【首充】======界面逻辑显示修改
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5935f7a269
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6e360fa353
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@ -35894,6 +35894,7 @@ GameObject:
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- component: {fileID: 1481527223116321039}
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- component: {fileID: 1481527223116321039}
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- component: {fileID: 1481527223116321038}
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- component: {fileID: 1481527223116321038}
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- component: {fileID: 4591342464696123865}
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- component: {fileID: 4591342464696123865}
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- component: {fileID: 7808126542128160076}
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m_Layer: 5
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m_Layer: 5
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m_Name: tabsContent
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m_Name: tabsContent
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m_TagString: Untagged
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m_TagString: Untagged
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@ -35949,13 +35950,42 @@ MonoBehaviour:
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m_Right: 0
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m_Right: 0
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m_Top: 0
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m_Top: 0
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m_Bottom: 0
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m_Bottom: 0
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m_ChildAlignment: 0
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m_ChildAlignment: 4
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m_StartCorner: 0
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m_StartCorner: 0
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m_StartAxis: 0
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m_StartAxis: 0
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m_CellSize: {x: 179, y: 100}
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m_CellSize: {x: 179, y: 100}
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m_Spacing: {x: 5, y: 0}
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m_Spacing: {x: 5, y: 0}
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m_Constraint: 0
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m_Constraint: 0
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m_ConstraintCount: 2
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m_ConstraintCount: 2
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--- !u!114 &7808126542128160076
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1481527223116321136}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: ff423d7f2dcdb204ca377c232a1144c1, type: 3}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &1481527223208621136
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--- !u!1 &1481527223208621136
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -90,11 +90,11 @@ function FirstRechargePanel:InitComponent()
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self.rewardGrid = Util.GetGameObject(self.transform, "frame/rewardBg/rewardBg")
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self.rewardGrid = Util.GetGameObject(self.transform, "frame/rewardBg/rewardBg")
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self.rewardGridPos = self.rewardGrid.transform.localPosition
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self.rewardGridPos = self.rewardGrid.transform.localPosition
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self.itemWidth = self.rewardGrid:GetComponent("HorizontalLayoutGroup").spacing
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self.itemWidth = self.rewardGrid:GetComponent("HorizontalLayoutGroup").spacing
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self.preList={}
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self.dayRewardList = {}
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self.dayRewardList = {}
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-- for i = 1, kMaxDay do
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for i = 1, 4 do
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--
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table.insert(self.preList,Util.GetGameObject(self.transform, "frame/tabsContent/tabs_"..i))
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-- end
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end
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--bottomPart
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--bottomPart
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self.reChargeBtn = Util.GetGameObject(self.transform, "frame/rechargeBtn")
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self.reChargeBtn = Util.GetGameObject(self.transform, "frame/rechargeBtn")
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@ -183,7 +183,7 @@ function FirstRechargePanel:OnOpen(context,_fun)
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self.ani.enabled = true
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self.ani.enabled = true
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end, qyTime):Start()
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end, qyTime):Start()
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Timer.New(function ()
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Timer.New(function ()
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self.tabs[1]:SetActive(true)
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--self.tabs[1]:SetActive(true)
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self.closeBtn:GetComponent("Button").enabled = true
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self.closeBtn:GetComponent("Button").enabled = true
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end, qyTime + 1):Start()
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end, qyTime + 1):Start()
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end
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end
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@ -207,6 +207,7 @@ function FirstRechargePanel:OnShow()
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table.insert(_MoneyDataNum[index], missInfo)
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table.insert(_MoneyDataNum[index], missInfo)
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end
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end
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end
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end
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-- 判断数据
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-- 判断数据
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local minIndex
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local minIndex
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for index, dataList in pairs(_MoneyDataNum) do
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for index, dataList in pairs(_MoneyDataNum) do
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@ -215,18 +216,30 @@ function FirstRechargePanel:OnShow()
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table.sort(dataList,function(a,b)
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table.sort(dataList,function(a,b)
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return a.missionId < b.missionId
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return a.missionId < b.missionId
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end)
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end)
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local isAll=true
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-- 找到最小的
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for key, value in pairs(dataList) do
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if not minIndex or index < minIndex then
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if value.state~=1 then
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minIndex = index
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isAll=false
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end
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end
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end
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if isAll then
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-- table.remove(_MoneyDataNum,index)
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self.preList[index]:SetActive(false)
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else
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-- 找到最小的
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if not minIndex or index < minIndex then
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minIndex = index
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end
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end
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end
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end
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end
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end
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-- 如果想看的不存在就显示最小的
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-- 如果想看的不存在就显示最小的
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if not _MoneyDataNum[self.selectTabIndex] or #_MoneyDataNum[self.selectTabIndex] <= 0 then
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-- if not _MoneyDataNum[self.selectTabIndex] or #_MoneyDataNum[self.selectTabIndex] <= 0 then
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self.selectTabIndex = minIndex
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self.selectTabIndex = minIndex
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end
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--end
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self.reChargeTips.text = Language[10664]..string.format(MoneyUtil.GetMoneyUnitName(),AccumRecharge)--string.format(Language[10665], AccumRecharge)
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self.reChargeTips.text = Language[10664]..string.format(MoneyUtil.GetMoneyUnitName(),AccumRecharge)--string.format(Language[10665], AccumRecharge)
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self:OnTabChanged(self.selectTabIndex)
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self:OnTabChanged(self.selectTabIndex)
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@ -307,7 +320,6 @@ end
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function FirstRechargePanel:ShowContent(index)
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function FirstRechargePanel:ShowContent(index)
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local tempData = {}
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local tempData = {}
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for _, missionInfo in ipairs(_MoneyDataNum[index]) do
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for _, missionInfo in ipairs(_MoneyDataNum[index]) do
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table.insert(tempData, activityRewardConfig[missionInfo.missionId])
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table.insert(tempData, activityRewardConfig[missionInfo.missionId])
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end
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end
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@ -323,7 +335,6 @@ function FirstRechargePanel:ShowContent(index)
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else
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else
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if not self.dayRewardList[i] then
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if not self.dayRewardList[i] then
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--local go = newObjToParent(self.rewardDay,self.rewardGrid)
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--local go = newObjToParent(self.rewardDay,self.rewardGrid)
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LogError("i==="..i)
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local go=self.rewardGrid.transform:GetChild(i-1).gameObject
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local go=self.rewardGrid.transform:GetChild(i-1).gameObject
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self.dayRewardList[i] = DayRewardItem.new(self,go)
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self.dayRewardList[i] = DayRewardItem.new(self,go)
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end
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end
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