竞技场界面修改
parent
e39706e312
commit
4c5065ccf7
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@ -1,10 +1,8 @@
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fileFormatVersion: 2
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guid: b4379b2ea6510f64686357ba5c3ec6ee
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timeCreated: 1551705342
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licenseType: Pro
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 0
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -16,8 +16,7 @@ local _TabData = {
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-- 内容数据
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local _ViewData = {
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[1] = {script = "Modules/Arena/View/ArenaView"},
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-- [2] = {script = "Modules/Arena/View/RankView"},
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[2] = {script = "Modules/Arena/View/RewardView"},
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-- [2] = {script = "Modules/Arena/View/RewardView"},
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}
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@ -29,8 +28,7 @@ function ArenaMainPanel:InitComponent()
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this.ViewList = {}
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this.ViewList[1] = Util.GetGameObject(self.gameObject, "content/ArenaView")
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-- this.ViewList[2] = Util.GetGameObject(self.gameObject, "content/RankView")
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this.ViewList[2] = Util.GetGameObject(self.gameObject, "content/RewardView")
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-- this.ViewList[2] = Util.GetGameObject(self.gameObject, "content/RewardView")
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this.ViewLogicList = {}
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@ -122,10 +120,10 @@ function this.TabAdapter(tab, index, status)
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txt:GetComponent("Text").color = _TabFontColor[status]
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-- 判断是否需要检测红点
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local redpot = Util.GetGameObject(tab, "redpot")
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if index == 3 then
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BindRedPointObject(RedPointType.Arena_Shop, redpot)
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end
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-- local redpot = Util.GetGameObject(tab, "redpot")
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-- if index == 3 then
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-- BindRedPointObject(RedPointType.Arena_Shop, redpot)
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-- end
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end
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@ -144,15 +142,15 @@ function this.OpenView(index)
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this.tabbox:SetActive(index ~= 1)--竞技场界面关闭tabbox
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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 not this.shopView then
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this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
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end
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this.shopView.gameObject:SetActive(true)
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this.shopView:ShowShop(SHOP_TYPE.ARENA_SHOP, this.sortingOrder)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ArenaShop })
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return
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end
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-- if index == 3 then
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-- if not this.shopView then
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-- this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
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-- end
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-- this.shopView.gameObject:SetActive(true)
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-- this.shopView:ShowShop(SHOP_TYPE.ARENA_SHOP, this.sortingOrder)
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-- this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ArenaShop })
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-- return
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-- end
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local logic = this.ViewLogicList[index]
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if not logic then
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@ -1,17 +1,18 @@
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local ArenaView = {}
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local this = ArenaView
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local rewardBoxBtn = {}
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local myRank
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local arenaBattleReward = ConfigManager.GetConfig(ConfigName.ArenaBattleReward)
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local arenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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--初始化组件(用于子类重写)
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function ArenaView:InitComponent()
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this.ArenaName = Util.GetGameObject(self.gameObject, "name")
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this.ArenaTime = Util.GetGameObject(self.gameObject, "time")
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this.Integral = Util.GetGameObject(self.gameObject, "integral")
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this.WinNums = Util.GetGameObject(self.gameObject, "winNum")
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this.FailNums = Util.GetGameObject(self.gameObject, "loseNum")
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this.WinRate = Util.GetGameObject(self.gameObject, "winRate")
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this.AllNums = Util.GetGameObject(self.gameObject, "allNum")
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-- this.HelpBtn=Util.GetGameObject(self.gameObject,"btn")
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this.DailyReward = Util.GetGameObject(self.gameObject, "finalTarget/Reward/dailyReward"):GetComponent("Text")
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this.SeasonReward = Util.GetGameObject(self.gameObject, "finalTarget/Reward/seasonReward"):GetComponent("Text")
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this.content = Util.GetGameObject(self.gameObject, "content")
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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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this.FormationBtn = Util.GetGameObject(self.gameObject, "formationBtn")
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--this.DiffDemons = {}
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@ -29,12 +30,12 @@ function ArenaView:InitComponent()
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end
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this.RecordBtn = Util.GetGameObject(self.gameObject, "record")
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this.RefreshBtn = Util.GetGameObject(self.gameObject, "refresh")
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this.RewardBtn = Util.GetGameObject(self.gameObject, "reward")
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this.StoreBtn = Util.GetGameObject(self.gameObject, "store")
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this.sortBtn = Util.GetGameObject(self.gameObject, "sortBtn")
