【玉虚轮道】=====功能入口提交
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@ -2505,6 +2505,7 @@ Pokemon_Formation_RefreshType={
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--跨服玩法
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JumpServer_Type={
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HightLadder = 1,--跨服天梯
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YuXuLunDao = 2, --玉虚论道 跨服竞技场
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}
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--跨服玩法阶段
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JumpServer_Stage={
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@ -404,6 +404,8 @@ UIName = {
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taiChuMiJuan = 408, --太初密卷
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WorldArenaMyTeamPanel = 410, --玉虚论道我的编队
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WorldArenaOtherTeamPanel = 411, --玉虚论道其他的编队
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WorldArenaMainPanel=413, --玉虚论道主界面
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WorldArenaRankRewardPanel = 414,--玉虚论道奖励排行榜界面
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}
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SubUIConfig = {
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@ -17,8 +17,18 @@ local type = {
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state = 0
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},
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[2] = {
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id = -1,
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bg = "r_Dungeon_rendi_01"
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id = JumpServer_Type.YuXuLunDao,
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bg = "r_Dungeon_rendi_01",
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name = "k_kuafuwanfa_luofuzhengfeng",
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live = "m_chsm_0035_png",
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livePos = Vector2(274.5, -408.1),
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liveSize = Vector2(1612, 1802),
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tipBg = "r_Dungeon_juqingdian",
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resetTime = string.format("<color=#BA9AC2>%s</color>",specialConfig[97].Value),
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tip = string.format("<color=#BA9AC2>%s</color>",specialConfig[97].Value),
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redPointType = RedPointType.JumpServer_HightLadder,
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tipStr = "",
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state = 1
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},
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[3] = {
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id = -1,
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@ -136,6 +146,10 @@ function JumpServerPanel:BtnClick(id)
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if id == JumpServer_Type.HightLadder then
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UIManager.OpenPanel(UIName.JumpServerHightLadderPanel)
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end
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if id == JumpServer_Type.YuXuLunDao then
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UIManager.OpenPanel(UIName.WorldArenaMainPanel)
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end
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end
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function JumpServerPanel:OnSortingOrderChange()
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@ -184,6 +198,8 @@ function JumpServerPanel:SystemState(id,fun)
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end
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func()
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end)
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elseif id== JumpServer_Type.HightLadder then
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end
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end
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@ -0,0 +1,229 @@
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require("Base/BasePanel")
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local WorldArenaMainPanel = Inherit(BasePanel)
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local this = WorldArenaMainPanel
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local arenaBattleReward = ConfigManager.GetConfig(ConfigName.ArenaBattleReward)
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local rewardBoxBtn
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--初始化组件(用于子类重写)
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function WorldArenaMainPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.ArenaName = Util.GetGameObject(self.gameObject, "nameImg/name")
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this.ArenaTime = Util.GetGameObject(self.gameObject, "timelab")
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this.Integral = Util.GetGameObject(self.gameObject, "myScore/integral")
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--段位图标
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this.RankIcons={}
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for i = 1, 5 do
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table.insert(this.RankIcons, Util.GetGameObject(self.gameObject, "center/ranks/posImg"..i))
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end
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this.StarList={}
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for i = 1, 5 do
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table.insert(this.StarList, Util.GetGameObject(self.gameObject, "starPar/Image"..i))
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end
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this.Enemys = {}
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for i = 1, 4 do
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table.insert(this.Enemys, Util.GetGameObject(self.gameObject, "challengebox/enemy_"..i))
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end
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--右侧按钮
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this.RecordBtn = Util.GetGameObject(self.gameObject, "rightUp/record")
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this.RefreshBtn = Util.GetGameObject(self.gameObject, "refresh")
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this.RewardBtn = Util.GetGameObject(self.gameObject, "rightUp/reward")
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this.StoreBtn = Util.GetGameObject(self.gameObject, "rightUp/store")
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this.sortBtn = Util.GetGameObject(self.gameObject, "rightUp/sortBtn")
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this.helpBtn = Util.GetGameObject(self.gameObject, "rightUp/helpBtn")
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this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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this.FormationBtn = Util.GetGameObject(self.gameObject, "rightUp/formationBtn")
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--this.rank=Util.GetGameObject(this.myRank,"Rank"):GetComponent("Text")
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this.power=Util.GetGameObject(self.gameObject,"powerImg/Power"):GetComponent("Text")
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--宝箱部分
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this.progressImage = Util.GetGameObject(self.gameObject, "finalTarget/progressbar/progress"):GetComponent("Image")
