328 lines
8.5 KiB
C#
328 lines
8.5 KiB
C#
using System.Collections;
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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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using PhxhSDK;
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using Framework;
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using Cysharp.Threading.Tasks;
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using cfg.VihecleCultivateCfg;
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using System;
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using Gameplay;
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using Gameplay.Net;
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using Gameplay.Common;
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using System.Linq;
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public class UI_VehicleSkinController : UIWindow
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{
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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 Image Image_LightBar0;
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public Button Button_Part1;
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//public Image Image_LightBar1;
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public Button Button_Part2;
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//public Image Image_LightBar2;
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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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///Auto Gen End///
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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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Text_PartName.text = "PartName_" + CurType.ToString();
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}
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}
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private List<TypeToggle> toggles = new();
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private Dictionary<PaintType,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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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, OnEquipClick);
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var currencyList = GetComponent<UI_CurrencyList>("UI_CurrencyList");
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currencyList.SetData(GLConfig.Inst.data.GoldItemId);//GLConfig.Inst.data.DiamondItemId,
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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 = "Level" + curShownVehicleData.Cfg.VehicleLevel;
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Text_Organization.text = VehicleDataHelper.GetVehicleOrganization((int)VehicleID);
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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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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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for (int i = 1; i < (int)PaintType.Max; i++)
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{
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var type = (PaintType)i;
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if (i - 1 < paintSet.Length)
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{
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int paintID = (int)paintSet[i - 1];
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curEquipSkinIDs.Add(type, paintID);
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}
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else
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{
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curEquipSkinIDs.Add(type, 0);
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DebugUtil.LogError(" paint_set 不包含足够的部位涂装 ");
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}
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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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}
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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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CommonUtils.ScreenshotReset();
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}
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void OnBack_Click()
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{
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CloseWindow();
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}
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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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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 void SetInfo(DataVehiclePaint data)
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{
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SkinID = data.PaintID;
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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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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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curSelectSkinID = SkinID;
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SkinScrollView.ShowList(VehiclePaintDic[CurType].Count);
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}
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#endregion
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void OnEquipClick()
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{
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DebugUtil.Log("cur PartType is " + CurType + ", and skin id is: " + curSelectSkinID);
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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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}
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