508 lines
14 KiB
C#
508 lines
14 KiB
C#
using cfg.VihecleCultivateCfg;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Gameplay;
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using Gameplay.Common;
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using Gameplay.Net;
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using PhxhSDK;
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using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using Button = UnityEngine.UI.Button;
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using Image = UnityEngine.UI.Image;
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public class UI_VehicleSkinController : UIWindow
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{
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public enum SkinStatus
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{
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Equiped,
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Unlocked,
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Locked
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}
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#region UI
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//UI GameObj
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///Auto Gen Start///
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//public Button Button_Back;
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public Button Button_back;
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public TMP_Text Text_Back;
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public Button Button_Home;
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public Image Image_DarkLeft;
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public Image Image_DarkLeftTop;
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public Image Image_DarkTop;
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public Image Image_DarkBottom;
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public Image Image_OrganizatioFlag;
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public Image Image_AngularShape0;
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public TMP_Text Text_VehicleType;
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public Image Image_AngularShape1;
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public TMP_Text Text_Level;
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public Image Image_AngularShape2;
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public TMP_Text Text_Organization;
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public TMP_Text Text_VehicleName;
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public Button Button_Part0;
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public Button Button_Part1;
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public Button Button_Part2;
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public Image Image_LineLeft;
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public Image Image_LineBottom;
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public TMP_Text Text_Title;
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public TMP_Text Text_PartName;
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public TMP_Text Text_Count;
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public ScrollRect ScrollRect_VehicleSkin;
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public Image Image_Bg;
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public Image Image_SelectedBorder;
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public Image Image_Icon;
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public TMP_Text Text_Name;
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public Image Image_DrakHide;
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public Image Image_Locked;
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public Image Image_CurrentEquipment;
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public Button Button_Equipment;
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public TMP_Text Text_Equipment;
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public TMP_Text Text_Consume;
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///Auto Gen End///
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#endregion
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private RecycleView SkinScrollView;
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private long VehicleID = -1;
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private PaintType curType = PaintType.None;
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private PaintType CurType
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{
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get { return curType; }
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set
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{
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curType = value;
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var PaintCount = VehiclePaintDic[curType].Count;
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var unlockCount = GetUnlockSkinCount(VehiclePaintDic[curType]);
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Text_PartName.text = CommonUtils.GetLocalizeText("Vehicle_PartName_" + CurType);
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Text_Count.text = unlockCount + "/" + PaintCount;
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SetCurSelectSkin(VehiclePaintDic[curType][0].PaintID);
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}
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}
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private List<TypeToggle> toggles = new();
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private List<int> curEquipSkinIDs = new();
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private int curSelectSkinID = -1;
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//private List<DataVehiclePaint> VehiclePaints = new List<DataVehiclePaint>();
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private Dictionary<PaintType, List<DataVehiclePaint>> VehiclePaintDic = new();
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private Dictionary<int, SkinItem> recycleItem = new();
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public async static UniTask<UIWindow> Open(object data = null)
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{
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//CameraManager.Instance.SetMainCameraActive(true);
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return await UIManager.Instance.CreateAndOpenWindow(UINameConst.UI_VehicleSkin, data);
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}
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// deal with input data
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public override void PreLoad(object data = null)
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{
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VehicleID = (long)data;
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DebugUtil.Log("VehicleID : " + VehicleID);
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}
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// Use this for initialization
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public override void OnInit()
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{
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//bind UI GameObj
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UI_VehicleSkinBinder.GetComponents(this);
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SkinScrollView = ScrollRect_VehicleSkin.GetComponent<RecycleView>();
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SkinScrollView.Init(OnRefreshItem);
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BindButton(Button_back, OnBack_Click);
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BindButton(Button_Equipment, OnEquipButtonClick);
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var currencyList = GetComponent<UI_CurrencyList>("UI_CurrencyList");
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currencyList.SetData(GLConfig.Inst.data.DiamondItemId, GLConfig.Inst.data.GoldItemId);
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var name = VehicleDataHelper.GetVehicleLocalizeName((int)VehicleID);
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Text_VehicleName.text = name;
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var curShownVehicleData = VehicleCultivateDataManager.Instance.GetVehicleCultivateDataPro((uint)VehicleID);