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this.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
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this.RecordBtn = Util.GetGameObject(self.gameObject, "rightUp/record")
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this.RefreshBtn = Util.GetGameObject(self.gameObject, "rightUp/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.myRank=Util.GetGameObject(self.gameObject,"MyRank")
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@ -88,7 +89,6 @@ function ArenaView:BindEvent()
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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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-- UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.ARENA_ATTACK, i)
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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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@ -127,10 +127,7 @@ function ArenaView:BindEvent()
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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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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ARENA) then
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PopupTipPanel.ShowTip(Language[10082])
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return
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end
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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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@ -138,13 +135,7 @@ function ArenaView:BindEvent()
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PopupTipPanel.ShowTip(Language[10082])
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return
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end
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if not this.shopView then
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this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
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end
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this.shopView.gameObject:SetActive(true)
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this.shopView:ShowShop(SHOP_TYPE.ARENA_SHOP, this.sortingOrder)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ArenaShop })
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return
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JumpManager.GoJump(20010)
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end)
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end
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@ -198,17 +189,40 @@ function ArenaView:OnOpen( sortingOrder )
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this.delayRefresh = nil
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end, 1)
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this.delayRefresh:Start()
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this.RefreshReward()
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end
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-- 刷新排名信息
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function this.RefreshRankInfo()
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local _, myRankInfo = ArenaManager.GetRankInfo()
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local myRank = myRankInfo.personInfo.rank
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myRank = myRankInfo.personInfo.rank
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if myRank<0 then
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myRank=Language[10041]
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end
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this.rank.text=Language[10101]..myRank.."</color>"
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this.power.text=Language[10102]..myRankInfo.personInfo.totalForce.."</color>"
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this.rank.text="排名:"..myRank
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this.power.text=myRankInfo.personInfo.totalForce
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end
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-- 刷新奖励信息
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function this.RefreshReward()
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if tonumber(myRank) and tonumber(myRank) > 0 then
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for key, value in pairs(arenaReward) do
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if myRank <= 3 then
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this.DailyReward.text = "每日奖励: "..itemConfig[arenaReward[myRank].DailyReward[1][1]].Name.."<color=green>+"..arenaReward[myRank].DailyReward[1][2].."</color>"
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this.SeasonReward.text = "赛季奖励: "..itemConfig[arenaReward[myRank].SeasonReward[1][1]].Name.."<color=green>+"..arenaReward[myRank].SeasonReward[1][2].."</color>"
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else
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if myRank>=value.MinRank and myRank <= value.MaxRank then
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this.DailyReward.text = "每日奖励: "..itemConfig[value.DailyReward[1][1]].Name.."<color=green>+"..value.DailyReward[1][2].."</color>"
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this.SeasonReward.text = "赛季奖励: "..itemConfig[value.SeasonReward[1][1]].Name.."<color=green>+"..value.SeasonReward[1][2].."</color>"
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end
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end
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end
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else
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this.DailyReward.text = "每日奖励: 暂无排名"
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this.SeasonReward.text = "赛季奖励: 暂无排名"
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end
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end
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-- 刷新防守编队显示
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Util.GetGameObject(heroGo, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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end
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--for i, demon in ipairs(this.Demons) do
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-- if formation.teamHeroInfos[i] then
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-- demon:SetActive(true)
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-- local demonId = formation.teamHeroInfos[i].heroId
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-- local demonData = HeroManager.GetSingleHeroData(demonId)
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-- demon:GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(demonData.heroConfig.Quality))
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-- Util.GetGameObject(demon, "icon"):GetComponent("Image").sprite = Util.LoadSprite(demonData.icon)
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-- else
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-- demon:SetActive(false)
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-- end
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--end
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-- 异妖
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--for i, diffDemon in ipairs(this.DiffDemons) do
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-- if formation.teamPokemonInfos[i] then
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-- diffDemon:SetActive(true)
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-- local demonId = formation.teamPokemonInfos[i].pokemonId
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-- ---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
