/// <summary> /// 添加生产中,生产完成或可生产 数据 /// </summary> /// <param name="canProduce">是否可生产</param> protected void AddProduceingData(bool canProduce) { m_ListTempA = m_FoundryProxy.GetDataByMainType(m_CurrentBlueprintType); m_ListTempB = m_ListTempA.Concat(m_PartProduceList).ToList <Produce>(); SetAllProduce(m_ListTempB); m_ListTemp = m_FoundryProxy.GetBluePrintDic().Values.ToList(); m_ListTemp = SortCurrentData(m_ListTemp); if (!canProduce) { for (int i = 0; i < m_ListTemp.Count; i++) { if (m_ListTemp[i].BluePrintState == ProduceState.Producing || m_ListTemp[i].BluePrintState == ProduceState.Finsh) { m_GridList.Add(m_ListTemp[i]); } } AddDataToView("production_title_1027", m_GridList); } else { for (int i = 0; i < m_ListTemp.Count; i++) { if (m_ListTemp[i].BluePrintState == ProduceState.CanProduce) { m_GridList.Add(m_ListTemp[i]); } } AddDataToView("production_title_1028", m_GridList); } }
/// <summary> /// 视图打开时调用 /// </summary> /// <param name="owner">父视图</param> public override void OnShow(object msg) { base.OnShow(msg); m_FoundryProxy = GameFacade.Instance.RetrieveProxy(ProxyName.FoundryProxy) as FoundryProxy; m_PackageProxy = GameFacade.Instance.RetrieveProxy(ProxyName.PackageProxy) as PackageProxy; m_CfgEternityProxy = GameFacade.Instance.RetrieveProxy(ProxyName.CfgEternityProxy) as CfgEternityProxy; m_ServerListProxy = GameFacade.Instance.RetrieveProxy(ProxyName.ServerListProxy) as ServerListProxy; m_ShipProxy = GameFacade.Instance.RetrieveProxy(ProxyName.ShipProxy) as ShipProxy; HOLD_TIME = State.GetAction(UIAction.Product_Accelerate).StateList[0].Time; m_ExpendNumber = m_CfgEternityProxy.GetGamingConfig(1).Value.Produce.Value.FinishExpenseRate; m_ProduceView = OwnerView as ProduceView; m_FoundryProxy.GetAllDataByTable(); m_PartProduceList = m_FoundryProxy.GetDataByMainType(BlueprintL1.Material);//零件 NetworkManager.Instance.GetFoundryController().SendGetFoundryInfo(); MsgOpenProduce msgOpenProduce = (MsgOpenProduce)msg; m_CurrentType = msgOpenProduce.CurrentProduceType; m_Grad = (int)msgOpenProduce.MProduceDialogType; m_GradOld = m_Grad; State.OnSelectionChanged -= OnSelectionDataChanged; State.OnSelectionChanged += OnSelectionDataChanged; State.GetAction(UIAction.Product_Accelerate).Callback += OnProduce; State.GetAction(UIAction.Product_Cancel).Callback += OnCanelProduce; State.GetAction(UIAction.Product_ProduceAndCollect).Callback += OnRevecie; State.GetAction(UIAction.Product_Accelerate).Visible = false; switch (m_CurrentType) { case ProduceType.HeavyWeapon: m_CurrentBlueprintType = BlueprintL1.Weapon; break; case ProduceType.Reformer: m_CurrentBlueprintType = BlueprintL1.Reformer; break; case ProduceType.Chip: m_CurrentBlueprintType = BlueprintL1.EquipmentMod; break; case ProduceType.Device: m_CurrentBlueprintType = BlueprintL1.Equipment; break; case ProduceType.Ship: m_CurrentBlueprintType = BlueprintL1.Warship; m_FoundryProxy.InitShipPackage(); break; default: break; } }