【内存】btview可能会导致重复卸载资源的问题
parent
7bfc88070b
commit
43afe3d6f1
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@ -479,7 +479,7 @@ end
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function AdventureMainPanel:OnShow()
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AdventureManager.isEnterAdventure=true
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.AdventureTimes })
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this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.SecretTerritoryPanel })
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.SecretTerritoryPanel })
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this:OnRefreshData()
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this:RefreshExpeditionsData()
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this.sayInfoImageBg:SetActive(false)
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@ -488,7 +488,7 @@ function BagPanel:OnOpen(_sortIndex)
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end
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.BagPanel })
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.BagPanel })
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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 BagPanel:OnShow()
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@ -159,7 +159,7 @@ function CarbonTypePanel:OnOpen()
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-- 清除一下选得副本类型
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CarbonManager.difficulty = 0
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CheckRedPointStatus(RedPointType.EpicExplore_GetReward)
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this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.Carbon })
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.Carbon })
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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end
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@ -180,7 +180,7 @@ function CarbonTypePanelV2:OnOpen()
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-- 清除一下选得副本类型
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CarbonManager.difficulty = 0
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this.BtView.gameObject:SetActive(true)
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this.BtView:OnOpen({sortOrder = self.sortingOrder, panelType = PanelTypeView.Carbon})
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this.BtView:OnOpen(self, {sortOrder = self.sortingOrder, panelType = PanelTypeView.Carbon})
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this.UpView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main})
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elseif carbonType == 2 then
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this.BtView.gameObject:SetActive(false)
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@ -189,7 +189,7 @@ function CarbonTypePanelV2:OnOpen()
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-- 清除一下选得副本类型
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CarbonManager.difficulty = 0
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this.BtView.gameObject:SetActive(true)
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this.BtView:OnOpen({sortOrder = self.sortingOrder, panelType = PanelTypeView.Carbon})
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this.BtView:OnOpen(self, {sortOrder = self.sortingOrder, panelType = PanelTypeView.Carbon})
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this.UpView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main})
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end
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end
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@ -50,7 +50,6 @@ function DemonInfoPanel:InitComponent()
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--可升阶提示
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this.upGradFlag = Util.GetGameObject(self.gameObject, "DemonInfoRoot/BtnLevelUp/upGradFlag")
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--this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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end
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@ -92,7 +91,7 @@ function DemonInfoPanel:OnOpen(context)
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this.JudgeUpGradCondition(pokeMon)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.DiffMonster })
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--this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.DiffMonsterPanel })
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--this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.DiffMonsterPanel })
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end
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@ -85,7 +85,6 @@ function DiffMonsterPanel:InitComponent()
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this.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
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this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
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--this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)-- 货币显示
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self.bg = Util.GetGameObject(self.gameObject, "effect")
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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@ -156,7 +155,7 @@ function DiffMonsterPanel:OnOpen(...)