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this.progressTipText = Util.GetGameObject(self.gameObject, "finalTarget/Text (1)"):GetComponent("Text")
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rewardBoxBtn = {}
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for i = 1, 5 do
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rewardBoxBtn[i] = Util.GetGameObject(self.gameObject, "finalTarget/rewardProgress/rewardBoxBtn (" .. i .. ")")
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rewardBoxBtn[i].transform.localPosition = Vector3.New(arenaBattleReward[i].Position[1], arenaBattleReward[i].Position[2] ,0)
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end
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this.freeTimes = Util.GetGameObject(self.gameObject, "count/text"):GetComponent("Text")
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-- 上部货币显示
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft})
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end
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--绑定事件(用于子类重写)
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function WorldArenaMainPanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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this:ClosePanel()
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end)
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-- 防守编队
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Util.AddClick(this.FormationBtn, function()
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
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PopupTipPanel.ShowTip(Language[10075])
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return
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end
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.ARENA_DEFEND)
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end)
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-- 挑战按钮
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for i, enemy in ipairs(this.Enemys) do
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local challengeBtn = Util.GetGameObject(enemy, "challenge")
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Util.AddClick(challengeBtn, function()
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
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PopupTipPanel.ShowTip(Language[10075])
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return
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end
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-- 只在活动时间范围内可点
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if ArenaManager.GetLeftTime() > 0 then
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-- 添加次数限制
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local leftTimes = ArenaManager.GetArenaChallengeTimes()
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if leftTimes <= 0 then
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local itemId, needNum = ArenaManager.GetArenaChallengeCost()
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local haveNum = BagManager.GetItemCountById(itemId)
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if haveNum < needNum then
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UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.ChallengeTicket })
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PopupTipPanel.ShowTip(Language[10078])
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return
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end
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end
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-- 敌方数据获取
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local EnemyList = ArenaManager.GetEnemyList()
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if EnemyList[i] then
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--直接主线阵容进战斗
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-- 请求开始挑战
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local isSkip = 0--ArenaManager.IsSkipFight() and 1 or 0
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ArenaManager.RequestArenaChallenge(i, isSkip)
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end
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else
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PopupTipPanel.ShowTip(Language[10092])
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end
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end)
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end
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--排行
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Util.AddClick(this.sortBtn, function()
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[6])
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end)
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-- 刷新按钮
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Util.AddClick(this.RefreshBtn, function()
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PlaySoundWithoutClick("UI_refresh")
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
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PopupTipPanel.ShowTip(Language[10075])
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return
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end
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ArenaManager.RequestNewArenaEnemy()
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end)
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-- 记录按钮
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Util.AddClick(this.RecordBtn, function()
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
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PopupTipPanel.ShowTip(Language[10075])
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return
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end
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UIManager.OpenPanel(UIName.ArenaRecordPopup)
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ResetServerRedPointStatus(RedPointType.Arena_Record)
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end)
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-- 帮助按钮
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Util.AddClick(this.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Arena,this.helpPosition.x,this.helpPosition.y)
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end)
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-- 奖励按钮
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Util.AddClick(this.RewardBtn, function()
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UIManager.OpenPanel(UIName.GeneralRankRewardPanel,3,myRank)
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end)
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--商店按钮
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Util.AddClick(this.StoreBtn, function()
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
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PopupTipPanel.ShowTip(Language[10075])
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return
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end
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JumpManager.GoJump(20010)
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end)
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end
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--添加事件监听(用于子类重写)
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function WorldArenaMainPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function WorldArenaMainPanel:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function WorldArenaMainPanel:OnOpen(...)
