local PatFace = quick_class("PatFace") local this = PatFace function PatFace:ctor(mainPanel, gameObject) self.mainPanel = mainPanel self.gameObject = gameObject self:InitComponent(gameObject) self:BindEvent() end --初始化组件(用于子类重写) function PatFace:InitComponent(gameObject) this.spLoader = SpriteLoader.New() this.frame1goJumpBtn = Util.GetGameObject(gameObject, "goJumpBtn") this.frame1activityIcon = Util.GetGameObject(gameObject, "activityIcon"):GetComponent("Image") end --绑定事件(用于子类重写) function PatFace:BindEvent() end --添加事件监听(用于子类重写) function PatFace:AddListener() end --移除事件监听(用于子类重写) function PatFace:RemoveListener() end --界面打开时调用(用于子类重写) function PatFace:OnOpen(...) 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 PatFace:OnShow() this:PatFaceShow() end function PatFace:PatFaceShow() local patFaceAllData = nil if RecruitManager.isTenRecruit == 0 then patFaceAllData = {ConfigManager.GetConfigData(ConfigName.LoginPosterConfig,1)} end if patFaceAllData then Log("#patFaceAllData "..#patFaceAllData) if #patFaceAllData > 0 then if patFaceAllData[1] then --self.frame1activityIcon.sprite = this.spLoader:LoadSprite(GetResourcePath(patFaceSingleData.Background)) Util.AddOnceClick(this.frame1goJumpBtn, function() JumpManager.GoJump( patFaceAllData[1].Jump) end) end end end end --界面关闭时调用(用于子类重写) function PatFace:OnClose() end --界面销毁时调用(用于子类重写) function PatFace:OnDestroy() this.spLoader:Destroy() end return PatFace