竞技场界面修改

dev_chengFeng
ZhangBiao 2020-10-19 18:52:36 +08:00
parent e39706e312
commit 4c5065ccf7
7 changed files with 26160 additions and 25635 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,10 +1,8 @@
fileFormatVersion: 2
guid: b4379b2ea6510f64686357ba5c3ec6ee
timeCreated: 1551705342
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
mainObjectFileID: 11400000
userData:
assetBundleName:
assetBundleVariant:

View File

@ -16,8 +16,7 @@ local _TabData = {
-- 内容数据
local _ViewData = {
[1] = {script = "Modules/Arena/View/ArenaView"},
-- [2] = {script = "Modules/Arena/View/RankView"},
[2] = {script = "Modules/Arena/View/RewardView"},
-- [2] = {script = "Modules/Arena/View/RewardView"},
}
@ -29,8 +28,7 @@ function ArenaMainPanel:InitComponent()
this.ViewList = {}
this.ViewList[1] = Util.GetGameObject(self.gameObject, "content/ArenaView")
-- this.ViewList[2] = Util.GetGameObject(self.gameObject, "content/RankView")
this.ViewList[2] = Util.GetGameObject(self.gameObject, "content/RewardView")
-- this.ViewList[2] = Util.GetGameObject(self.gameObject, "content/RewardView")
this.ViewLogicList = {}
@ -122,10 +120,10 @@ function this.TabAdapter(tab, index, status)
txt:GetComponent("Text").color = _TabFontColor[status]
-- 判断是否需要检测红点
local redpot = Util.GetGameObject(tab, "redpot")
if index == 3 then
BindRedPointObject(RedPointType.Arena_Shop, redpot)
end
-- local redpot = Util.GetGameObject(tab, "redpot")
-- if index == 3 then
-- BindRedPointObject(RedPointType.Arena_Shop, redpot)
-- end
end
@ -144,15 +142,15 @@ function this.OpenView(index)
this.tabbox:SetActive(index ~= 1)--竞技场界面关闭tabbox
-- 商店界面特殊处理
if index == 3 then
if not this.shopView then
this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
end
this.shopView.gameObject:SetActive(true)
this.shopView:ShowShop(SHOP_TYPE.ARENA_SHOP, this.sortingOrder)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ArenaShop })
return
end
-- if index == 3 then
-- if not this.shopView then
-- this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
-- end
-- this.shopView.gameObject:SetActive(true)
-- this.shopView:ShowShop(SHOP_TYPE.ARENA_SHOP, this.sortingOrder)
-- this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ArenaShop })
-- return
-- end
local logic = this.ViewLogicList[index]
if not logic then