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-- 参数保存
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local args = {...}
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this._CurTabIndex = args[1] or 1
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end
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-- 打开,重新打开时回调
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function WorldArenaMainPanel:OnShow()
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if this.TabCtrl then
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this.TabCtrl:ChangeTab(this._CurTabIndex)
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end
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SoundManager.PlayMusic(SoundConfig.BGM_Arena)
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end
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function WorldArenaMainPanel:OnSortingOrderChange()
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end
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--界面关闭时调用(用于子类重写)
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function WorldArenaMainPanel:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function WorldArenaMainPanel:OnDestroy()
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SubUIManager.Close(this.UpView)
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-- 清除红点
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-- ClearRedPointObject(RedPointType.Arena_Shop)
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-- 调用销毁方法
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for index, logic in pairs(this.ViewLogicList) do
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if logic.OnDestroy then
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logic:OnDestroy()
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end
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this.spLoader:Destroy()
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end
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if this.shopView then
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this.shopView.gameObject:SetActive(true) -- 重置一下显示状态,避免其他界面打开时状态错误
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this.shopView = SubUIManager.Close(this.shopView)
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this.shopView = nil
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end
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end
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--
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function this.OpenView(index)
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-- 货币界面
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Arena })
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end
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function this.CloseView(index)
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if this._CurLogicIndex ~= index then return end
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-- 商店界面特殊处理
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if index == 3 then
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if this.shopView then
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this.shopView.gameObject:SetActive(false)
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end
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return
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end
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local logic = this.ViewLogicList[index]
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if logic then
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if logic.RemoveListener then
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logic:RemoveListener()
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end
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if logic.OnClose then
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logic:OnClose()
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end
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logic.gameObject:SetActive(false)
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end
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end
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return WorldArenaMainPanel
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@ -0,0 +1,363 @@
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require("Base/BasePanel")
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WorldArenaRankRewardPanel = Inherit(BasePanel)
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local this = WorldArenaRankRewardPanel
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local RewardList
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local GloActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
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local arenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
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local godSetting = ConfigManager.GetConfig(ConfigName.GodSacrificeSetting)
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local godRewardConfig = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig)
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local RewardConfig
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local itemList = {}--优化itemView使用
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local itemList2 = {}--优化itemView使用
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local sorting = 0
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local curRankType = 1
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local tabNum = 1
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local myrank = nil
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local ActivityId = nil
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local ConfigList = {
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[1] = ConfigManager.GetConfig(ConfigName.ActivityRankingReward),--一般奖励表
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[2] = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig),--社稷大典奖励表
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[3] = ConfigManager.GetConfig(ConfigName.ArenaReward),--竞技场奖励表
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}
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local _TabImgData = {select = "r_tongyong_xiaanniu_01", default = "r_tongyong_xiaanniu_02",}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1) }
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local _TabData = {
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[1]= {txt = Language[10755]},
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[2]= {txt = Language[10106]},
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}
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local _TabData2 = {
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[1]= {txt = Language[10756]},
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[2]= {txt = Language[10757]},
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}
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--初始化组件(用于子类重写)
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function WorldArenaRankRewardPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.arenaBottom = Util.GetGameObject(self.gameObject, "ArenaBottom")
