141 lines
3.8 KiB
C#
141 lines
3.8 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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// 装备强化列表
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// 由于需要有限制的多选,会存储不同的SelectItem。
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public class EquipEnhanceContainer : UIContainerSelect {
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public int multiSelectNum = -1; // 多选的情况下,最多可选择数量,默认-1,表示可无限多选
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public UIItemSelect curHightLight; // 当前高亮选中Item。
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public override void OnSelectedObj(object obj)
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{
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ContentPos selectPos = _ValueList.Find((pos) =>
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{
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if (pos.Obj == obj)
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return true;
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return false;
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});
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if (selectPos == null)
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return;
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if (!((UIItemSelect)selectPos.ShowItem).IsCanSelect())
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return;
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if(curHightLight != null)
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{
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curHightLight.UnSelected();
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((UIItemSelect)selectPos.ShowItem).Selected();
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curHightLight = (UIItemSelect)selectPos.ShowItem;
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}
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else
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{
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if(_Selecteds.Count != 0)
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{
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((UIItemSelect)_Selecteds[0].ShowItem).UnSelected();
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}
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((UIItemSelect)selectPos.ShowItem).Selected();
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curHightLight = (UIItemSelect)selectPos.ShowItem;
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}
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// 多选的情况下,控制添加情况
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if (_IsMultiSelect)
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{
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if(_Selecteds.Contains(selectPos))
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{
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((EquipEnhanceItem)selectPos.ShowItem).UnAdd();
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_Selecteds.Remove(selectPos);
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}
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else
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{
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// 当不存在时,仅当多选数目没到上限时,添加
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if(_Selecteds.Count < multiSelectNum)
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{
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((EquipEnhanceItem)selectPos.ShowItem).Add();
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_Selecteds.Add(selectPos);
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}
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}
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if (_SelectedCallBack != null)
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{
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_SelectedCallBack(selectPos.Obj);
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}
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}
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else
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{
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if(!_Selecteds.Contains(selectPos))
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{
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_Selecteds.Clear();
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_Selecteds.Add(selectPos);
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}
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}
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if (_SelectedCallBack != null && _Selecteds.Contains(selectPos) && !_IsMultiSelect)
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{
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_SelectedCallBack(obj);
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return;
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}
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if (_DisSelectedCallBack != null && !_Selecteds.Contains(selectPos) && !_IsMultiSelect)
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{
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_DisSelectedCallBack(obj);
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return;
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}
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}
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public override void InitSelectContent(IEnumerable list, IEnumerable selectedList, SelectedObjCallBack onSelect = null, SelectedObjCallBack onDisSelect = null, Hashtable exhash = null)
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{
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foreach (ContentPos item in _Selecteds)
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{
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if (item.ShowItem != null)
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{
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((EquipEnhanceItem)item.ShowItem).UnSelected();
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((EquipEnhanceItem)item.ShowItem).UnAdd();
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}
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}
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curHightLight = null;
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_SelectedCallBack = onSelect;
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_DisSelectedCallBack = onDisSelect;
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gameObject.SetActive(true);
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_SelectedList = selectedList;
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base.InitContentItem(list, OnSelectedObj, exhash);
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ShowItems();
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}
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public override List<T> GetSelecteds<T>()
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{
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List<T> selectedObjs = new List<T>();
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if(_IsMultiSelect == false)
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{
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if(_Selecteds.Count > 0)
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{
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selectedObjs.Add((T)_Selecteds[0].Obj);
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}
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}
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else
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{
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for(int i = 0; i < multiSelectNum && i < _Selecteds.Count; ++i)
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{
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if(_Selecteds[i].Obj == null)
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{
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break;
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}
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selectedObjs.Add((T)_Selecteds[i].Obj);
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}
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}
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return selectedObjs;
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}
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}
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