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Text_Level.text = CommonUtils.GetRomanCode(curShownVehicleData.Cfg.VehicleLevel);
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Text_Organization.text = VehicleDataHelper.GetVehicleOrganization((int)VehicleID);
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VehiclePaint cfg = TableManager.Instance.Tables.VehiclePaint;
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foreach (var item in cfg.DataList)
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{
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if (item.HostVehicle == VehicleID)
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{
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var paintType = item.PaintType;
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if (!VehiclePaintDic.ContainsKey(paintType))
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{
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VehiclePaintDic.Add(paintType, new List<DataVehiclePaint>());
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}
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VehiclePaintDic[paintType].Add(item);
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}
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}
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var Vehiclecfg = Actor.Instance.Character.GetVehicleDevelopment(VehicleID);//.paint_set;
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if (Vehiclecfg != null)
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{
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var paintSet = Vehiclecfg.paint_set;
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foreach(var paint in paintSet)
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{
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curEquipSkinIDs.Add((int)paint);
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}
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}
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else
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{
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DebugUtil.LogError("VehicleID = " + VehicleID + " 未找到涂装配置");
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}
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CurType = PaintType.Entirety;
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toggles = new List<TypeToggle>() {
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new TypeToggle(Button_Part0.gameObject, PaintType.Entirety, OnTypeToggleClick),
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new TypeToggle(Button_Part1.gameObject, PaintType.Fort, OnTypeToggleClick),
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new TypeToggle(Button_Part2.gameObject, PaintType.CaterpillarBelt, OnTypeToggleClick)
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};
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foreach (var toggle in toggles)
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{
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toggle.ResetLightBar(CurType);
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}
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EventManager.Instance.Register<uint>(EventManager.EventName.ItemChange, OnItemChange);
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EventManager.Instance.Register(EventManager.EventName.CharacterInfoRefresh, OnDataRefresh);
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}
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//invoke when open window
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protected override void OnShowWindow(object data = null)
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{
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SkinScrollView.ShowList(VehiclePaintDic[CurType].Count);
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var currencyList = GetComponent<UI_CurrencyList>("UI_CurrencyList");
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currencyList.Refresh();
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}
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//invoke when reload window
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protected override void OnReloadWindow(object data = null)
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{
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}
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//invoke when close window
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protected override void OnHideWindow()
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{
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}
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//invoke when destroy
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public override void OnRelease()
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{
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base.OnRelease();
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EventManager.Instance.Send(EventManager.EventName.EN_UIControllCultivateMainInput, true);
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EventManager.Instance.Unregister<uint>(EventManager.EventName.ItemChange, OnItemChange);
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EventManager.Instance.Unregister(EventManager.EventName.CharacterInfoRefresh, OnDataRefresh);
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//CommonUtils.ScreenshotReset();
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}
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void OnItemChange(uint itemID)
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{
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foreach (var skinItem in recycleItem)
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{
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var SkinItemID = skinItem.Value.ItemID;
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if (SkinItemID == itemID)
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{
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SkinScrollView.ShowList(VehiclePaintDic[CurType].Count);
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}
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}
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SetCurSelectSkin(curSelectSkinID);
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}
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void OnDataRefresh()
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{
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DebugUtil.Log("OnDataRefresh");
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var Vehiclecfg = Actor.Instance.Character.GetVehicleDevelopment(VehicleID);//.paint_set;
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if (Vehiclecfg != null)
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{
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var paintSet = Vehiclecfg.paint_set;
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curEquipSkinIDs.Clear();
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foreach (var paint in paintSet)
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{
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curEquipSkinIDs.Add((int)paint);
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}
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}
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SkinScrollView.ShowList(VehiclePaintDic[CurType].Count);
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SetCurSelectSkin(curSelectSkinID);
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}
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void SetCurSelectSkin(int id)
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{
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curSelectSkinID = id;
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var skinStatus = GetSkinStatus(id);
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DebugUtil.Log("这段代码需要本地化文本");
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Button_Equipment.interactable = true;
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GameObject buttonIcon = CommonUtils.GetGameObject(Button_Equipment.gameObject, "icon");
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foreach(Transform child in buttonIcon.transform)
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{
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child.gameObject.SetActive(false);
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}
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Text_Consume.text = "";
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switch (skinStatus)
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{
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case SkinStatus.Unlocked:
