/// #pkgName FGUI包名
/// #panelName UIPanel名字
/// #UIName = $"{#pkgName}{#panelName}" UIKey名字
/// 该脚本由模板创建
/// created by cb 2024
using FL.Data.Items;
using System.Collections.Generic;
using XGame.Database;
using XGame.Framework.UI;
namespace FL.FGUI
{
///
/// UI逻辑处理类
///
///
public partial class EquipEquipItemNestedCtrl : UIController
{
private Dictionary _basicAttrItemMap;
private List _allAttrTypeList; // 装备全部属性类型列表
private List _specialAttrTypeList;
protected override void OnEnable(object intent)
{
AddUIListenres();
}
protected override void OnDisable()
{
RemoveUIListenres();
_basicAttrItemMap?.Clear();
_basicAttrItemMap = null;
_allAttrTypeList?.Clear();
_allAttrTypeList = null;
_specialAttrTypeList?.Clear();
_specialAttrTypeList = null;
}
#region UI事件
private void AddUIListenres()
{
}
private void RemoveUIListenres()
{
}
#endregion
private void InitUI()
{
if (_basicAttrItemMap == null)
{
_basicAttrItemMap = new Dictionary();
}
else
{
_basicAttrItemMap.Clear();
}
_basicAttrItemMap.Add(EAttributeType.Hp, VM.HpAttrItem);
_basicAttrItemMap.Add(EAttributeType.Atk, VM.AtkAttrItem);
_basicAttrItemMap.Add(EAttributeType.Def, VM.DefAttrItem);
_basicAttrItemMap.Add(EAttributeType.AtkSpeed, VM.SpeedAttrItem);
VM.SpecialAttrItem1.Ctrl.ResetUI();
VM.SpecialAttrItem2.Ctrl.ResetUI();
if (_allAttrTypeList == null)
_allAttrTypeList = new List();
else
_allAttrTypeList.Clear();
if (_specialAttrTypeList == null)
_specialAttrTypeList = new List();
else
_specialAttrTypeList.Clear();
}
public void ShowUI(EquipItem newEquip, EquipItem wearEquip, bool bWear = false)
{
VM.State.selectedIndex = bWear ? 0 : 1;
EquipItem equipData = bWear ? wearEquip : newEquip;
ShowEquipItemUI(equipData);
ShowAttrUi(equipData, wearEquip, bWear);
}
private void ShowEquipItemUI(EquipItem equipData)
{
UiParam _uiParam = new UiParam();
_uiParam.bShowLevel = true;
VM.ItemBtn.Ctrl.ShowUI(equipData, _uiParam);
VM.NameLabel.text = equipData.Name;
VM.NameLabel.color = equipData.Quality.ToEquipNameColor();
}
///
/// 装备的属性UI
///
///
///
///
private void ShowAttrUi(EquipItem equipData, EquipItem wearEquip, bool bWear)
{
InitUI();
//装备的属性列表
equipData.Attributes.GetAll(ref _allAttrTypeList, 0);
equipData.Attributes.GetAll(ref _specialAttrTypeList, 2);
if (_specialAttrTypeList.Count > 0)
{
_basicAttrItemMap.Add(_specialAttrTypeList[0], VM.SpecialAttrItem1);
}
if (_specialAttrTypeList.Count > 1)
{
_basicAttrItemMap.Add(_specialAttrTypeList[1], VM.SpecialAttrItem2);
}
foreach (var item in _basicAttrItemMap)
{
bool bShowAttrItem = _allAttrTypeList.FindIndex(attrType => attrType == item.Key) != -1;
if (bShowAttrItem)
{
long attributeVal = equipData.Attributes.GetValue(item.Key);
var compareType = bWear ? eCompareType.None : GetCompareType(item.Key, attributeVal, wearEquip);
item.Value.Ctrl.ShowUI(item.Key, attributeVal, compareType, true);
}
else
{
item.Value.Ctrl.ShowUI(item.Key, 0, eCompareType.None, false);
}
}
}
///
/// 新装备属性的比较标识
///
///
///
///
///
private eCompareType GetCompareType(EAttributeType attributeType, long atrrVal, EquipItem wearEquip)
{
if (wearEquip == null) return eCompareType.None;
long val = wearEquip.Attributes.GetValue(attributeType);
return atrrVal == val ? eCompareType.None : (atrrVal > val ? eCompareType.Higth : eCompareType.Low);
}
}
}