River Jiang
2020-10-21 9ecea6fd1dc5c53d670f7e0400210522bda5586d
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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 Text Prompt;
 
        public List<SelectBuffIcon> IconList;
 
        public List<Sprite> SpriteList;
 
        /// <summary>
        /// buff是否选中完成
        /// </summary>
        private bool isCompleted;
 
        public event Action<int> BuffSelectCompleted;
 
        private int SelectedIndex;
 
        // Start is called before the first frame update
        private void Start()
        {
            for (int i = 0; i < IconList.Count; ++i)
            {
                IconList[i].OnSelectBuffCompleted += OnClick;
            }
        }
 
        private void OnEnable()
        {
            isCompleted = false;
            Prompt.text = "点击选择buff";
            
            for (int i = 0; i < IconList.Count; ++i)
            {
                IconList[i].SetIcon(SpriteList[i]);
                IconList[i].SetState(EndlessBuffSelectState.Normal);
            }
        }
 
        public void OnClick(int index)
        {
            if (isCompleted) return;
 
            isCompleted = true;
            SelectedIndex = index;
            Prompt.text = "选择buff成功";
 
            for (int i = 0; i < IconList.Count; ++i)
            {
                if (index == i)
                    IconList[i].SetState(EndlessBuffSelectState.Selected);
                else
                    IconList[i].SetState(EndlessBuffSelectState.Unselected);
            }
 
            StartCoroutine(DelayToClose());
        }
 
        public void ShowBuffUI()
        {
            gameObject.SetActive(true);
        }
 
        public void HideBuffUI()
        {
            gameObject.SetActive(false);
        }
 
        private IEnumerator DelayToClose()
        {
            yield return new WaitForSeconds(0.5f);
            HideBuffUI();
 
            if (BuffSelectCompleted != null)
                BuffSelectCompleted(SelectedIndex);
        }
 
        public void Refresh(List<EndlessBuffConfig> list)
        {
            for (int i = 0; i < IconList.Count; ++i)
            {
                IconList[i].SetName(list[i].Config.name);
                IconList[i].SetEffect(list[i].Config.brief);
                IconList[i].SetRare(list[i].Config.rare);
            }
        }
    }
}