--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by aaa. --- DateTime: 2019/8/30 15:43 --- local RewardView = quick_class("RewardView") local _BloodyRankConfig = ConfigManager.GetConfig(ConfigName.BloodyRankConfig) local _ItemList = {} -- 物品管理 function RewardView:ctor(parent, root) self.root = root self:InitComponent(root) self:BindEvent() end function RewardView:InitComponent(root) self.spLoader = SpriteLoader.New() self.itemRoot = Util.GetGameObject(root, "treasureList/viewPort/content") self.item = Util.GetGameObject(self.itemRoot, "itemPro") self.myPos = Util.GetGameObject(root, "info/pos"):GetComponent("Text") -- 刷新列表显示 self:RefreshRankList() end function RewardView:BindEvent(root) end function RewardView:OnShow() self.root:SetActive(true) self.myPos.text = MatchDataManager.GetNickNameByScore(MatchDataManager.GetMyScore()) end -- 刷新列表显示 function RewardView:RefreshRankList() local _ItemIndex = 0 for _, data in ConfigPairs(_BloodyRankConfig) do local node = newObjToParent(self.item, self.itemRoot) local posName = Util.GetGameObject(node, "name"):GetComponent("Text") local itemBox = Util.GetGameObject(node, "itembox").transform -- 段位 posName.text = GetLanguageStrById(data.Name) -- 创建奖励物品 for i = 1, #data.Reward do local reward = data.Reward[i] _ItemIndex = _ItemIndex + 1 local item = _ItemList[_ItemIndex] if not item then item = SubUIManager.Open(SubUIConfig.ItemView, itemBox) _ItemList[_ItemIndex] = item end item:OnOpen(false, reward, 0.75) item.transform:SetParent(itemBox) end end end function RewardView:ReShowPanel() end function RewardView:OnHidePanel() self.root:SetActive(false) end -- 回收物品 function RewardView:OnDestroy() self.spLoader:Destroy() for _, item in pairs(_ItemList) do SubUIManager.Close(item) end _ItemList = {} end return RewardView