【山河社稷图】提交
parent
57e1e32e32
commit
5292b1441b
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@ -89,7 +89,7 @@ end
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function this.GetChapterData(allChapterId)
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if allChapterId and allChapterId > 0 then
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return allChapterData[allChapterId]
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else
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elseif not allChapterId then
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return allChapterData
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end
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end
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@ -57,6 +57,7 @@ end
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function FightLevelSingleChapterPanel:OnShow()
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this.OnShowPanel()
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this.LeftOrRightBtnClickEvent()
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end
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function this.OnShowPanel()
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chapterData = FightLevelManager.GetChapterData(chapterId)
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@ -96,12 +97,10 @@ function this.SetSingleLevel(levelDatas)
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levelList[i].transform.localPosition = Vector3.New(levelDatas[i].config.LevelPointPosition[1],levelDatas[i].config.LevelPointPosition[2],0)
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local prb1 = Util.GetGameObject(levelList[i], "prb1")
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local prb2 = Util.GetGameObject(levelList[i], "prb2")
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prb1:SetActive(false)
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prb2:SetActive(false)
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local isOpen = this.GetCurLevelIsOpen(levelDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
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LogYellow("isOpen "..isOpen.." "..tostring(not (isOpen == 0)))
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Util.SetGray(prb1, not (isOpen == 0))
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Util.SetGray(prb2, not (isOpen == 0))
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prb1:SetActive(false)
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prb2:SetActive(false)
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-- levelList[i]:SetActive(not (levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId()))
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if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
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prb1:SetActive(true)
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@ -153,6 +152,9 @@ function this.SetSingleLevel(levelDatas)
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end
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end)
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end
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Util.SetGray(prb1, not (isOpen == 0))
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Util.SetGray(prb2, not (isOpen == 0))
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end
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end
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function this.SetlevelBox(_rewardBoxDatas)
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@ -215,11 +217,30 @@ end
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--左右按钮
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function this.LeftOrRightBtnClickEvent(index)
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--index 为空时 刷新下左右按钮的显示 下一章节未开启的时候不显示右按钮 相反
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-- chapterData = FightLevelManager.GetChapterData(chapterId)
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local upChapterId = chapterData.chapterId - 1
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local upChapterData = FightLevelManager.GetChapterData(upChapterId)
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if upChapterData and upChapterId <= FightLevelManager.GetCurChapterId() then
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this.leftBtn:SetActive(true)
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else
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this.leftBtn:SetActive(false)
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end
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local downChapterId = chapterData.chapterId + 1
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local downChapterData = FightLevelManager.GetChapterData(upChapterId)
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if downChapterData and downChapterId <= FightLevelManager.GetCurChapterId() then
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this.rightBtn:SetActive(true)
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else
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this.rightBtn:SetActive(false)
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end
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if index and index == 1 then--左
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chapterId = upChapterId
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chapterData = upChapterData
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this.OnShowPanel()
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elseif index and index == 2 then--右
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chapterId = downChapterId
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chapterData = downChapterData
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this.OnShowPanel()
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end
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end
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@ -45,7 +45,7 @@ function this.ReceiveRankingData(msg,fun)
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--滚动数据
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local length=#this.curRankingData
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for i, rank in ipairs(msg.ranks) do
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-- Log("UserRank "..rank.rankInfo.rank)
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LogGreen("UserRank "..rank.rankInfo.rank.." userName "..rank.userName.." rank.rankInfo.param1 "..rank.rankInfo.param1)
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this.curRankingData[length+i]=rank
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end
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if #msg.ranks < 20 or #this.curRankingData >= 100 then
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@ -34,7 +34,14 @@ function RankingSingleListPanel:InitComponent()
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this.scrollParentView=Util.GetGameObject(self.gameObject,"RankList/ScrollParentView")
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this.itemPre=Util.GetGameObject(self.gameObject,"RankList/ScrollParentView/ItemPre")
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this.scrollView = nil
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this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollParentView.transform,this.itemPre,
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nil,Vector2.New(903,571.1),1,1,Vector2.New(0,-10))
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this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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this.scrollView.moveTween.MomentumAmount = 1
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this.scrollView.moveTween.Strength = 2
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--this.titleName=Util.GetGameObject(self.gameObject,"RankList/ScrollTitleRoot/Name"):GetComponent("Text")
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--this.titleInfo=Util.GetGameObject(self.gameObject,"RankList/ScrollTitleRoot/Info"):GetComponent("Text")
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@ -84,28 +91,14 @@ function RankingSingleListPanel:OnShow()
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this.scrollParentView:SetActive(true)
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end
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function this.PanelShowChange()
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if this.scrollView then this.scrollView = nil end
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if true then
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this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollParentView.transform,this.itemPre,
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nil,Vector2.New(903,571.1),1,1,Vector2.New(0,-10))
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this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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this.scrollView.moveTween.MomentumAmount = 1
