【玉虚轮道】=====功能入口提交

dev_chengFeng
wangzhenxing 2021-08-30 15:41:14 +08:00
parent 74f0e3f8a2
commit 01ad6f3229
11 changed files with 17970 additions and 731 deletions

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@ -0,0 +1,7 @@
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externalObjects: {}
userData:
assetBundleName:
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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 62c53b5260c05f64ea6cafb5da89c55e
PrefabImporter:
externalObjects: {}
userData:
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@ -2505,6 +2505,7 @@ Pokemon_Formation_RefreshType={
--跨服玩法
JumpServer_Type={
HightLadder = 1,--跨服天梯
YuXuLunDao = 2, --玉虚论道 跨服竞技场
}
--跨服玩法阶段
JumpServer_Stage={

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@ -404,6 +404,8 @@ UIName = {
taiChuMiJuan = 408, --太初密卷
WorldArenaMyTeamPanel = 410, --玉虚论道我的编队
WorldArenaOtherTeamPanel = 411, --玉虚论道其他的编队
WorldArenaMainPanel=413, --玉虚论道主界面
WorldArenaRankRewardPanel = 414,--玉虚论道奖励排行榜界面
}
SubUIConfig = {

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@ -17,8 +17,18 @@ local type = {
state = 0
},
[2] = {
id = -1,
bg = "r_Dungeon_rendi_01"
id = JumpServer_Type.YuXuLunDao,
bg = "r_Dungeon_rendi_01",
name = "k_kuafuwanfa_luofuzhengfeng",
live = "m_chsm_0035_png",
livePos = Vector2(274.5, -408.1),
liveSize = Vector2(1612, 1802),
tipBg = "r_Dungeon_juqingdian",
resetTime = string.format("<color=#BA9AC2>%s</color>",specialConfig[97].Value),
tip = string.format("<color=#BA9AC2>%s</color>",specialConfig[97].Value),
redPointType = RedPointType.JumpServer_HightLadder,
tipStr = "",
state = 1
},
[3] = {
id = -1,
@ -136,6 +146,10 @@ function JumpServerPanel:BtnClick(id)
if id == JumpServer_Type.HightLadder then
UIManager.OpenPanel(UIName.JumpServerHightLadderPanel)
end
if id == JumpServer_Type.YuXuLunDao then
UIManager.OpenPanel(UIName.WorldArenaMainPanel)
end
end
function JumpServerPanel:OnSortingOrderChange()
@ -184,6 +198,8 @@ function JumpServerPanel:SystemState(id,fun)
end
func()
end)
elseif id== JumpServer_Type.HightLadder then
end
end