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end
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.DiffMonster })
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--this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.DiffMonsterPanel })
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--this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.DiffMonsterPanel })
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SoundManager.PlayMusic(SoundConfig.BGM_DiffMonster)
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@ -65,6 +65,9 @@ end
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-- 打开,重新打开时回调
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function ActivityMainPanel:OnShow()
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orginLayer = self.sortingOrder
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if _CurPageIndex == 0 then
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_CurPageIndex = 1
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end
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if _CurPageIndex and _CurPageIndex > #tabs then
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_CurPageIndex = #tabs
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end
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@ -171,6 +174,7 @@ function this.OnPageTabChange(index)
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subViewList[index].sub:OnShow(orginLayer)
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else
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subViewList[index] = {}
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LogError(index)
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if tabs[index].UIName then
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subViewList[index].config = SubUIConfig[tabs[index].UIName[1]]
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subViewList[index].sub = SubUIManager.Open(subViewList[index].config,this.content.transform,tabs[index],index,this)
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@ -13,6 +13,7 @@ local points = {}
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local isCounting = false
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local orginLayer=0
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local hasLoad = false
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local hasMap = false
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this.funcBtnList = {}
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local curMianTaskData = {}
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local timePressStarted
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@ -347,7 +348,7 @@ end
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--界面打开时调用(用于子类重写)
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function FightPointPassMainPanel:OnOpen(func)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.FightPointPass })
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this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.JieLing })
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.JieLing })
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callBack = nil
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if func then
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callBack = func
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@ -395,7 +396,13 @@ function FightPointPassMainPanel:OnShow()
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isCounting = false
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-- 加载地图数据
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fightMap:Init()
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coroutine.start(function()
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coroutine.wait(0.01)
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if UIManager.IsOpen(UIName.FightPointPassMainPanel) then
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fightMap:Init()
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hasMap = true
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end
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end)
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FightPointPassManager.isBattleBack = false
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hasLoad = true
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@ -617,7 +624,10 @@ function FightPointPassMainPanel:OnClose()
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PlayerManager.StopBattleUpLvTipTime()
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hasLoad = false
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invadeMonster:OnClose()
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fightMap:Dispose()
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if hasMap then
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fightMap:Dispose()
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hasMap = false
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end
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if this.animTimer then
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this.animTimer:Stop()
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@ -236,10 +236,10 @@ function this:LoadMapData()
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this.moneyEffect:SetActive(false)
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Util.AddParticleSortLayer(this.moneyEffect, m_parent.sortingOrder - m_orginLayer)
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Util.AddParticleSortLayer(this.hitEffect, m_parent.sortingOrder - m_orginLayer)
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Util.AddParticleSortLayer(this.boxEffect, m_parent.sortingOrder - m_orginLayer)
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m_orginLayer = m_parent.sortingOrder
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-- Util.AddParticleSortLayer(this.moneyEffect, m_parent.sortingOrder - m_orginLayer)
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-- Util.AddParticleSortLayer(this.hitEffect, m_parent.sortingOrder - m_orginLayer)
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-- Util.AddParticleSortLayer(this.boxEffect, m_parent.sortingOrder - m_orginLayer)
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-- m_orginLayer = m_parent.sortingOrder
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--this:OnSortingOrderChange(m_parent.sortingOrder)
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this.boxEffect:SetActive(false)
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end
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@ -251,7 +251,7 @@ end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function GuildMainCityPanel:OnShow()
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Guild })
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this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.GongHui })
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.GongHui })
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CheckRedPointStatus(RedPointType.Guild_RedPacket)
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CheckRedPointStatus(RedPointType.Guild_Fete)
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CheckRedPointStatus(RedPointType.Guild_AidBox)
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@ -99,8 +99,6 @@ function HandBookHeroAndEquipListPanel:InitComponent()
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violetGridList[i]=Util.GetGameObject(self.violetGrid.transform,"equip ("..i..")")
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blueGridList[i]=Util.GetGameObject(self.blueGrid.transform,"equip ("..i..")")
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end
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--self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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--self.BtView2 = SubUIManager.Open(SubUIConfig.BtView2, self.gameObject.transform)
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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self.selectBtn = Util.GetGameObject(self.gameObject, "Tabs/selectBtn")
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@ -139,7 +137,7 @@ function HandBookHeroAndEquipListPanel:OnOpen(_type)
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-- proId=ProIdConst.All
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OpenType = _type
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--self.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.RolePanel })
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--self.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.RolePanel })
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--self.BtView2:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView2.HandBookPanel })
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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end
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@ -8,8 +8,6 @@ function HandBookMainPanel:InitComponent()
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self.btnBack = Util.GetGameObject(self.transform, "btnBack/Image")
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self.HeroBtn = Util.GetGameObject(self.transform, "heroGo/heroBtn")
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self.equipBtn = Util.GetGameObject(self.transform, "equipGo/equipBtn")
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--self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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--self.BtView2 = SubUIManager.Open(SubUIConfig.BtView2, self.gameObject.transform)
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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end
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@ -41,7 +39,7 @@ end
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--界面打开时调用(用于子类重写)
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function HandBookMainPanel:OnOpen(...)