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this.scrollView.moveTween.Strength = 2
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this.record:GetComponent("RectTransform").localPosition = Vector3.New(0, 672, 0)
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-- this.scrollView = nil
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if not TabDataIndex then
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this.scrollView:SetRectTransform(Vector2.New(903,571.1))
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this.record:GetComponent("RectTransform").localPosition = Vector3.New(0, 672- 339, 0)
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this.tabBox:SetActive(false)
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else
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this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollParentView.transform,this.itemPre,
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nil,Vector2.New(903,473.25),1,1,Vector2.New(0,-10))
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this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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this.scrollView.moveTween.MomentumAmount = 1
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this.scrollView.moveTween.Strength = 2
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this.record:GetComponent("RectTransform").localPosition = Vector3.New(0, 773, 0)
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this.scrollView:SetRectTransform(Vector2.New(903,473.25))
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this.record:GetComponent("RectTransform").localPosition = Vector3.New(0, 773 - 339, 0)
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this.tabBox:SetActive(true)
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curIndex = 1
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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@ -127,7 +120,7 @@ function this.SwitchView(index)
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oldSelect, curIndex = curIndex, index
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sData = _TabData[TabDataIndex][index].RankingSData
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this.name.text = sData.name
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this.PanelShowChange()
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-- this.PanelShowChange()
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this.GetRankInfo(sData.rankType,1)
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end
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--界面关闭时调用(用于子类重写)
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@ -203,6 +196,12 @@ function this.SetRankingInfo(isTop, isAnim)
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elseif sData.rankType == RANK_TYPE.CELEBRATION_GUILD then
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dData = { rankInfo = {param1 = myRankData.param1},
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score = myRankData.param1}
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elseif sData.rankType == RANK_TYPE.FIGHTLEVEL_PROGRESS then
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dData = { rankInfo = {param1 = myRankData.param1},
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force = myRankData.param1}
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elseif sData.rankType == RANK_TYPE.FIGHTLEVEL_STAR then
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dData = { rankInfo = {param1 = myRankData.param1},
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force = myRankData.param1}
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end
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this.SetInfoShow(this.infoGo,dData,sData.rankType)
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--数据拆分
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@ -349,26 +348,6 @@ function this.SetHeadInfo(root,head,frame,level)
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this.playerScrollHead[root]:SetLayer(this.sortingOrder)
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this.playerScrollHead[root]:SetEffectScale(0.8)
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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 lockImage=Util.GetGameObject(tab,"LockImage")
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local txt = Util.GetGameObject(tab, "Text")
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if status=="lock" then
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lockImage:SetActive(true)
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lockImage:GetComponent("Image").sprite = Util.LoadSprite(_tabImageData[status])
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txt:GetComponent("Text").text = RankingManager.GetTabTextData()[index].txt
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txt:GetComponent("Text").color = _tabFontColor[status]
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else
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lockImage:SetActive(false)
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img:GetComponent("Image").sprite = Util.LoadSprite(_tabImageData[status])
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txt:GetComponent("Text").text = RankingManager.GetTabTextData()[index].txt
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txt:GetComponent("Text").color = _tabFontColor[status]
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end
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end
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--检查Tab是否解锁
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function this.CheckTabCtrlIsLockP(index)
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local type = RankingManager.GetCurRankingInfo("Id",index)
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@ -403,7 +382,7 @@ function this.SetInfoShow(go,data,rankType,Value0)
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goldExper:SetActive(false)
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arenaScore:SetActive(false)
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FightLeveStar:SetActive(false)
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-- --LogGreen("rankType "..rankType)
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LogGreen("rankType "..rankType)
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if rankType == RANK_TYPE.FIGHT_LEVEL_RANK then
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--LogGreen("data.rankInfo.param1 "..data.rankInfo.param1)
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if data.rankInfo.param1 and data.rankInfo.param1 > 0 then
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@ -499,6 +478,7 @@ function this.SetInfoShow(go,data,rankType,Value0)
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Util.GetGameObject(go,"trial/Text"):GetComponent("Text").text = data.rankInfo.param1
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end
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elseif rankType == RANK_TYPE.FIGHTLEVEL_PROGRESS then
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LogYellow("data.rankInfo.param1 "..data.rankInfo.param1)
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if data.rankInfo.param1 and data.rankInfo.param1 > 0 then
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fight:SetActive(true)
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if Value0 then
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@ -512,7 +492,7 @@ function this.SetInfoShow(go,data,rankType,Value0)
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if Value0 then
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Value0:GetComponent("Text").text = "<size=40%>"..data.userName.."</size>"
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end
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FightLeveStar:GetComponent("Text").text = data.rankInfo.param1
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Util.GetGameObject(FightLeveStar,"Text"):GetComponent("Text").text = data.rankInfo.param1
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end
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end
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end
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@ -532,5 +532,7 @@ end
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function this:GetItemDataIndex(go)
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return self.goItemDataRefList[go]
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end
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function this:SetRectTransform(scrollSizeDeltaV2)
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self.rectTransform.sizeDelta = scrollSizeDeltaV2
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end
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return ScrollCycleView
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