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@ -0,0 +1,229 @@
require("Base/BasePanel")
local WorldArenaMainPanel = Inherit(BasePanel)
local this = WorldArenaMainPanel
local arenaBattleReward = ConfigManager.GetConfig(ConfigName.ArenaBattleReward)
local rewardBoxBtn
--初始化组件(用于子类重写)
function WorldArenaMainPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.ArenaName = Util.GetGameObject(self.gameObject, "nameImg/name")
this.ArenaTime = Util.GetGameObject(self.gameObject, "timelab")
this.Integral = Util.GetGameObject(self.gameObject, "myScore/integral")
--段位图标
this.RankIcons={}
for i = 1, 5 do
table.insert(this.RankIcons, Util.GetGameObject(self.gameObject, "center/ranks/posImg"..i))
end
this.StarList={}
for i = 1, 5 do
table.insert(this.StarList, Util.GetGameObject(self.gameObject, "starPar/Image"..i))
end
this.Enemys = {}
for i = 1, 4 do
table.insert(this.Enemys, Util.GetGameObject(self.gameObject, "challengebox/enemy_"..i))
end
--右侧按钮
this.RecordBtn = Util.GetGameObject(self.gameObject, "rightUp/record")
this.RefreshBtn = Util.GetGameObject(self.gameObject, "refresh")
this.RewardBtn = Util.GetGameObject(self.gameObject, "rightUp/reward")
this.StoreBtn = Util.GetGameObject(self.gameObject, "rightUp/store")
this.sortBtn = Util.GetGameObject(self.gameObject, "rightUp/sortBtn")
this.helpBtn = Util.GetGameObject(self.gameObject, "rightUp/helpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.FormationBtn = Util.GetGameObject(self.gameObject, "rightUp/formationBtn")
--this.rank=Util.GetGameObject(this.myRank,"Rank"):GetComponent("Text")
this.power=Util.GetGameObject(self.gameObject,"powerImg/Power"):GetComponent("Text")
--宝箱部分
this.progressImage = Util.GetGameObject(self.gameObject, "finalTarget/progressbar/progress"):GetComponent("Image")
this.progressTipText = Util.GetGameObject(self.gameObject, "finalTarget/Text (1)"):GetComponent("Text")
rewardBoxBtn = {}
for i = 1, 5 do
rewardBoxBtn[i] = Util.GetGameObject(self.gameObject, "finalTarget/rewardProgress/rewardBoxBtn (" .. i .. ")")
rewardBoxBtn[i].transform.localPosition = Vector3.New(arenaBattleReward[i].Position[1], arenaBattleReward[i].Position[2] ,0)
end
this.freeTimes = Util.GetGameObject(self.gameObject, "count/text"):GetComponent("Text")
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft})
end
--绑定事件(用于子类重写)
function WorldArenaMainPanel:BindEvent()
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
this:ClosePanel()
end)
-- 防守编队
Util.AddClick(this.FormationBtn, function()
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
PopupTipPanel.ShowTip(Language[10075])
return
end
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.ARENA_DEFEND)
end)
-- 挑战按钮
for i, enemy in ipairs(this.Enemys) do
local challengeBtn = Util.GetGameObject(enemy, "challenge")
Util.AddClick(challengeBtn, function()
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
PopupTipPanel.ShowTip(Language[10075])
return
end
-- 只在活动时间范围内可点
if ArenaManager.GetLeftTime() > 0 then
-- 添加次数限制
local leftTimes = ArenaManager.GetArenaChallengeTimes()
if leftTimes <= 0 then
local itemId, needNum = ArenaManager.GetArenaChallengeCost()
local haveNum = BagManager.GetItemCountById(itemId)
if haveNum < needNum then
UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.ChallengeTicket })
PopupTipPanel.ShowTip(Language[10078])
return
end
end
-- 敌方数据获取
local EnemyList = ArenaManager.GetEnemyList()
if EnemyList[i] then
--直接主线阵容进战斗
-- 请求开始挑战
local isSkip = 0--ArenaManager.IsSkipFight() and 1 or 0
ArenaManager.RequestArenaChallenge(i, isSkip)
end
else
PopupTipPanel.ShowTip(Language[10092])
end
end)
end
--排行
Util.AddClick(this.sortBtn, function()
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[6])
end)
-- 刷新按钮
Util.AddClick(this.RefreshBtn, function()
PlaySoundWithoutClick("UI_refresh")
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
PopupTipPanel.ShowTip(Language[10075])
return
end
ArenaManager.RequestNewArenaEnemy()
end)
-- 记录按钮
Util.AddClick(this.RecordBtn, function()
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
PopupTipPanel.ShowTip(Language[10075])
return
end
UIManager.OpenPanel(UIName.ArenaRecordPopup)
ResetServerRedPointStatus(RedPointType.Arena_Record)
end)
-- 帮助按钮
Util.AddClick(this.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Arena,this.helpPosition.x,this.helpPosition.y)
end)
-- 奖励按钮
Util.AddClick(this.RewardBtn, function()
UIManager.OpenPanel(UIName.GeneralRankRewardPanel,3,myRank)
end)
--商店按钮
Util.AddClick(this.StoreBtn, function()
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
PopupTipPanel.ShowTip(Language[10075])
return
end
JumpManager.GoJump(20010)
end)
end
--添加事件监听(用于子类重写)
function WorldArenaMainPanel:AddListener()
end
--移除事件监听(用于子类重写)
function WorldArenaMainPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function WorldArenaMainPanel:OnOpen(...)
-- 参数保存
local args = {...}
this._CurTabIndex = args[1] or 1
end
-- 打开,重新打开时回调
function WorldArenaMainPanel:OnShow()
if this.TabCtrl then
this.TabCtrl:ChangeTab(this._CurTabIndex)
end
SoundManager.PlayMusic(SoundConfig.BGM_Arena)
end
function WorldArenaMainPanel:OnSortingOrderChange()
end
--界面关闭时调用(用于子类重写)
function WorldArenaMainPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function WorldArenaMainPanel:OnDestroy()
SubUIManager.Close(this.UpView)
-- 清除红点
-- ClearRedPointObject(RedPointType.Arena_Shop)
-- 调用销毁方法
for index, logic in pairs(this.ViewLogicList) do
if logic.OnDestroy then
logic:OnDestroy()
end
this.spLoader:Destroy()
end
if this.shopView then
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
this.shopView = SubUIManager.Close(this.shopView)
this.shopView = nil
end
end
--
function this.OpenView(index)
-- 货币界面
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Arena })
end
function this.CloseView(index)
if this._CurLogicIndex ~= index then return end
-- 商店界面特殊处理
if index == 3 then
if this.shopView then
this.shopView.gameObject:SetActive(false)
end
return
end
local logic = this.ViewLogicList[index]
if logic then
if logic.RemoveListener then
logic:RemoveListener()
end
if logic.OnClose then
logic:OnClose()
end
logic.gameObject:SetActive(false)
end
end
return WorldArenaMainPanel