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--self.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.RolePanel })
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--self.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.RolePanel })
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--self.BtView2:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView2.HandBookPanel })
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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end
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@ -771,7 +771,7 @@ function this:OnShow()
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Log(string.format("---------------------%s", BagManager.GetItemCountById(14)))
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.MainCity })
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.MainCity })
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-- 刷新功能显示
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this.InitFuncShow()
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@ -15,7 +15,6 @@ function ElementDrawCardPanel:InitComponent()
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orginLayer = 0
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this.btnBack=Util.GetGameObject(self.gameObject, "enterCardPanel/btnBack")
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard })
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--this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.item1BuyOneBtn=Util.GetGameObject(self.transform, "getCardPanel1/content2/btn1")
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-- this.item1BuyTenBtn=Util.GetGameObject(self.transform, "getCardPanel1/content2/btn10")
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this.item2BuyOneBtn=Util.GetGameObject(self.transform, "getCardPanel2/content2/btn1")
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@ -271,7 +270,7 @@ end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function ElementDrawCardPanel:OnShow()
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this.effect:SetActive(false)
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--this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.ElementDrawCardPanel })
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--this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.ElementDrawCardPanel })
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--this.BtView.transform:SetSiblingIndex(2)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard })
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Util.GetGameObject(this.getCardPanel1, "content2/btn1/Text"):GetComponent("Text").fontSize = GetCurLanguage() ~= 2 and 38 or 30
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@ -38,6 +38,7 @@ local heroEndBtns = {}
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local tabSortType
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function ResolvePanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.panel = Util.GetGameObject(self.gameObject, "Panel")
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this.bgIma=Util.GetGameObject(self.gameObject,"Bg"):GetComponent("Image")
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this.title=Util.GetGameObject(self.gameObject,"Title"):GetComponent("Image")
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@ -62,7 +63,6 @@ function ResolvePanel:InitComponent()
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end
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for i = 1, #this.contents do
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this.contents[i].view:InitComponent(this.panel)
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this.spLoader = SpriteLoader.New()
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end
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end
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@ -138,7 +138,7 @@ function RoleListPanel:OnShow()
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this.maxk:SetActive(true)
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this.heroNumText:GetComponent("Text").text=string.format(Language[11821],#tarHero)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.RoleInfo })
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this.BtView:OnOpen({sortOrder = self.sortingOrder,panelType = PanelTypeView.MemberPanel})
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this.BtView:OnOpen(self, {sortOrder = self.sortingOrder,panelType = PanelTypeView.MemberPanel})
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SoundManager.PlayMusic(SoundConfig.BGM_Main)
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sortType = HeroManager.heroListPanelSortID
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proId = HeroManager.heroListPanelProID
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@ -62,7 +62,6 @@ function SecretBoxPanel:InitComponent()
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this.content2=Util.GetGameObject(this.detailPanel, "bottom/openOneButton/content2")
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this.costImage1=Util.GetGameObject(this.detailPanel, "bottom/openOneButton/content1/Image")
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this.costImage2=Util.GetGameObject(this.detailPanel, "bottom/openOneButton (1)/Image")
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--this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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self.imageList = { "y_yuansu_yuansu", "y_yuansu_qunying", "y_yuansu_mihe","y_yuansu_yuansu", "y_yuansu_qunying", "y_yuansu_mihe" }
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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local itemdata={}
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@ -294,7 +293,7 @@ function SecretBoxPanel:OnOpen(...)
