ID1009568】

【优化】首充活动页签优化,下方页签实现可拖动

(cherry picked from commit e44535915215170f3005403652faee3a7c3afc41)
dev_chengFeng
jiaoyangna 2021-06-23 18:50:25 +08:00 committed by gaoxin
parent 183a5a188b
commit de4bcd80b5
4 changed files with 476 additions and 1935 deletions

View File

@ -2586,4 +2586,17 @@ PropertyType = {
[2] = "佛系",
[3] = "妖系",
[4] = "道系",
}
NumToChinese = {
[1] = "",
[2] = "",
[3] = "",
[4] = "",
[5] = "",
[6] = "",
[7] = "",
[8] = "",
[9] = "",
[10] = "",
}

View File

@ -15,7 +15,8 @@ function DayRewardItem:ctor(mainPanel,transform)
self.spLoader = SpriteLoader.New()
self.mainPanel = mainPanel
self.transform = transform
-- self.title = Util.GetGameObject(self.transform, "title"):GetComponent("Text")
self.gameObject = self.transform.gameObject
self.title = Util.GetGameObject(self.transform, "title"):GetComponent("Text")
self.rewardContent = Util.GetGameObject(self.transform, "rewardList")
self.rewardList = {}
for i = 1, kRewardCount do
@ -27,6 +28,7 @@ function DayRewardItem:ctor(mainPanel,transform)
end)
self.receivedFlag = Util.GetGameObject(self.transform, "receivedFlag")
self.redPoint = Util.GetGameObject(self.transform,"redPoint")
self.transform:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,0,0))
end
function DayRewardItem:Dispose()
self.spLoader:Destroy()
@ -37,6 +39,7 @@ function DayRewardItem:OnSortingOrderChange(cursortingOrder)
end
end
function DayRewardItem:SetValue(context,_sortingOrder)
self.title.text = string.format("第%s天",NumToChinese[context.Values[1][2]])
local sortingOrder = _sortingOrder or 0
self.context = context
for i, rewardInfo in ipairs(context.Reward) do

View File

@ -62,10 +62,13 @@ function FirstRechargePanel:InitComponent()
end
self.selectTabIndex = -1
self.rewardDay = Util.GetGameObject(self.transform, "frame/rewardBg/rewardDay")
self.rewardGrid = Util.GetGameObject(self.transform, "frame/rewardBg/rewardBg")
self.dayRewardList = {}
for i = 1, kMaxDay do
self.dayRewardList[i] = DayRewardItem.new(self,self.transform:Find("frame/rewardBg/rewardBg/rewardDay" .. i.."/rewardDay" .. i))
end
-- for i = 1, kMaxDay do
--
-- end
--bottomPart
self.reChargeBtn = Util.GetGameObject(self.transform, "frame/rechargeBtn")
@ -124,9 +127,9 @@ function FirstRechargePanel:OnSortingOrderChange()
-- if self.itemInfo then
-- self.itemInfo:SetEffectLayer( self.sortingOrder)
-- end
for i = 1, #self.dayRewardList do
self.dayRewardList[i]:OnSortingOrderChange(self.sortingOrder)
end
-- for i = 1, #self.dayRewardList do
-- self.dayRewardList[i]:OnSortingOrderChange(self.sortingOrder)
-- end
end
local fun = nil
function FirstRechargePanel:OnOpen(context,_fun)
@ -203,9 +206,23 @@ function FirstRechargePanel:ShowContent(index)
table.insert(tempData, rewardInfo)
end
end
-- self.rewardValue.text = tempData[1].TotalValues
for i, dayRewardItem in ipairs(self.dayRewardList) do
dayRewardItem:SetValue(tempData[i],self.sortingOrder)
dayRewardItem.gameObject:SetActive(false)
end
for i = 1,math.max(#self.dayRewardList,#tempData) do
if not tempData[i] then
self.dayRewardList[i].gameObject:SetActive(false)
else
if not self.dayRewardList[i] then
local go = newObjToParent(self.rewardDay,self.rewardGrid)
self.dayRewardList[i] = DayRewardItem.new(self,go)
end
self.dayRewardList[i].gameObject:SetActive(true)
self.dayRewardList[i]:SetValue(tempData[i],self.sortingOrder)
end
end
end