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
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183a5a188b
commit
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@ -2586,4 +2586,17 @@ PropertyType = {
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[2] = "佛系",
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[3] = "妖系",
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[4] = "道系",
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}
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NumToChinese = {
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[1] = "一",
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[2] = "二",
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[3] = "三",
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[4] = "四",
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[5] = "五",
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[6] = "六",
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[7] = "七",
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[8] = "八",
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[9] = "九",
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[10] = "十",
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}
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@ -15,7 +15,8 @@ function DayRewardItem:ctor(mainPanel,transform)
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self.spLoader = SpriteLoader.New()
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self.mainPanel = mainPanel
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self.transform = transform
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-- self.title = Util.GetGameObject(self.transform, "title"):GetComponent("Text")
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self.gameObject = self.transform.gameObject
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self.title = Util.GetGameObject(self.transform, "title"):GetComponent("Text")
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self.rewardContent = Util.GetGameObject(self.transform, "rewardList")
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self.rewardList = {}
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for i = 1, kRewardCount do
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@ -27,6 +28,7 @@ function DayRewardItem:ctor(mainPanel,transform)
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end)
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self.receivedFlag = Util.GetGameObject(self.transform, "receivedFlag")
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self.redPoint = Util.GetGameObject(self.transform,"redPoint")
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self.transform:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,0,0))
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end
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function DayRewardItem:Dispose()
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self.spLoader:Destroy()
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@ -37,6 +39,7 @@ function DayRewardItem:OnSortingOrderChange(cursortingOrder)
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end
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end
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function DayRewardItem:SetValue(context,_sortingOrder)
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self.title.text = string.format("第%s天",NumToChinese[context.Values[1][2]])
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local sortingOrder = _sortingOrder or 0
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self.context = context
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for i, rewardInfo in ipairs(context.Reward) do
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@ -62,10 +62,13 @@ function FirstRechargePanel:InitComponent()
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end
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self.selectTabIndex = -1
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self.rewardDay = Util.GetGameObject(self.transform, "frame/rewardBg/rewardDay")
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self.rewardGrid = Util.GetGameObject(self.transform, "frame/rewardBg/rewardBg")
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self.dayRewardList = {}
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for i = 1, kMaxDay do
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self.dayRewardList[i] = DayRewardItem.new(self,self.transform:Find("frame/rewardBg/rewardBg/rewardDay" .. i.."/rewardDay" .. i))
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end
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-- for i = 1, kMaxDay do
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--
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-- end
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--bottomPart
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self.reChargeBtn = Util.GetGameObject(self.transform, "frame/rechargeBtn")
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@ -124,9 +127,9 @@ function FirstRechargePanel:OnSortingOrderChange()
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-- if self.itemInfo then
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-- self.itemInfo:SetEffectLayer( self.sortingOrder)
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-- end
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for i = 1, #self.dayRewardList do
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self.dayRewardList[i]:OnSortingOrderChange(self.sortingOrder)
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end
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-- for i = 1, #self.dayRewardList do
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-- self.dayRewardList[i]:OnSortingOrderChange(self.sortingOrder)
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-- end
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end
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local fun = nil
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function FirstRechargePanel:OnOpen(context,_fun)
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@ -203,9 +206,23 @@ function FirstRechargePanel:ShowContent(index)
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table.insert(tempData, rewardInfo)
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end
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end
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-- self.rewardValue.text = tempData[1].TotalValues
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for i, dayRewardItem in ipairs(self.dayRewardList) do
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dayRewardItem:SetValue(tempData[i],self.sortingOrder)
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dayRewardItem.gameObject:SetActive(false)
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end
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for i = 1,math.max(#self.dayRewardList,#tempData) do
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if not tempData[i] then
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self.dayRewardList[i].gameObject:SetActive(false)
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else
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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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self.dayRewardList[i] = DayRewardItem.new(self,go)
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end
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self.dayRewardList[i].gameObject:SetActive(true)
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self.dayRewardList[i]:SetValue(tempData[i],self.sortingOrder)
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end
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end
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end
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