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- import { _decorator, Component, Node, Prefab, LayoutComponent, instantiate, ScrollViewComponent } from 'cc';
- import { GUIManager } from '../../../engines/gui/GUIManager';
- import { GUIMediator } from '../../../engines/gui/GUIMediator';
- import GameConfigManager from '../../models/GameConfigManager';
- import { GameModel } from '../../models/GameModel';
- import { UIConst } from '../UIConst';
- import { ShopItemRenderScript } from './ShopItemRenderScript';
- const { ccclass, property } = _decorator;
- @ccclass('ShopMediator')
- export class ShopMediator extends GUIMediator {
- @property({
- type:Prefab
- })
- ListItemRenderPrefab:Prefab=null;
- @property({
- type:LayoutComponent
- })
- ListContext:LayoutComponent=null;
- @property({
- type:ScrollViewComponent
- })
- List:ScrollViewComponent=null;
- OnShow(data?:any):void{
- super.OnShow(data);
- this.RefreshList(true);
- this.AddEvent();
- }
- OnHide():void{
- this.RemoveEvent();
- }
- /**
- * 返回按钮点击
- */
- public BackButtonClick():void{
- GUIManager.single.Show(UIConst.PREPARE_UI);
- this.HideSelf();
- }
- private AddEvent():void{
- }
- private RemoveEvent():void{
- }
- private RefreshList(srollToZ:boolean):void{
- let itemView:Node;
- let dataList:any[]=this.GetListData();
- if(dataList.length!=this.ListContext.node.children.length){
- if(dataList.length<this.ListContext.node.children.length){
- //删除多余的
- while(dataList.length<this.ListContext.node.children.length){
- this.ListContext.node.removeChild(this.ListContext.node.children[0]);
- }
- }else{
- //添加缺少的
- while(dataList.length>this.ListContext.node.children.length){
- itemView=instantiate(this.ListItemRenderPrefab);
- this.ListContext.node.addChild(itemView);
- }
- }
- }
- let itemScript:ShopItemRenderScript;
- let count:number=dataList.length;
- for (let index = 0; index < count; index++) {
- itemView=this.ListContext.node.children[index];
- itemScript=itemView.getComponent(ShopItemRenderScript);
- if(itemScript==null){
- throw new Error("商城列表项未挂载ShopItemRenderScript脚本!");
- }
- itemScript.UpdateItemRender(dataList[index]);
- }
- if(srollToZ){
- this.List.scrollToTop(0.1);
- }
- }
- /**
- * 根据当前合成过的最大枪来计算列表数据
- */
- private GetListData():any[]{
- let result:any[]=[];
- let config:any=GameConfigManager.GetShopConfig(GameModel.single.synthesisMaxWeaponId);
- let weaponConfig:any;
- //解锁线
- let unlockLevel:number;
- if(config.unsealedGunId!=undefined){
- weaponConfig=GameConfigManager.GetWeaponConfig(config.unsealedGunId);
- unlockLevel=weaponConfig.level;
- }else{
- unlockLevel=-1;
- }
- let shopList:any[]=GameConfigManager.ShopList;
- shopList.sort((a,b)=> a.index-b.index);
- let itemData:any;
- shopList.forEach(element => {
- weaponConfig=GameConfigManager.GetWeaponConfig(element.id);
- itemData={
- id:element.id,
- index:element.index
- }
- //buyType 购买方式 0金币购买 1宝石购买 2 视频购买
- if(config.diamondPurchaseId==undefined){
- itemData.buyType=0;
- }else if(config.diamondPurchaseId.indexOf(element.id)>=0){
- itemData.buyType=1;
- }else if(config.videoId==undefined){
- itemData.buyType=0
- }else if(config.videoId==element.id){
- itemData.buyType=2;
- }else{
- itemData.buyType=0;
- }
- //state 0 未解锁 1 已解锁
- if(unlockLevel<0||weaponConfig.level>unlockLevel){
- itemData.state=0;
- }else{
- itemData.state=1;
- }
- result.push(itemData);
- });
- return result;
- }
- start () {
- // Your initialization goes here.
- }
- // update (deltaTime: number) {
- // // Your update function goes here.
- // }
- }
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