require("Base/BasePanel") FindTreasureVipPopup = Inherit(BasePanel) local MazeTreasureSetting = ConfigManager.GetConfig(ConfigName.MazeTreasureSetting) local orginLayer = 0 --初始化组件(用于子类重写) function FindTreasureVipPopup:InitComponent() self.spLoader = SpriteLoader.New() self.btnBack = Util.GetGameObject(self.gameObject, "Button") self.descText1 = Util.GetGameObject(self.gameObject, "GameObject1/descText"):GetComponent("Text") self.jumpBtn1 = Util.GetGameObject(self.gameObject, "GameObject1/jumpBtn") self.finfsh1 = Util.GetGameObject(self.gameObject, "GameObject1/finish") self.jumpBtn1Text = Util.GetGameObject(self.gameObject, "GameObject1/jumpBtn/Text"):GetComponent("Text") self.finfsh1Text = Util.GetGameObject(self.gameObject, "GameObject1/finish/Text"):GetComponent("Text") self.descText2 = Util.GetGameObject(self.gameObject, "GameObject2/descText"):GetComponent("Text") self.jumpBtn2 = Util.GetGameObject(self.gameObject, "GameObject2/jumpBtn") self.finfsh2 = Util.GetGameObject(self.gameObject, "GameObject2/finish") self.jumpBtn2Text = Util.GetGameObject(self.gameObject, "GameObject2/jumpBtn/Text"):GetComponent("Text") self.finfsh2Text = Util.GetGameObject(self.gameObject, "GameObject2/finish/Text"):GetComponent("Text") self.effect1 = Util.GetGameObject(self.jumpBtn1, "UI_Effect_MianBan_GuaJi_Ani") self.effect2 = Util.GetGameObject(self.jumpBtn2, "UI_Effect_MianBan_GuaJi_Ani") end --绑定事件(用于子类重写) function FindTreasureVipPopup:BindEvent() Util.AddClick(self.btnBack, function() self:ClosePanel() end) Util.AddClick(self.jumpBtn1, function() DynamicActivityManager.SetSelectIndex(DataType.Shop,{20091,20092}) JumpManager.GoJump(MazeTreasureSetting[1].Jump) end) Util.AddClick(self.jumpBtn2, function() DynamicActivityManager.SetSelectIndex(DataType.Shop,{20091,20092}) JumpManager.GoJump(MazeTreasureSetting[1].Jump) end) end --添加事件监听(用于子类重写) function FindTreasureVipPopup:AddListener() end --移除事件监听(用于子类重写) function FindTreasureVipPopup:RemoveListener() end function FindTreasureVipPopup:OnSortingOrderChange() Util.AddParticleSortLayer(self.effect1, self.sortingOrder - orginLayer) Util.AddParticleSortLayer(self.effect2, self.sortingOrder - orginLayer) orginLayer = self.sortingOrder end --界面打开时调用(用于子类重写) function FindTreasureVipPopup: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 FindTreasureVipPopup:OnShow() local desc = string.split(GetLanguageStrById(MazeTreasureSetting[1].DescDailyPrivilege), "#") self.descText1.text = string.gsub(desc[1],"|","#") self.descText2.text = string.gsub(desc[2],"|","#") self.descText1.fontSize = GetCurLanguage() ~= 2 and 30 or 28 self.descText2.fontSize = GetCurLanguage() ~= 2 and 30 or 25 local gaoState = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.GoFindTreasure) local haoState = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.HaoFindTreasure) self.jumpBtn1:SetActive(not gaoState) self.finfsh1:SetActive(gaoState) self.jumpBtn2:SetActive(not haoState) self.finfsh2:SetActive(haoState) self.jumpBtn1Text.fontSize = GetCurLanguage() ~= 2 and 35 or 20 self.jumpBtn2Text.fontSize = GetCurLanguage() ~= 2 and 35 or 20 self.finfsh1Text.fontSize = GetCurLanguage() ~= 2 and 35 or 20 self.finfsh2Text.fontSize = GetCurLanguage() ~= 2 and 35 or 20 end --界面关闭时调用(用于子类重写) function FindTreasureVipPopup:OnClose() end --界面销毁时调用(用于子类重写) function FindTreasureVipPopup:OnDestroy() self.spLoader:Destroy() orginLayer = 0 end return FindTreasureVipPopup