c1_lua/lua/app/ui/hero/hero_comp.lua
2023-04-10 21:54:51 +08:00

74 lines
1.9 KiB
Lua

local HeroComp = class("HeroComp", LuaComponent)
local HERO_LIST_CELL = "app/ui/hero/cell/hero_list_cell"
function HeroComp:init()
self.uiMap = self:getBaseObject():genAllChildren()
self.scrollRect = self.uiMap["hero_ui.scrollrect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
self.scrollRect:addInitCallback(function()
return HERO_LIST_CELL
end)
self.scrollRect:addRefreshCallback(function(index, cell)
cell:refresh(index, self.heroList, self.allHeroCount, self.activeCount)
end)
self.heroList = {}
local heroCfg = ConfigManager:getConfig("hero")
for id, v in pairs(heroCfg) do
table.insert(self.heroList, id)
end
end
function HeroComp:refresh()
self:refreshScrollRect()
end
function HeroComp:refreshScrollRect()
self:sortHeroList()
self.allHeroCount = #self.heroList
self.activeCount = DataManager.HeroData:getActiveHeroCount()
local lockCount = self.allHeroCount - self.activeCount
local cellCount = 0
if self.activeCount > 0 then
cellCount = cellCount + math.ceil(self.activeCount / 4)
end
if lockCount > 0 then
cellCount = cellCount + math.ceil(lockCount / 4)
end
local currCount = self.scrollRect:getTotalCount()
if cellCount == currCount then
self.scrollRect:updateAllCell()
else
self.scrollRect:clearCells()
self.scrollRect:refillCells(cellCount)
end
end
-- 等级>品质>id
function HeroComp:sortHeroList()
local heroA
local heroB
local HeroData = DataManager.HeroData
table.sort(self.heroList, function(a, b)
heroA = HeroData:getHeroById(a)
heroB = HeroData:getHeroById(b)
if heroA and heroB then
if heroA:getLv() == heroB:getLv() then
if heroA:getQlt() == heroB:getQlt() then
return a > b
else
return heroA:getQlt() > heroB:getQlt()
end
else
return heroA:getLv() > heroB:getLv()
end
elseif heroA and heroB == nil then
return true
elseif heroB and heroA == nil then
return false
else
return a > b
end
end)
end
return HeroComp