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Text_Equipment.text = "装备皮肤";
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break;
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case SkinStatus.Equiped:
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Text_Equipment.text = "已装备";
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break;
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case SkinStatus.Locked:
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var Cfg = TableManager.Instance.Tables.VehiclePaint.GetOrDefault(id);
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if (Cfg != null)
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{
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switch (Cfg.UnlockType)
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{
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case PaintIUnlockType.Diamond:
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Text_Equipment.text = "";
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var diamondCost = Cfg.PaintCost;
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if (diamondCost.Count > 0)
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{
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var itemCount = diamondCost[0].Count;
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var diamondIcon = CommonUtils.GetGameObject(buttonIcon, "diamond");
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diamondIcon.SetActive(true);
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Text_Consume.text = itemCount.ToString();
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}
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break;
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case PaintIUnlockType.CampaignScore:
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Text_Equipment.text = "";
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var score = Cfg.PaintCost;
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if (score.Count > 0)
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{
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var itemCount = score[0].Count;
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Text_Consume.text = itemCount.ToString();
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var scoreIcon = CommonUtils.GetGameObject(buttonIcon, "PvpCoins");
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scoreIcon.SetActive(true);
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}
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break;
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case PaintIUnlockType.VehicleExp:
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Text_Equipment.text = "车辆经验解锁";
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break;
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case PaintIUnlockType.LimitedTimeActivity:
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Text_Equipment.text = "限时活动解锁";
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Button_Equipment.interactable = false;
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break;
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}
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}
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break;
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default:
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DebugUtil.LogError("未知皮肤状态");
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break;
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}
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}
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public SkinStatus GetSkinStatus(int id)
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{
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foreach (var skin in curEquipSkinIDs)
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{
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if (skin == id)
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{
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return SkinStatus.Equiped;
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}
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}
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var skinCfg = TableManager.Instance.Tables.VehiclePaint.GetOrDefault(id);
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if (skinCfg != null)
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{
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var itemID = skinCfg.ItemID;
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if (CategoryManager.Instance.GetItemCount(itemID) > 0)//拥有皮肤时,显示可装配
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{
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return SkinStatus.Unlocked;
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}
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else//未拥有皮肤,显示可购买
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{
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return SkinStatus.Locked;
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}
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}
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return SkinStatus.Locked;
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}
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public int GetUnlockSkinCount(List<DataVehiclePaint> paints)
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{
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int count = 0;
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foreach (var paint in paints)
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{
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var status = GetSkinStatus(paint.PaintID);
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if (status != SkinStatus.Locked)
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{
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count++;
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}
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}
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return count;
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}
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#region ButtonClick
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void OnBack_Click()
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{
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CloseWindow();
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}
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void OnEquipButtonClick()
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{
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var Cfg = TableManager.Instance.Tables.VehiclePaint.GetOrDefault(curSelectSkinID);
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var skinStatus = GetSkinStatus(curSelectSkinID);
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switch (skinStatus)
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{
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case SkinStatus.Unlocked:
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DebugUtil.Log("装备皮肤");
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NetHelper.VehicleSetPaint((uint)Cfg.HostVehicle, (uint)Cfg.PaintID);
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break;
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case SkinStatus.Locked:
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DebugUtil.Log("购买皮肤");
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var cost = Cfg.PaintCost;
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foreach(cfg.item.ItemCounts itemCounts in cost)
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{
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var itemCount = itemCounts.Count;
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var itemID = itemCounts.Id;
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if (CategoryManager.Instance.GetItemCount(itemID) < itemCount)
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{
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CommonUtils.ShowMessageTips(CommonUtils.GetLocalizeText("shop_noMoney"));
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return;
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}
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}
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NetHelper.VehicleBuyPaint((uint)Cfg.HostVehicle, (uint)Cfg.PaintID);
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break;
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default:
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DebugUtil.Log("");
