require("Base/BasePanel") ExplorePanel = Inherit(BasePanel) local this = ExplorePanel -- 小地图 local fightMap = require("Modules/Fight/View/ExploreMapView") --初始化组件(用于子类重写) function ExplorePanel:InitComponent() this.spLoader = SpriteLoader.New() this.upView = SubUIManager.Open(SubUIConfig.UpView,this.gameObject.transform) this.backBtn = Util.GetGameObject(this.gameObject, "btns/backBtn") this.lookReward = Util.GetGameObject(this.gameObject, "btns/lookReward") fightMap:InitComponent(this.gameObject, this) end --绑定事件(用于子类重写 function ExplorePanel:BindEvent() Util.AddClick(this.backBtn,function() SwitchPanel.ClosePanel(UIName.ExplorePanel, function()end) end) Util.AddClick(this.lookReward,function() UIManager.OpenPanel(UIName.ExploreRewardPopup,this.mapData.mapId) end) end --添加事件监听(用于子类重写) function ExplorePanel:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Explore.UpdateFormation,this.OnShow) fightMap:AddListener() end --移除事件监听(用于子类重写) function ExplorePanel:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Explore.UpdateFormation,this.OnShow) end --界面打开时调用(用于子类重写) function ExplorePanel:OnOpen(data) this.mapData = data fightMap:Init() 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 ExplorePanel:OnShow() this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ExploreFun }) this.data = ExploreManager.GetFormationDataByMapId(this.mapData.mapId) if not this.data or #this.data < 1 then SwitchPanel.ClosePanel(UIName.ExplorePanel, function()end) end end --界面关闭时调用(用于子类重写) function ExplorePanel:OnClose() fightMap:OnClose() end function ExplorePanel:OnSortingOrderChange() fightMap:OnSortingOrderChange(this.sortingOrder) end --界面销毁时调用(用于子类重写) function ExplorePanel:OnDestroy() SubUIManager.Close(this.upView) this.upView = nil this.spLoader:Destroy() end return ExplorePanel