River Jiang
2020-10-22 6b3cb63ae5d3f3c4b196a236b08fc3a4e8dfd5c6
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Core.Utilities;
using System;
 
/**
 * 选择buff脚本
 * @Author: chenxin
 * @Date: 2020-10-19 15:55:46
 */
namespace KTGMGemClient
{
    public class EndlessBuffSelect : Singleton<EndlessBuffSelect>
    {
        public List<SelectBuffIcon> IconList;
 
        private string iconPath = "UI/Endless/BuffIcon/BuffIcon_";
 
        /// <summary>
        /// buff是否选中完成
        /// </summary>
        private bool isCompleted;
 
        public event Action<int> BuffSelectCompleted;
 
        /// <summary>
        /// 当前选择的索引,-1表示还未选中其中一个
        /// </summary>
        private int SelectedIndex = -1;
 
        public Button SelectBtn;
 
        // Start is called before the first frame update
        private void Start()
        {
            for (int i = 0; i < IconList.Count; ++i)
            {
                IconList[i].OnSelectBuffCompleted += OnClick;
            }
 
            SelectBtn.onClick.AddListener(OnClickSelectBtn);
        }
 
        private void OnEnable()
        {
            isCompleted = false;
            SelectedIndex = -1;
 
            for (int i = 0; i < IconList.Count; ++i)
            {
                IconList[i].Reset();
            }
        }
 
        public void OnClick(int index)
        {
            // 如果点击同一个直接返回
            if (index == SelectedIndex) return;
 
            // 如果已经选择过了,设置一个之前选择的item
            if (SelectedIndex != -1)
                IconList[SelectedIndex].SetState(false);
 
            SelectedIndex = index;
            IconList[index].SetState(true);
        }
 
        /// <summary>
        /// 点击了选择按钮
        /// </summary>
        public void OnClickSelectBtn()
        {
            if (SelectedIndex == -1) return;
 
            HideBuffUI();
 
            if (BuffSelectCompleted != null)
                BuffSelectCompleted(SelectedIndex);
        }
 
        public void ShowBuffUI()
        {
            gameObject.SetActive(true);
        }
 
        public void HideBuffUI()
        {
            gameObject.SetActive(false);
        }
 
        public void Refresh(List<EndlessBuffConfig> list)
        {
            for (int i = 0; i < IconList.Count; ++i)
            {
                IconList[i].SetIcon(list[i].Config.image);
                IconList[i].SetQuality(list[i].Config.rare);
                IconList[i].SetName(list[i].Config.name);
                IconList[i].SetEffect(list[i].Config.brief);
                IconList[i].SetRare(list[i].Config.rare);
            }
        }
    }
}