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this.tabbox = Util.GetGameObject(self.gameObject, "ArenaBottom/tabbox")
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.Title = Util.GetGameObject(self.gameObject, "Title"):GetComponent("Text")
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this.tipText = Util.GetGameObject(self.gameObject, "content1/tipText"):GetComponent("Text")
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this.myRank = Util.GetGameObject(self.gameObject, "content1/myRank")
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this.myRankNum = Util.GetGameObject(self.gameObject, "content1/myRank/num"):GetComponent("Text")
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this.text = Util.GetGameObject(this.arenaBottom, "tips/Text"):GetComponent("Text")
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this.text2 = Util.GetGameObject(this.arenaBottom, "tips/Text2"):GetComponent("Text")
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local v2 = Util.GetGameObject(self.gameObject, "content1/scrollRect"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "content1/scrollRect").transform,
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Util.GetGameObject(self.gameObject, "content1/itemPre"), nil, Vector2.New(-v2.x*2, -v2.y*2), 1, 1, Vector2.New(10,10))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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end
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--绑定事件(用于子类重写)
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function WorldArenaRankRewardPanel:BindEvent()
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
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this.TabCtrl:Init(this.tabbox, _TabData)
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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end
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-- tab按钮自定义显示设置
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function this.TabAdapter(tab, index, status)
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local img = Util.GetGameObject(tab, "Image")
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local txt = Util.GetGameObject(tab, "Text")
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img:GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabImgData[status])
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if curRankType == 2 then
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txt:GetComponent("Text").text = _TabData2[index].txt
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elseif curRankType == 3 then
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txt:GetComponent("Text").text = _TabData[index].txt
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end
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txt:GetComponent("Text").color = _TabFontColor[status]
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end
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-- tab改变回调事件
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function this.OnTabChange(index)
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tabNum = index
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this.text2.text = ""
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this.text2.color = UIColor.WRITE
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if curRankType == 2 then
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this.ShowRewardInfo()
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local type = tabNum == 1 and RANK_TYPE.GOLD_EXPER or RANK_TYPE.CELEBRATION_GUILD
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DynamicActivityManager.SheJiGetRankData(type,ActivityId,function(allRankData,myRankData)
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local rank = myRankData.rank > 0 and myRankData.rank or Language[10036]
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this.text.text = Language[10103]..rank
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end)
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if type == RANK_TYPE.GOLD_EXPER then
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this.text2.text = string.format("前10名奖励需个人贡献值达到%s分才能获取", 2500)
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this.text2.color = UIColor.RED
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end
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elseif curRankType == 3 then
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this.ShowRewardInfo()
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this.text.text = Language[10758]
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this.RefreshMyInfo()
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end
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end
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--添加事件监听(用于子类重写)
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function WorldArenaRankRewardPanel:AddListener()
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end
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||||
--移除事件监听(用于子类重写)
|
||||
function WorldArenaRankRewardPanel:RemoveListener()
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function WorldArenaRankRewardPanel:OnOpen(Type,myRank,activityId)
|
||||
curRankType = Type
|
||||
ActivityId = activityId or nil
|
||||
myrank = tonumber(myRank)
|
||||
this.arenaBottom:SetActive(false)--如果是竞技场的话显示一堆零碎
|
||||
RewardConfig = ConfigList[Type]
|
||||
this.ShowRewardInfo()
|
||||
this.SetMyRank()
|
||||
|
||||
--竞技场和社稷大典的特殊处理
|
||||
if curRankType == 3 then
|
||||
this.arenaBottom:SetActive(true)
|
||||
this.TabCtrl:Init(this.tabbox, _TabData)
|
||||
Util.GetGameObject(this.arenaBottom, "mask"):SetActive(true)
|
||||
Util.GetGameObject(this.arenaBottom, "Image1"):SetActive(true)
|
||||
Util.GetGameObject(this.arenaBottom, "myInfo"):SetActive(true)
|
||||
this.RefreshMyInfo()
|
||||
end
|
||||
if curRankType == 2 then
|
||||
this.arenaBottom:SetActive(true)
|
||||
this.TabCtrl:Init(this.tabbox, _TabData2)
|
||||
Util.GetGameObject(this.arenaBottom, "mask"):SetActive(false)
|
||||
Util.GetGameObject(this.arenaBottom, "Image1"):SetActive(false)
|
||||
Util.GetGameObject(this.arenaBottom, "myInfo"):SetActive(false)
|
||||
end
|
||||
end
|
||||
|
||||
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
|
||||
function WorldArenaRankRewardPanel:OnShow()
|
||||
end
|
||||
|
||||
function WorldArenaRankRewardPanel:OnSortingOrderChange()
|
||||
for i, v in pairs(itemList) do
|
||||
for j = 1, #v do
|
||||
v[j]:SetEffectLayer(self.sortingOrder)
|
||||
end
|
||||
end
|
||||
for i, v in pairs(itemList2) do
|
||||
for j = 1, #v do
|
||||
v[j]:SetEffectLayer(self.sortingOrder)
|
||||
end
|
||||
end
|
||||
|
||||
sorting = self.sortingOrder
|
||||
end
|
||||
|
||||
function this.SetMyRank()
|
||||
if myrank and myrank > 0 then
|
||||
this.myRank:SetActive(true)
|
||||
this.myRankNum.text = Language[10103]..myrank
|
||||
else
|
||||
this.myRank:SetActive(false)
|
||||
end
|
||||
end
|
||||
|
||||
--如果是竞技场的话显示下面一堆的东西
|
||||
function this.RefreshMyInfo()
|
||||
local sortNumTabs = {}
|
||||
local rewardList = {}
|
||||
local myInfo = Util.GetGameObject(this.arenaBottom, "myInfo")
|
||||
local norank = Util.GetGameObject(this.arenaBottom, "myInfo/myrank")
|
||||
norank:SetActive(false)
|
||||
for i = 1, 4 do
|
||||
sortNumTabs[i] = Util.GetGameObject(myInfo, "sortNum/sortNum ("..i..")")
