require("Base/BasePanel") local XiaoYaoEventPanel = Inherit(BasePanel) local this = XiaoYaoEventPanel local triggertype=0 --0:游历成功 大于0:触发仙缘 --初始化组件(用于子类重写) function this:InitComponent() this.spLoader = SpriteLoader.New() this.btnBack = Util.GetGameObject(self.transform, "closeBtn") this.title=Util.GetGameObject(self.transform, "bg/title"):GetComponent("Image") this.grid=Util.GetGameObject(self.transform, "bg/grid") this.xianyuan=Util.GetGameObject(self.transform, "bg/xianyuan") this.eventName=Util.GetGameObject(self.transform, "bg/xianyuan/name"):GetComponent("Text") this.eventIcon=Util.GetGameObject(self.transform, "bg/xianyuan/icon"):GetComponent("Image") end --绑定事件(用于子类重写) function this:BindEvent() Util.AddClick(this.btnBack, function() this:ClosePanel() if triggertype==0 then XiaoYaoManager.OpenMapList() end end) end --界面打开时调用(用于子类重写) function this:OnOpen(_type,_data) triggertype=_type if _type>0 then this.title.sprite=this.spLoader:LoadSprite("x_xiaoyaoyou_chufaxianyuan_zh") this.grid:SetActive(false) this.xianyuan:SetActive(true) this.eventName.text=string.format("★%s★",GetLanguageStrById(_data.Desc)) this.eventIcon.sprite=this.spLoader:LoadSprite(_data.EventPointBg) else this.title.sprite=this.spLoader:LoadSprite("x_xiaoyaoyou_youlichenggong_zh") this.grid:SetActive(true) this.xianyuan:SetActive(false) local showItemdata=this.GetDropReward(_data) local starItemDataList=BagManager.GetItemListFromTempBag(_data) for i = 1, #starItemDataList do this.SetItemData2(starItemDataList[i]) end -- Log("终极大奖:"..#_data.itemlist) -- Log("终极大奖:"..#showItemdata) if showItemdata and #showItemdata>0 then for i = 1, #showItemdata do -- Log("终极大奖:"..showItemdata[i][1]) local _rewardObj= SubUIManager.Open(SubUIConfig.ItemView, this.grid.transform) _rewardObj:OnOpen(false,showItemdata[i],1) end end end end --存储本地 function this.SetItemData2(itemdata) if itemdata.itemType==1 then --后端更新 elseif itemdata.itemType==2 then EquipManager.UpdateEquipData(itemdata.backData) elseif itemdata.itemType==3 then HeroManager.UpdateHeroDatas(itemdata.backData) elseif itemdata.itemType==4 then TalismanManager.InitUpdateSingleTalismanData(itemdata.backData) elseif itemdata.itemType==5 then EquipTreasureManager.InitSingleTreasureData(itemdata.backData) elseif itemdata.itemType==6 then PokemonManager.UpdatePokemonDatas(itemdata.backData,true) end end function this.GetDropReward(_drop) local _rewardList={} if _drop.itemlist then for i = 1, #_drop.itemlist do Log("list有奖励") local _rewardData={} _rewardData[1]=_drop.itemlist[i].itemId _rewardData[2]=_drop.itemlist[i].itemNum table.insert(_rewardList,_rewardData) end end if _drop.equipId then for i = 1, #_drop.equipId do local _rewardData={} _rewardData[1]=_drop.equipId[i].equipId--id _rewardData[2]=1 table.insert(_rewardList,_rewardData) end end if _drop.Hero then for i = 1, #_drop.Hero do local _rewardData={} _rewardData[1]=_drop.Hero[i].heroId--id _rewardData[2]=1 table.insert(_rewardList,_rewardData) end end if _drop.soulEquip then for i = 1, #_drop.soulEquip do local _rewardData={} _rewardData[1]=_drop.soulEquip[i].equipId--id _rewardData[2]=1 table.insert(_rewardList,_rewardData) end end return _rewardList end --界面打开或者重新打开后,界面刷新时调用(用于子类重写) function this:OnShow() end --界面关闭时调用(用于子类重写) function this:OnClose() if triggertype>0 then Game.GlobalEvent:DispatchEvent(GameEvent.XiaoYao.PlayEventEffect) end end --界面销毁时调用(用于子类重写) function this:OnDestroy() while(this.grid.transform.childCount>0) do destroy(this.grid.transform:GetChild(0).gameObject) end this.spLoader:Destroy() end return XiaoYaoEventPanel