Files
Fishing2/Assets/Scripts/UI/Common/Menu/CommonSubMenu.cs
2025-09-07 23:50:53 +08:00

98 lines
2.4 KiB
C#

// 本脚本只在不存在时会生成一次。组件逻辑写在当前脚本内。已存在不会再次生成覆盖
using System;
using System.Collections.Generic;
using UnityEngine;
using FairyGUI;
using NBC;
namespace NBF
{
public partial class CommonSubMenu : GComponent
{
public event Action<int> OnTabChange;
private void OnInited()
{
List.onClickItem.Add(OnClickItem);
BtnPrev.onClick.Add(OnClickBtnPrev);
BtnNext.onClick.Add(OnClickBtnNext);
Game.Input.OnUICanceled += OnUICanceled;
}
public override void Dispose()
{
Game.Input.OnUICanceled -= OnUICanceled;
base.Dispose();
}
private void OnUICanceled(string action)
{
if (action == InputDef.UI.SubPrev)
{
OnClickBtnPrev();
}
else if (action == InputDef.UI.SubNext)
{
OnClickBtnNext();
}
}
public void SetTabs(List<TabSubItemData> subItems, int selectIndex = 0)
{
List.RemoveChildrenToPool();
var width = 0f;
for (int i = 0; i < subItems.Count; i++)
{
var tabData = subItems[i];
var tabItem = List.AddItemFromPool().asButton;
tabItem.SetLanguage(tabData.Name);
width += tabItem.width;
if (i > 0)
{
width += List.columnGap;
}
}
Log.Info($"Set tab index={List.selectedIndex}");
List.selectedIndex = selectIndex;
List.width = width;
OnClickItem();
}
private void OnClickItem()
{
OnTabChange?.Invoke(List.selectedIndex);
}
private void OnClickBtnPrev()
{
if (List.selectedIndex > 0)
{
List.selectedIndex -= 1;
}
else
{
List.selectedIndex = List.numItems - 1;
}
OnClickItem();
}
private void OnClickBtnNext()
{
if (List.selectedIndex < List.numItems - 1)
{
List.selectedIndex += 1;
}
else
{
List.selectedIndex = 0;
}
OnClickItem();
}
}
}