|
||||
sortNumTabs[i]:SetActive(false)
|
||||
end
|
||||
if myrank and myrank > 0 then
|
||||
if myrank < 4 then
|
||||
sortNumTabs[myrank]:SetActive(true)
|
||||
else
|
||||
sortNumTabs[4]:SetActive(true)
|
||||
Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = myrank
|
||||
end
|
||||
|
||||
if not itemList2 then
|
||||
itemList2 = {}
|
||||
end
|
||||
for i = 1, #itemList2 do
|
||||
itemList2[i].gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
--获取奖励
|
||||
if curRankType == 3 then--竞技场
|
||||
for k,value in ConfigPairs(arenaReward) do
|
||||
if myrank <= 3 then
|
||||
if tabNum == 1 then
|
||||
rewardList = arenaReward[myrank].DailyReward
|
||||
elseif tabNum == 2 then
|
||||
rewardList = arenaReward[myrank].SeasonReward
|
||||
end
|
||||
elseif myrank > 3 then
|
||||
if myrank >= value.MinRank and myrank <= value.MaxRank then
|
||||
if tabNum == 1 then
|
||||
rewardList = value.DailyReward
|
||||
elseif tabNum == 2 then
|
||||
rewardList = value.SeasonReward
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif curRankType == 2 then--社稷大典排行
|
||||
local configList = {}
|
||||
configList = ConfigManager.GetAllConfigsDataByKey(ConfigName.GodSacrificeConfig,"RewardType",tabNum)
|
||||
for i = 1, #configList do
|
||||
if myrank <= 3 then
|
||||
rewardList = configList[myrank].RankingReward
|
||||
elseif myrank > 3 then
|
||||
if myrank >= configList[i].MinRank and myrank <= configList[i].MaxRank then
|
||||
rewardList = configList[i].RankingReward
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--显示奖励
|
||||
for i = 1, #rewardList do
|
||||
if itemList2[i] then
|
||||
itemList2[i]:OnOpen(false, rewardList[i], 0.75,false,false,false,sorting)
|
||||
else
|
||||
itemList2[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(myInfo, "content").transform)
|
||||
itemList2[i]:OnOpen(false, rewardList[i], 0.75,false,false,false,sorting)
|
||||
end
|
||||
itemList2[i].gameObject:SetActive(true)
|
||||
end
|
||||
else
|
||||
norank:SetActive(true)
|
||||
norank:GetComponent("Text").text = Language[10036]
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function this.ShowRewardInfo()
|
||||
RewardList = {}
|
||||
if curRankType == 1 then--活动类的排行榜
|
||||
for _, configInfo in ConfigPairs(RewardConfig) do
|
||||
if configInfo.ActivityId == ActivityId then
|
||||
table.insert(RewardList,configInfo)
|
||||
end
|
||||
end
|
||||
|
||||
this.ScrollView:SetData(RewardList, function (index, go)
|
||||
this.ActivityRewardSingleShow(go, RewardList[index],index)
|
||||
end)
|
||||
|
||||
elseif curRankType == 3 then--非活动类的排行榜(竞技场)
|
||||
for _, configInfo in ConfigPairs(RewardConfig) do
|
||||
table.insert(RewardList,configInfo)
|
||||
end
|
||||
|
||||
this.ScrollView:SetData(RewardList, function (index, go)
|
||||
this.ActivityRewardSingleShow(go, RewardList[index],index)
|
||||
end)
|
||||
|
||||
elseif curRankType == 2 then--设计大典
|
||||
local configList = {}
|
||||
configList = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.GodSacrificeConfig,"ActivityId",ActivityId,"RewardType",tabNum)
|
||||
this.ScrollView:SetData(configList, function (index, go)
|
||||
this.ActivityRewardSingleShow(go, configList[index],index)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--一般奖励-单列
|
||||
function this.ActivityRewardSingleShow(activityRewardGo,rewardData,index)
|
||||
local sortNumTabs = {}
|
||||
for i = 1, 4 do
|
||||
sortNumTabs[i] = Util.GetGameObject(activityRewardGo, "sortNum/sortNum ("..i..")")