View File

@ -1,17 +1,18 @@
local ArenaView = {}
local this = ArenaView
local rewardBoxBtn = {}
local myRank
local arenaBattleReward = ConfigManager.GetConfig(ConfigName.ArenaBattleReward)
local arenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
--初始化组件(用于子类重写)
function ArenaView:InitComponent()
this.ArenaName = Util.GetGameObject(self.gameObject, "name")
this.ArenaTime = Util.GetGameObject(self.gameObject, "time")
this.Integral = Util.GetGameObject(self.gameObject, "integral")
this.WinNums = Util.GetGameObject(self.gameObject, "winNum")
this.FailNums = Util.GetGameObject(self.gameObject, "loseNum")
this.WinRate = Util.GetGameObject(self.gameObject, "winRate")
this.AllNums = Util.GetGameObject(self.gameObject, "allNum")
-- this.HelpBtn=Util.GetGameObject(self.gameObject,"btn")
this.DailyReward = Util.GetGameObject(self.gameObject, "finalTarget/Reward/dailyReward"):GetComponent("Text")
this.SeasonReward = Util.GetGameObject(self.gameObject, "finalTarget/Reward/seasonReward"):GetComponent("Text")
this.content = Util.GetGameObject(self.gameObject, "content")
this.ArenaName = Util.GetGameObject(self.gameObject, "nameImg/name")
this.ArenaTime = Util.GetGameObject(self.gameObject, "timelab")
this.Integral = Util.GetGameObject(self.gameObject, "myScore/integral")
this.FormationBtn = Util.GetGameObject(self.gameObject, "formationBtn")
--this.DiffDemons = {}
@ -29,12 +30,12 @@ function ArenaView:InitComponent()
end
this.RecordBtn = Util.GetGameObject(self.gameObject, "record")
this.RefreshBtn = Util.GetGameObject(self.gameObject, "refresh")
this.RewardBtn = Util.GetGameObject(self.gameObject, "reward")
this.StoreBtn = Util.GetGameObject(self.gameObject, "store")
this.sortBtn = Util.GetGameObject(self.gameObject, "sortBtn")
this.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
this.RecordBtn = Util.GetGameObject(self.gameObject, "rightUp/record")
this.RefreshBtn = Util.GetGameObject(self.gameObject, "rightUp/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.myRank=Util.GetGameObject(self.gameObject,"MyRank")
@ -88,7 +89,6 @@ function ArenaView:BindEvent()
-- 敌方数据获取
local EnemyList = ArenaManager.GetEnemyList()
if EnemyList[i] then
-- UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.ARENA_ATTACK, i)
--直接主线阵容进战斗
-- 请求开始挑战
local isSkip = 0--ArenaManager.IsSkipFight() and 1 or 0
@ -127,10 +127,7 @@ function ArenaView:BindEvent()
end)
-- 奖励按钮
Util.AddClick(this.RewardBtn, function()
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
PopupTipPanel.ShowTip(Language[10082])
return
end
UIManager.OpenPanel(UIName.GeneralRankRewardPanel,3,myRank)
end)
--商店按钮
Util.AddClick(this.StoreBtn, function()
@ -138,13 +135,7 @@ function ArenaView:BindEvent()
PopupTipPanel.ShowTip(Language[10082])
return
end
if not this.shopView then
this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
end
this.shopView.gameObject:SetActive(true)
this.shopView:ShowShop(SHOP_TYPE.ARENA_SHOP, this.sortingOrder)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ArenaShop })
return
JumpManager.GoJump(20010)
end)
end
@ -198,17 +189,40 @@ function ArenaView:OnOpen( sortingOrder )
this.delayRefresh = nil
end, 1)
this.delayRefresh:Start()
this.RefreshReward()
end
-- 刷新排名信息
function this.RefreshRankInfo()
local _, myRankInfo = ArenaManager.GetRankInfo()
local myRank = myRankInfo.personInfo.rank
myRank = myRankInfo.personInfo.rank
if myRank<0 then
myRank=Language[10041]
end
this.rank.text=Language[10101]..myRank.."</color>"
this.power.text=Language[10102]..myRankInfo.personInfo.totalForce.."</color>"
this.rank.text="排名:"..myRank
this.power.text=myRankInfo.personInfo.totalForce
end
-- 刷新奖励信息
function this.RefreshReward()
if tonumber(myRank) and tonumber(myRank) > 0 then
for key, value in pairs(arenaReward) do
if myRank <= 3 then
this.DailyReward.text = "每日奖励: "..itemConfig[arenaReward[myRank].DailyReward[1][1]].Name.."<color=green>+"..arenaReward[myRank].DailyReward[1][2].."</color>"
this.SeasonReward.text = "赛季奖励: "..itemConfig[arenaReward[myRank].SeasonReward[1][1]].Name.."<color=green>+"..arenaReward[myRank].SeasonReward[1][2].."</color>"
else
if myRank>=value.MinRank and myRank <= value.MaxRank then
this.DailyReward.text = "每日奖励: "..itemConfig[value.DailyReward[1][1]].Name.."<color=green>+"..value.DailyReward[1][2].."</color>"
this.SeasonReward.text = "赛季奖励: "..itemConfig[value.SeasonReward[1][1]].Name.."<color=green>+"..value.SeasonReward[1][2].."</color>"
end
end
end
else
this.DailyReward.text = "每日奖励: 暂无排名"
this.SeasonReward.text = "赛季奖励: 暂无排名"
end
end
-- 刷新防守编队显示
@ -230,31 +244,6 @@ function this.RefreshDefendFormation()
Util.GetGameObject(heroGo, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
end
--for i, demon in ipairs(this.Demons) do
-- if formation.teamHeroInfos[i] then
-- demon:SetActive(true)
-- local demonId = formation.teamHeroInfos[i].heroId
-- local demonData = HeroManager.GetSingleHeroData(demonId)
-- demon:GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(demonData.heroConfig.Quality))
-- Util.GetGameObject(demon, "icon"):GetComponent("Image").sprite = Util.LoadSprite(demonData.icon)
-- else
-- demon:SetActive(false)
-- end
--end
-- 异妖
--for i, diffDemon in ipairs(this.DiffDemons) do
-- if formation.teamPokemonInfos[i] then
-- diffDemon:SetActive(true)
-- local demonId = formation.teamPokemonInfos[i].pokemonId
-- ---TODO: 异妖条状头像资源未配置配置后增加根据ID获取资源名称
-- local resId = ConfigManager.GetConfigData(ConfigName.DifferDemonsConfig, demonId).LiveIcon
-- diffDemon:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(resId))
-- else
-- diffDemon:SetActive(false)
-- end
--end
end
-- 刷新基础数据显示
@ -266,20 +255,32 @@ function this.RefreshBaseData()
if allNums ~= 0 then
rate = math.floor(baseData.successNums / allNums * 100)
end
this.Integral:GetComponent("Text").text = baseData.score
this.AllNums:GetComponent("Text").text = allNums
this.WinNums:GetComponent("Text").text = baseData.successNums
this.FailNums:GetComponent("Text").text = baseData.failNums
this.WinRate:GetComponent("Text").text = "("..rate.."%)"
this.Integral:GetComponent("Text").text = "积分: "..baseData.score
end
-- 开始计时
function this.StartCountTime()
local dayText = Util.GetGameObject(this.ArenaTime,"day"):GetComponent("Text")
local hourText = Util.GetGameObject(this.ArenaTime,"hour"):GetComponent("Text")
local minText = Util.GetGameObject(this.ArenaTime,"min"):GetComponent("Text")
local secText = Util.GetGameObject(this.ArenaTime,"sec"):GetComponent("Text")
local second = ArenaManager.GetLeftTime()
if this.TimeCounter then return end
local function _TimeUpdate()
local leftTime = ArenaManager.GetLeftTime()
this.ArenaTime:GetComponent("Text").text = TimeToHMS(leftTime)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
dayText.text = day
minText.text = minute
secText.text = sec
hourText.text = hour
second = second -1
end
_TimeUpdate()
this.TimeCounter = Timer.New(_TimeUpdate, 1, -1, true)
@ -370,7 +371,7 @@ function this.ShowRewardBoxProgressData()
Util.GetGameObject(rewardBoxBtn[i], "getFinish"):SetActive(state == 3)
Util.AddOnceClick(rewardBoxBtn[i], function()
if state == 1 then
UIManager.OpenPanel(UIName.BoxRewardShowPopup,arenaBattleReward[i].Reward,rewardBoxBtn[i].transform.localPosition.x,-937,arenaBattleReward[i].BattleTimes .. Language[12205])
UIManager.OpenPanel(UIName.BoxRewardShowPopup,arenaBattleReward[i].Reward,rewardBoxBtn[i].transform.localPosition.x,-400,arenaBattleReward[i].BattleTimes .. Language[12205])
return
elseif state == 3 then
PopupTipPanel.ShowTip(Language[10350])