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break;
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}
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}
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void OnTypeToggleClick(PaintType type)
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{
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CurType = type;
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foreach (var toggle in toggles)
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{
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toggle.ResetLightBar(CurType);
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}
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SkinScrollView.ShowList(VehiclePaintDic[CurType].Count);
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}
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public class TypeToggle : UIGameObjectWrapper
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{
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Action<PaintType> callback;
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GameObject lightBar;
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PaintType toggleType;
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public TypeToggle(GameObject root, PaintType toggleType, Action<PaintType> OnToggleCallback) : base(root)
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{
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lightBar = FindObj("LightBar");
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callback = OnToggleCallback;
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this.toggleType = toggleType;
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var button = GetComponent<Button>();
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CommonUtils.BindButton(button, OnButtonClick);
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IsScaleShow = true;
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}
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void OnButtonClick()
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{
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callback?.Invoke(toggleType);
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}
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public void ResetLightBar(PaintType curPaintType)
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{
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lightBar.SetActive(curPaintType == toggleType);
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}
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}
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#endregion
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#region RecycleView
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private void OnRefreshItem(GameObject cell, int index)
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{
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if (!recycleItem.TryGetValue(cell.GetInstanceID(), out SkinItem item))
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{
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item = new SkinItem(cell, OnSelectSkin);
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recycleItem.Add(cell.GetInstanceID(), item);
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}
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item.SetInfo(VehiclePaintDic[CurType][index]);
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item.RefreshSelected(curSelectSkinID);
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}
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public class SkinItem : UIGameObjectWrapper
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{
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int SkinID;
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public int ItemID;
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Action<int> callback;
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public SkinItem(GameObject root, Action<int> OnClickCallback) : base(root)
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{
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callback = OnClickCallback;
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}
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public async void SetInfo(DataVehiclePaint data)
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{
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SkinID = data.PaintID;
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ItemID = data.ItemID;
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GetComponent<TMP_Text>("Text_Name").text = data.PaintName;
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var button = GoRoot.GetComponent<Button>();
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var Mask = FindObj("Image_DrakHide");
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var Locked = FindObj("Image_Locked");
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var Equiped = FindObj("Image_CurrentEquipment");
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bool unlock = VehicleDataHelper.IsVehicleSkinUnlock(data.PaintID);
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if (Mask != null)
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Mask.SetActive(!unlock);
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if (Locked != null)
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Locked.SetActive(!unlock);
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bool isEquiped = false;
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var vehicleID = data.HostVehicle;
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var Vehiclecfg = Actor.Instance.Character.GetVehicleDevelopment(vehicleID);//.paint_set;
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if (Vehiclecfg != null)
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{
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var paintSet = Vehiclecfg.paint_set;
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foreach (var paint in paintSet)
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{
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if (paint == data.PaintID)
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{
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isEquiped = true;
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break;
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}
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}
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}
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if (Equiped != null)
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Equiped.SetActive(isEquiped);
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button.onClick.RemoveAllListeners();
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CommonUtils.BindButton(button, OnClick);
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DebugUtil.LogWarning("这里需要加载皮肤图标");
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//var sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(data.IconPath);
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//GetComponent<Image>("VehicleIcon/Image_Icon").sprite = sprite;
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IsScaleShow = true;
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}
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private void OnClick()
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{
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callback?.Invoke(SkinID);
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}
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public void RefreshSelected(int SkinID)
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{
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var selected = FindObj("Image_SelectedBorder");
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selected.SetActive(SkinID == this.SkinID);
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}
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}
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void OnSelectSkin(int SkinID)
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{
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DebugUtil.Log("OnSelectSkin SkinID = " + SkinID);
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SetCurSelectSkin(SkinID);
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SkinScrollView.ShowList(VehiclePaintDic[CurType].Count);
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}
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#endregion
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}
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