|
||||
sortNumTabs[i]:SetActive(false)
|
||||
end
|
||||
|
||||
|
||||
if rewardData.MaxRank == rewardData.MinRank then
|
||||
if rewardData.MinRank < 4 then
|
||||
sortNumTabs[ rewardData.MaxRank]:SetActive(true)
|
||||
else
|
||||
sortNumTabs[4]:SetActive(true)
|
||||
Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = rewardData.MinRank
|
||||
end
|
||||
else
|
||||
sortNumTabs[4]:SetActive(true)
|
||||
if rewardData.MaxRank > 100 then
|
||||
Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text =rewardData.MinRank-1 .."+"
|
||||
else
|
||||
Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text =rewardData.MinRank .."-".. rewardData.MaxRank
|
||||
end
|
||||
end
|
||||
if not itemList[activityRewardGo.name] then
|
||||
itemList[activityRewardGo.name] = {}
|
||||
end
|
||||
for i = 1, #itemList[activityRewardGo.name] do
|
||||
itemList[activityRewardGo.name][i].gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
|
||||
if curRankType == 3 then--判断是否是竞技场
|
||||
if tabNum == 1 then
|
||||
for i = 1, #rewardData.DailyReward do
|
||||
if itemList[activityRewardGo.name][i] then
|
||||
itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.DailyReward[i], 0.75,false,false,false,sorting)
|
||||
else
|
||||
itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
|
||||
itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.DailyReward[i], 0.75,false,false,false,sorting)
|
||||
end
|
||||
itemList[activityRewardGo.name][i].gameObject:SetActive(true)
|
||||
end
|
||||
elseif tabNum == 2 then
|
||||
for i = 1, #rewardData.SeasonReward do
|
||||
if itemList[activityRewardGo.name][i] then
|
||||
itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.SeasonReward[i], 0.75,false,false,false,sorting)
|
||||
else
|
||||
itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
|
||||
itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.SeasonReward[i], 0.75,false,false,false,sorting)
|
||||
end
|
||||
itemList[activityRewardGo.name][i].gameObject:SetActive(true)
|
||||
end
|
||||
end
|
||||
else
|
||||
for i = 1, #rewardData.RankingReward do
|
||||
if itemList[activityRewardGo.name][i] then
|
||||
itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.RankingReward[i], 0.75,false,false,false,sorting)
|
||||
else
|
||||
itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
|
||||
itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.RankingReward[i], 0.75,false,false,false,sorting)
|
||||
end
|
||||
itemList[activityRewardGo.name][i].gameObject:SetActive(true)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function WorldArenaRankRewardPanel:OnClose()
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function WorldArenaRankRewardPanel:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
itemList = {}
|
||||
itemList2 = {}
|
||||
end
|
||||
|
||||
return WorldArenaRankRewardPanel
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: da0966779cb1e384c8d25c44d74a8927
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue