local UIRenderTextureEditor = UIViewClass() local ViewType = { WeaponActive = 0, HorseActive = 1, TreasureActive = 2, } function UIRenderTextureEditor:OnOpened(context) self.view = nil self.toggle_ViewGroup:SelectIndex(0) end function UIRenderTextureEditor:OnClosed() end function UIRenderTextureEditor:OnButtonClicked(comp) if comp == self.btn_Instantiate then self:ClickInstanceModel() elseif comp == self.btn_Before then self:OnClickArrow(false) elseif comp == self.btn_Next then self:OnClickArrow(true) end end function UIRenderTextureEditor:ClickInstanceModel() self.modelId = tonumber(self.input_InstantiateId.text) self:InstanceModel(self.modelId) end function UIRenderTextureEditor:OnClickArrow(isNext) self.modelId = isNext and self.modelId + 1 or self.modelId - 1 if not table.containValue(self.previewList, self.modelId) then self.modelId = isNext and self.previewList[1] or self.previewList[#self.previewList] end self:InstanceModel(self.modelId) end function UIRenderTextureEditor:InstanceModel(modelId) if self.type == ViewType.WeaponActive then local data = DataSheetManager.MagicWeaponData:GetDataByMagicWeaponID(modelId) self.view:ShowWeaponById(data) elseif self.type == ViewType.HorseActive then local data = DataSheetManager.HorseData:GetDataByHorseID(modelId) self.view:ShowHorseById(data) elseif self.type == ViewType.TreasureActive then self.view:ShowTreasureById(modelId) end end function UIRenderTextureEditor:OnValueChanged(comp, index) if comp == self.toggle_ViewGroup then self.subview:CloseAll() self.view = nil if index == ViewType.WeaponActive then --神兵激活 self.view = self.subview:OpenView(GetViewClass(Const_UI_Lua.UIEnum.UIDivineWeaponSuccess), {data = DataSheetManager.MagicWeaponData:GetDataByMagicWeaponID(1)}) elseif index == ViewType.HorseActive then --战骑激活 self.view = self.subview:OpenView(GetViewClass(Const_UI_Lua.UIEnum.UIWarHorseSuccess), {HorseID = 1}) elseif index == ViewType.TreasureActive then --宝物激活 self.view = self.subview:OpenView(GetViewClass(Const_UI_Lua.UIEnum.UITreasureActiveSuccess), {treasureId = 1}) end self.type = index self.modelId = 1 self:InitPreviewList(self.type) end end function UIRenderTextureEditor:InitPreviewList(type) self.previewList = {} if type == ViewType.WeaponActive then for i, v in DataSheetManager.MagicWeaponData:GetEnumerator() do table.insert(self.previewList, v.MagicWeaponID) end elseif type == ViewType.HorseActive then for i, v in DataSheetManager.HorseData:GetEnumerator() do table.insert(self.previewList, v.HorseID) end elseif type == ViewType.TreasureActive then for i, v in DataSheetManager.TreasureData:GetEnumerator() do table.insert(self.previewList, v.TreasureID) end end end return UIRenderTextureEditor