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end
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function SecretBoxPanel:OnShow()
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--this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.RecruitPanel })
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--this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.RecruitPanel })
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.SecretBox })
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-- 打开详情界面
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--if this.TabCtrl then
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@ -135,7 +135,7 @@ end
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--待功能扩展(试图打开某个状态)
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function VipPanelV2:OnOpen()
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.TeQuan })
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.TeQuan })
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end
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function VipPanelV2:OnSortingOrderChange()
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@ -4,7 +4,6 @@ local bagPanelUI
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local RoleListPanelUI
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--- 静态数据
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local static_openId = 0
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local _CurPanel = nil
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function BtView:New(gameObject)
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--初始化组件(用于子类重写)
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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self.spLoader = SpriteLoader.New()
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--basicPart
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self.BtnMainCity = Util.GetGameObject(self.gameObject, "Down/btnMainCity")
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self.BtnChengYuan = Util.GetGameObject(self.gameObject, "Down/btnChengYuan")
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@ -51,23 +50,10 @@ function this:InitComponent()
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end
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function this:CloseCurPanel()
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if not _CurPanel then
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return
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end
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if _CurPanel == UIName.FightPointPassMainPanel then
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return
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end
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if UIManager.IsOpen(_CurPanel) then
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UIManager.ClosePanel(_CurPanel, true)
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end
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end
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-- 主城
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function this:OPenMainCity()
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if not UIManager.IsOpen(UIName.MainPanel) then
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UIManager.OpenPanel(UIName.MainPanel)
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_CurPanel = UIName.MainPanel
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end
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end
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--打开英雄列表界面
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@ -76,37 +62,28 @@ function this:OpenChengYuan()
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HeroManager.heroListPanelSortID = 1
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HeroManager.heroListPanelProID = 0
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RoleListPanelUI = UIManager.OpenPanel(UIName.RoleListPanel)
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_CurPanel = UIName.RoleListPanel
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end
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end
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--打开仓库界面
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function this:OpenCangKu()
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if not UIManager.IsOpen(UIName.BagPanel) or (bagPanelUI and bagPanelUI.isFristOpen == false) then
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bagPanelUI = UIManager.OpenPanel(UIName.BagPanel)
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_CurPanel = UIName.BagPanel
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end
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end
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-- 挂机界面
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function this:OpenJieling()
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UIManager.OpenPanel(UIName.FightPointPassMainPanel)
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_CurPanel = UIName.FightPointPassMainPanel
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end
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||||
-- 打开副本选择界面
|
||||
function this:OpenCarbon()
|
||||
PlayerManager.carbonType = 1
|
||||
UIManager.OpenPanel(UIName.CarbonTypePanelV2)
|
||||
_CurPanel = UIName.CarbonTypePanelV2
|
||||
end
|
||||
function this:OpenGuild()
|
||||
JumpManager.GoJump(4001)
|
||||
-- 如果有公会才修改
|
||||
if PlayerManager.familyId ~= 0 then
|
||||
_CurPanel = UIName.GuildMainCityPanel
|
||||
end
|
||||
end
|
||||
function this:OpenVIP()
|
||||
UIManager.OpenPanel(UIName.VipPanelV2)
|
||||
_CurPanel = UIName.VipPanelV2
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
|
@ -150,7 +127,8 @@ end
|
|||
-- panelType = int,
|
||||
-- }
|
||||
--界面打开时调用(用于子类重写)
|
||||
function this:OnOpen(context)
|
||||
function this:OnOpen(rootPanel, context)
|
||||
self.rootPanel = rootPanel
|
||||
-- if not _CurPanel and UIManager.IsOpen(UIName.FightPointPassMainPanel) then
|
||||
-- _CurPanel = UIName.FightPointPassMainPanel
|
||||
-- end
|
||||
|
@ -217,8 +195,8 @@ function this:OnBtnClick(pt)
|
|||
local isOpen = self:CheckIsOpen(pt)
|
||||
if isOpen then
|
||||
-- 关闭当前界面
|
||||
if pt ~= PanelTypeView.GongHui or PlayerManager.familyId ~= 0 then
|
||||
this:CloseCurPanel()
|
||||
if self.rootPanel.uiConfig.id ~= UIName.FightPointPassMainPanel and (pt ~= PanelTypeView.GongHui or PlayerManager.familyId ~= 0) then
|
||||
self.rootPanel:ClosePanel()
|
||||
end
|
||||
-- 打开新界面
|
||||
local btnFunc = self._BtnConfig[pt].clickFunc
|
||||
|
|
Loading…
Reference in New Issue