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@ -0,0 +1,363 @@
require("Base/BasePanel")
WorldArenaRankRewardPanel = Inherit(BasePanel)
local this = WorldArenaRankRewardPanel
local RewardList
local GloActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
local arenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
local godSetting = ConfigManager.GetConfig(ConfigName.GodSacrificeSetting)
local godRewardConfig = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig)
local RewardConfig
local itemList = {}--优化itemView使用
local itemList2 = {}--优化itemView使用
local sorting = 0
local curRankType = 1
local tabNum = 1
local myrank = nil
local ActivityId = nil
local ConfigList = {
[1] = ConfigManager.GetConfig(ConfigName.ActivityRankingReward),--一般奖励表
[2] = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig),--社稷大典奖励表
[3] = ConfigManager.GetConfig(ConfigName.ArenaReward),--竞技场奖励表
}
-- Tab管理器
local TabBox = require("Modules/Common/TabBox")
local _TabImgData = {select = "r_tongyong_xiaanniu_01", default = "r_tongyong_xiaanniu_02",}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1) }
local _TabData = {
[1]= {txt = Language[10755]},
[2]= {txt = Language[10106]},
}
local _TabData2 = {
[1]= {txt = Language[10756]},
[2]= {txt = Language[10757]},
}
--初始化组件(用于子类重写)
function WorldArenaRankRewardPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.arenaBottom = Util.GetGameObject(self.gameObject, "ArenaBottom")
this.tabbox = Util.GetGameObject(self.gameObject, "ArenaBottom/tabbox")
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.Title = Util.GetGameObject(self.gameObject, "Title"):GetComponent("Text")
this.tipText = Util.GetGameObject(self.gameObject, "content1/tipText"):GetComponent("Text")
this.myRank = Util.GetGameObject(self.gameObject, "content1/myRank")
this.myRankNum = Util.GetGameObject(self.gameObject, "content1/myRank/num"):GetComponent("Text")
this.text = Util.GetGameObject(this.arenaBottom, "tips/Text"):GetComponent("Text")
this.text2 = Util.GetGameObject(this.arenaBottom, "tips/Text2"):GetComponent("Text")
local v2 = Util.GetGameObject(self.gameObject, "content1/scrollRect"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "content1/scrollRect").transform,
Util.GetGameObject(self.gameObject, "content1/itemPre"), nil, Vector2.New(-v2.x*2, -v2.y*2), 1, 1, Vector2.New(10,10))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
end
--绑定事件(用于子类重写)
function WorldArenaRankRewardPanel:BindEvent()
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
this.TabCtrl:Init(this.tabbox, _TabData)
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
end
-- tab按钮自定义显示设置
function this.TabAdapter(tab, index, status)
local img = Util.GetGameObject(tab, "Image")
local txt = Util.GetGameObject(tab, "Text")
img:GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabImgData[status])
if curRankType == 2 then
txt:GetComponent("Text").text = _TabData2[index].txt
elseif curRankType == 3 then
txt:GetComponent("Text").text = _TabData[index].txt
end
txt:GetComponent("Text").color = _TabFontColor[status]
end
-- tab改变回调事件
function this.OnTabChange(index)
tabNum = index
this.text2.text = ""
this.text2.color = UIColor.WRITE
if curRankType == 2 then
this.ShowRewardInfo()
local type = tabNum == 1 and RANK_TYPE.GOLD_EXPER or RANK_TYPE.CELEBRATION_GUILD
DynamicActivityManager.SheJiGetRankData(type,ActivityId,function(allRankData,myRankData)
local rank = myRankData.rank > 0 and myRankData.rank or Language[10036]
this.text.text = Language[10103]..rank
end)
if type == RANK_TYPE.GOLD_EXPER then
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)
this.text2.color = UIColor.RED
end
elseif curRankType == 3 then
this.ShowRewardInfo()
this.text.text = Language[10758]
this.RefreshMyInfo()
end
end
--添加事件监听(用于子类重写)
function WorldArenaRankRewardPanel:AddListener()
end
--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

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