Files
StellaSora_DataLua/lua/game/ui/soldier/handbook/soldierhandbookstrategycardctrl.lua
T
SL1900 8c4bd41668 Update - 1.13.0.124
EN: 1.13.0.124
CN: 1.13.0.124
JP: 1.13.0.128
KR: 1.13.0.130
2026-07-21 12:30:00 +09:00

133 lines
4.1 KiB
Lua

local SoldierHandbookStrategyCardCtrl = class("SoldierHandbookStrategyCardCtrl", BaseCtrl)
local tabType = {
All = 1,
R = 2,
M = 3,
N = 4
}
local tab2ItemRarity = {
[tabType.All] = 1,
[tabType.R] = GameEnum.itemRarity.R,
[tabType.M] = GameEnum.itemRarity.M,
[tabType.N] = GameEnum.itemRarity.N
}
SoldierHandbookStrategyCardCtrl._mapNodeConfig = {
btn_tab = {
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtnClick_Tab"
},
tab_On = {nCount = 4},
tab_Off = {nCount = 4},
sv_loop = {
sComponentName = "LoopScrollView"
},
CardDetailCtrl = {
sNodeName = "DetailRoot",
sCtrlName = "Game.UI.Soldier.Handbook.SoldierHandbookCardDetailCtrl"
}
}
SoldierHandbookStrategyCardCtrl._mapEventConfig = {}
SoldierHandbookStrategyCardCtrl._mapRedDotConfig = {}
function SoldierHandbookStrategyCardCtrl:Awake()
end
function SoldierHandbookStrategyCardCtrl:OnEnable()
end
function SoldierHandbookStrategyCardCtrl:OnDisable()
end
function SoldierHandbookStrategyCardCtrl:OnDestroy()
self:Clear()
end
function SoldierHandbookStrategyCardCtrl:Clear()
if self.tbCardItemCtrl ~= nil then
for _, v in ipairs(self.tbCardItemCtrl) do
self:UnbindCtrlByNode(v)
end
self.tbCardItemCtrl = {}
end
self._mapNode.CardDetailCtrl:Clear()
end
function SoldierHandbookStrategyCardCtrl:Init()
self.tbCardItemCtrl = {}
self:InitCardList()
self:SwitchToTab(tabType.All, true)
end
function SoldierHandbookStrategyCardCtrl:InitCardList()
self.tbAllCard = {}
self.mapCardByRarity = {}
local func_ForEach_Card = function(mapCardData)
table.insert(self.tbAllCard, mapCardData)
if self.mapCardByRarity[mapCardData.Rarity] == nil then
self.mapCardByRarity[mapCardData.Rarity] = {}
end
table.insert(self.mapCardByRarity[mapCardData.Rarity], mapCardData)
end
ForEachTableLine(DataTable.SoldierStrategyCard, func_ForEach_Card)
table.sort(self.tbAllCard, function(a, b)
if a.Rarity == b.Rarity then
return a.Id < b.Id
end
return a.Rarity < b.Rarity
end)
for nRarity, tbCard in pairs(self.mapCardByRarity) do
table.sort(tbCard, function(a, b)
return a.Id < b.Id
end)
end
end
function SoldierHandbookStrategyCardCtrl:SwitchToTab(nTab, bForce)
if self.nCurTab == nTab and not bForce then
return
end
if self.nCurTab ~= nil then
self._mapNode.tab_Off[self.nCurTab]:SetActive(true)
self._mapNode.tab_On[self.nCurTab]:SetActive(false)
else
for i = 1, 4 do
self._mapNode.tab_Off[i]:SetActive(true)
self._mapNode.tab_On[i]:SetActive(false)
end
end
self.nCurTab = nTab
self._mapNode.tab_On[self.nCurTab]:SetActive(true)
self._mapNode.tab_Off[self.nCurTab]:SetActive(false)
self:RefreshCardList()
end
function SoldierHandbookStrategyCardCtrl:RefreshCardList()
self.tbCardItemCtrl = {}
self.tbCurCardList = {}
self.nSelectIndex = 1
if self.nCurTab == tabType.All then
self.tbCurCardList = self.tbAllCard
else
self.tbCurCardList = self.mapCardByRarity[tab2ItemRarity[self.nCurTab]]
end
self._mapNode.sv_loop:Init(#self.tbCurCardList, self, self.OnCardRefreshGrid, self.OnCardGridBtnClick, false)
EventManager.Hit("SoldierHandbookStrategyCard_Selected", self.tbCurCardList[self.nSelectIndex].Id)
self:RefreshDetail()
end
function SoldierHandbookStrategyCardCtrl:RefreshDetail()
self._mapNode.CardDetailCtrl:RefreshStrategyCardDetail(self.tbCurCardList[self.nSelectIndex].Id)
end
function SoldierHandbookStrategyCardCtrl:OnCardRefreshGrid(goGrid, gridIndex)
local nIndex = gridIndex + 1
local nInstanceId = goGrid:GetInstanceID()
if not self.tbCardItemCtrl[nInstanceId] then
self.tbCardItemCtrl[nInstanceId] = self:BindCtrlByNode(goGrid, "Game.UI.Soldier.Template.SoldierStrategyCardItemCtrl")
end
self.tbCardItemCtrl[nInstanceId]:SetItemData(self.tbCurCardList[nIndex], self.nSelectIndex == nIndex)
end
function SoldierHandbookStrategyCardCtrl:OnCardGridBtnClick(goGrid, gridIndex)
local nIndex = gridIndex + 1
self.nSelectIndex = nIndex
EventManager.Hit("SoldierHandbookStrategyCard_Selected", self.tbCurCardList[self.nSelectIndex].Id)
self:RefreshDetail()
end
function SoldierHandbookStrategyCardCtrl:OnBtnClick_Tab(btn, nIndex)
if nIndex == self.nCurTab then
return
end
self:SwitchToTab(nIndex)
end
return SoldierHandbookStrategyCardCtrl