaseCtrl)
TemplateQuantitySliderCtrl._mapNodeConfig = {
imgCountSlider = {
sComponentName = "Slider",
callback = "OnSliderValueChange"
},
btnReduce = {
sComponentName = "UIButton",
callback = "OnBtnClick_Reduce"
},
btnAdd = {
sComponentName = "UIButton",
callback = "OnBtnClick_Add"
},
btnMax = {
sComponentName = "UIButton",
callback = "OnBtnClick_Max"
},
btnMin = {
sComponentName = "UIButton",
callback = "OnBtnClick_Min"
},
btnGrayAdd = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_MaxGray"
},
btnGrayReduce = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_MinGray"
}
}
TemplateQuantitySliderCtrl._mapEventConfig = {}
function TemplateQuantitySliderCtrl:Init(funcRefresh, nDefaultCount, nMax, bHideSide)
self.callback = funcRefresh
self.nMax = nMax
self._mapNode.imgCountSlider.maxValue = nMax
self.nBuyCount = nDefaultCount
self.bAble = nDefaultCount ~= 0
self.bHideSide = bHideSide
self:RefreshCount()
end
function TemplateQuantitySliderCtrl:RefreshCount()
NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nBuyCount)
self:RefreshAddButton(self.nBuyCount < self.nMax and self.bAble)
self:RefreshReduceButton(self.nBuyCount > 1 and self.bAble)
end
function TemplateQuantitySliderCtrl:RefreshAddButton(bAble)
self._mapNode.btnGrayAdd[1].gameObject:SetActive(not bAble and not self.bHideSide)
self._mapNode.btnGrayAdd[2].gameObject:SetActive(not bAble)
self._mapNode.btnAdd.gameObject:SetActive(bAble)
self._mapNode.btnMax.gameObject:SetActive(bAble and not self.bHideSide)
end
function TemplateQuantitySliderCtrl:RefreshReduceButton(bAble)
self._mapNode.btnGrayReduce[1].gameObject:SetActive(not bAble)
self._mapNode.btnGrayReduce[2].gameObject:SetActive(not bAble and not self.bHideSide)
self._mapNode.btnReduce.gameObject:SetActive(bAble)
self._mapNode.btnMin.gameObject:SetActive(bAble and not self.bHideSide)
end
function TemplateQuantitySliderCtrl:Awake()
end
function TemplateQuantitySliderCtrl:OnEnable()
end
function TemplateQuantitySliderCtrl:OnDisable()
end
function TemplateQuantitySliderCtrl:OnDestroy()
end
function TemplateQuantitySliderCtrl:OnBtnClick_Add(btn)
local nRemain = self.nMax - self.nBuyCount
if nRemain <= 0 then
return
end
if btn.Operate_Type == 0 then
self.nBuyCount = self.nBuyCount + 1
elseif btn.Operate_Type == 3 then
local nAdd = 2 ^ btn.CurrentGear
local nAfterRemain = nRemain - nAdd
if nAfterRemain < 0 then
nAdd = nRemain
end
self.nBuyCount = math.floor(self.nBuyCount + nAdd)
end
self:RefreshCount()
self.callback(self.nBuyCount)
end
function TemplateQuantitySliderCtrl:OnBtnClick_Reduce(btn)
if self.nBuyCount <= 1 then
return
end
if btn.Operate_Type == 0 then
self.nBuyCount = self.nBuyCount - 1
elseif btn.Operate_Type == 3 then
self.nBuyCount = math.floor(self.nBuyCount - 2 ^ btn.CurrentGear)
end
if self.nBuyCount < 1 then
self.nBuyCount = 1
end
self:RefreshCount()
self.callback(self.nBuyCount)
end
function TemplateQuantitySliderCtrl:OnBtnClick_Max()
if self.nBuyCount == self.nMax then
return
end
self.nBuyCount = self.nMax
self:RefreshCount()
self.callback(self.nBuyCount)
end
function TemplateQuantitySliderCtrl:OnBtnClick_Min()
if self.nBuyCount <= 1 then
return
end
self.nBuyCount = 1
self:RefreshCount()
self.callback(self.nBuyCount)
end
function TemplateQuantitySliderCtrl:OnSliderValueChange(_, value)
self.nBuyCount = math.ceil(value)
self:RefreshCount()
self.callback(self.nBuyCount)
end
function TemplateQuantitySliderCtrl:OnBtnClick_MinGray()
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("QuantitySelector_Min"))
end
function TemplateQuantitySliderCtrl:OnBtnClick_MaxGray()
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("QuantitySelector_Max"))
end
return TemplateQuantitySliderCtrl