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-- local resId = ConfigManager.GetConfigData(ConfigName.DifferDemonsConfig, demonId).LiveIcon
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-- diffDemon:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(resId))
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-- else
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-- diffDemon:SetActive(false)
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-- end
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--end
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end
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-- 刷新基础数据显示
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@ -266,20 +255,32 @@ function this.RefreshBaseData()
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if allNums ~= 0 then
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rate = math.floor(baseData.successNums / allNums * 100)
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end
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this.Integral:GetComponent("Text").text = baseData.score
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this.AllNums:GetComponent("Text").text = allNums
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this.WinNums:GetComponent("Text").text = baseData.successNums
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this.FailNums:GetComponent("Text").text = baseData.failNums
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this.WinRate:GetComponent("Text").text = "("..rate.."%)"
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this.Integral:GetComponent("Text").text = "积分: "..baseData.score
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end
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-- 开始计时
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function this.StartCountTime()
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local dayText = Util.GetGameObject(this.ArenaTime,"day"):GetComponent("Text")
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local hourText = Util.GetGameObject(this.ArenaTime,"hour"):GetComponent("Text")
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local minText = Util.GetGameObject(this.ArenaTime,"min"):GetComponent("Text")
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local secText = Util.GetGameObject(this.ArenaTime,"sec"):GetComponent("Text")
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local second = ArenaManager.GetLeftTime()
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if this.TimeCounter then return end
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local function _TimeUpdate()
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local leftTime = ArenaManager.GetLeftTime()
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this.ArenaTime:GetComponent("Text").text = TimeToHMS(leftTime)
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local day = math.floor(second / (24 * 3600))
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local minute = math.floor(second / 60) % 60
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local sec = second % 60
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local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
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dayText.text = day
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minText.text = minute
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secText.text = sec
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hourText.text = hour
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second = second -1
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end
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_TimeUpdate()
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this.TimeCounter = Timer.New(_TimeUpdate, 1, -1, true)
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@ -370,7 +371,7 @@ function this.ShowRewardBoxProgressData()
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Util.GetGameObject(rewardBoxBtn[i], "getFinish"):SetActive(state == 3)
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Util.AddOnceClick(rewardBoxBtn[i], function()
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if state == 1 then
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UIManager.OpenPanel(UIName.BoxRewardShowPopup,arenaBattleReward[i].Reward,rewardBoxBtn[i].transform.localPosition.x,-937,arenaBattleReward[i].BattleTimes .. Language[12205])
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UIManager.OpenPanel(UIName.BoxRewardShowPopup,arenaBattleReward[i].Reward,rewardBoxBtn[i].transform.localPosition.x,-400,arenaBattleReward[i].BattleTimes .. Language[12205])
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return
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elseif state == 3 then
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PopupTipPanel.ShowTip(Language[10350])
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@ -3,35 +3,80 @@ GeneralRankRewardPanel = Inherit(BasePanel)
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local this = GeneralRankRewardPanel
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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 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 ConfigList = {
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[1] = ConfigManager.GetConfig(ConfigName.ActivityRankingReward),
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[ActivityTypeDef.Celebration] = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig),
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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 = "日常奖励"},
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[2]= {txt = "赛季奖励"},
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}
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--初始化组件(用于子类重写)
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function GeneralRankRewardPanel:InitComponent()
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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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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 GeneralRankRewardPanel: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 = Util.LoadSprite(_TabImgData[status])
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txt:GetComponent("Text").text = _TabData[index].txt
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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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if curRankType == 3 then
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this.ShowRewardInfo(nil,tabNum)
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this.RefreshMyInfo(myrank,tabNum)
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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 GeneralRankRewardPanel:AddListener()
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end
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@ -41,14 +86,16 @@ function GeneralRankRewardPanel: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 GeneralRankRewardPanel:OnOpen(ActivityId,myRank)
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if ConfigList[GloActConfig[ActivityId].Type] then
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RewardConfig = ConfigList[GloActConfig[ActivityId].Type]
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else
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RewardConfig = ConfigList[1]
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function GeneralRankRewardPanel:OnOpen(Type,myRank,ActivityId)
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curRankType = Type
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myrank = tonumber(myRank)
|
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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
|
||||
|
|
Loading…
Reference in New Issue