View File

@ -3,35 +3,80 @@ GeneralRankRewardPanel = Inherit(BasePanel)
local this = GeneralRankRewardPanel
local RewardList
local GloActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
local arenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
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 ConfigList = {
[1] = ConfigManager.GetConfig(ConfigName.ActivityRankingReward),
[ActivityTypeDef.Celebration] = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig),
[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 = "日常奖励"},
[2]= {txt = "赛季奖励"},
}
--初始化组件(用于子类重写)
function GeneralRankRewardPanel:InitComponent()
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")
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 GeneralRankRewardPanel: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 = Util.LoadSprite(_TabImgData[status])
txt:GetComponent("Text").text = _TabData[index].txt
txt:GetComponent("Text").color = _TabFontColor[status]
end
-- tab改变回调事件
function this.OnTabChange(index)
tabNum = index
if curRankType == 3 then
this.ShowRewardInfo(nil,tabNum)
this.RefreshMyInfo(myrank,tabNum)
end
end
--添加事件监听(用于子类重写)
function GeneralRankRewardPanel:AddListener()
end
@ -41,14 +86,16 @@ function GeneralRankRewardPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function GeneralRankRewardPanel:OnOpen(ActivityId,myRank)
if ConfigList[GloActConfig[ActivityId].Type] then
RewardConfig = ConfigList[GloActConfig[ActivityId].Type]
else
RewardConfig = ConfigList[1]
function GeneralRankRewardPanel:OnOpen(Type,myRank,ActivityId)
curRankType = Type
myrank = tonumber(myRank)
this.arenaBottom:SetActive(Type == 3)--如果是竞技场的话显示一堆零碎
RewardConfig = ConfigList[Type]
this.ShowRewardInfo(ActivityId,tabNum)
this.SetMyRank()
if curRankType == 3 then
this.RefreshMyInfo()
end
this.ShowRewardInfo(ActivityId)
this.SetMyRank(myRank)
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)
@ -61,33 +108,114 @@ function GeneralRankRewardPanel:OnSortingOrderChange()
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(myRank)
if myRank and myRank > 0 then
function this.SetMyRank()
if myrank and myrank > 0 then
this.myRank:SetActive(true)
this.myRankNum.text = Language[10104]..myRank
this.myRankNum.text = Language[10104]..myrank
else
this.myRank:SetActive(false)
end
end
function this.ShowRewardInfo(ActivityId)
--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, #itemList do
itemList2[i].gameObject:SetActive(false)
end
--获取奖励
for key, value in pairs(arenaReward) do
if myrank <= 3 then
if tabNum == 1 then
rewardList = arenaReward[myrank].DailyReward
elseif tabNum == 2 then
rewardList = arenaReward[myrank].SeasonReward
end
else
if myrank>=value.MinRank and myrank <= value.MaxRank then
if tabNum == 1 then
rewardList = arenaReward[value].DailyReward
elseif tabNum == 2 then
rewardList = arenaReward[value].SeasonReward
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[10041]
end
end
function this.ShowRewardInfo(ActivityId,tabNum)
RewardList = {}
--guildCheckpointRank
for _, configInfo in ConfigPairs(RewardConfig) do
if configInfo.ActivityId == ActivityId then
if ActivityId 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)
else--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,tabNum)
end)
end
this.ScrollView:SetData(RewardList, function (index, go)
this.ActivityRewardSingleShow(go, RewardList[index],index)
end)
end
--排名奖励2
function this.ActivityRewardSingleShow(activityRewardGo,rewardData,index)
--一般奖励-单列
function this.ActivityRewardSingleShow(activityRewardGo,rewardData,index,tabNum)
local sortNumTabs = {}
for i = 1, 4 do
sortNumTabs[i] = Util.GetGameObject(activityRewardGo, "sortNum/sortNum ("..i..")")
@ -116,16 +244,45 @@ function this.ActivityRewardSingleShow(activityRewardGo,rewardData,index)
for i = 1, #itemList[activityRewardGo.name] do
itemList[activityRewardGo.name][i].gameObject:SetActive(false)
end
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)
--判断是否是竞技场
if curRankType == 3 then
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
itemList[activityRewardGo.name][i].gameObject:SetActive(true)
end
end
--界面关闭时调用(用于子类重写)
function GeneralRankRewardPanel:OnClose()
end