【逍遥游】优化返回逍遥游界面时重置滚动位置的问题
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3b62c91c69
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7a540133bd
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@ -14,7 +14,13 @@ this.luckyluckyTurnTableRemainTime = 0
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--打开逍遥游地图列表界面
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function this.OpenMapList()
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Log("点击打开逍遥游地图列表界面")
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this.GetOpenMapData(function(_data)
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Log("打开逍遥游地图列表界面")
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UIManager.OpenPanel(UIName.XiaoYaoYouPanel,_data)
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end)
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end
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function this.GetOpenMapData(func)
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NetManager.JourneyGetInfoResponse(function (msg)
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local _data={}
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Log(#msg.infos)
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@ -22,8 +28,9 @@ function this.OpenMapList()
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Log("mapId:"..msg.infos[i].mapId..",process:"..msg.infos[i].process)
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_data[msg.infos[i].mapId]=msg.infos[i].process
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end
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Log("打开逍遥游地图列表界面")
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UIManager.OpenPanel(UIName.XiaoYaoYouPanel,_data)
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if func then
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func(_data)
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end
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end)
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end
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@ -64,7 +64,7 @@ function this:BindEvent()
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end)
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Util.AddClick(this.btnBack, function ()
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XiaoYaoManager.OpenMapList()
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-- XiaoYaoManager.OpenMapList()
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self:ClosePanel()
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end)
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--商店点击
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@ -50,6 +50,29 @@ end
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function this:OnOpen(data)
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--显示资源条
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.MonsterCamp })
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-- 界面显示
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this.RefreshShow(data)
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this.needShowRefresh = false -- show方法中不再需要刷新
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-- 滚动到底部
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this.ScrollToBottom()
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end
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function this:OnShow()
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-- 判断是否需要自己刷新
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if not this.needShowRefresh then
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this.needShowRefresh = true
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return
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end
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-- 刷新
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XiaoYaoManager.GetOpenMapData(function(data)
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this.RefreshShow(data)
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end)
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end
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-- 刷新界面显示
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function this.RefreshShow(data)
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local _allData={}
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local _cruLevel = PlayerManager.level
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Log("当前玩家等级:".._cruLevel)
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@ -82,11 +105,8 @@ function this:OnOpen(data)
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-- this.ScrollView:SetData(_allData, function (index, go)
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-- this.SingleDataShow(go, _allData[index])
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-- end)
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this.ScrollToBottom()
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end
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--- 滑动到底部
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function this.ScrollToBottom()
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local cheight = this.content.transform.rect.height
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@ -127,6 +147,10 @@ function this.SingleDataShow(btn, go, data, index)
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tip.text = "云\n游\n进\n度"
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tip2.text = ""
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local prog=data.progress < 100 and data.progress or 0
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-- 在起点时进度为1%,但前端显示为0%
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if prog == 1 then
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prog = 0
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end
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num.text = string.format("%u\n%%",prog)
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else
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if data.unlockLevel >= 0 then
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@ -141,14 +165,11 @@ function this.SingleDataShow(btn, go, data, index)
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end
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-- fightIcon.sprite=Util.LoadSprite(data.mapImage)
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zi.sprite = Util.LoadSprite(data.ziImage)
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local prog=data.progress < 100 and data.progress or 0
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-- local prog=data.progress < 100 and data.progress or 0
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-- progressObj:SetActive(data.isUnLock)
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-- progress.fillAmount=prog/100
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-- progressVle.text=string.format("%u/100",prog)
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_rewardObj:OnOpen(false, data.passReward, 1)
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end
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function this:OnShow()
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end
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function this:OnSortingOrderChange(_cursortingOrder)
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cursortingOrder = _cursortingOrder
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