--[[ * @ClassName ContinuityRechargePage * @Description 连续充值 * @Date 2019/8/2 16:45 * @Author MagicianJoker, fengliudianshao@outlook.com * @Copyright Copyright (c) 2019, MagicianJoker --]] local ContinuityRechargeItem = require("Modules/Operating/ContinuityRechargeItem") --积天豪礼 ---@class ContinuityRechargePage local ContinuityRechargePage = quick_class("ContinuityRechargePage") local isPlayAnim = true local sortingOrder = 0 local continuityTaskList = {} local _MoneyConfig = { [MoneyType.RMB] = Language[12282], [MoneyType.USD] = Language[12283] } function ContinuityRechargePage:ctor(mainPanel, gameObject) self.mainPanel = mainPanel self.gameObject = gameObject sortingOrder = 0 self.conditionDesc = Util.GetGameObject(self.gameObject, "condition"):GetComponent("Text") self.continuityTaskContent = Util.GetGameObject(self.gameObject, "taskList/viewPort/content") self.continuityTaskItem = Util.GetGameObject(self.continuityTaskContent, "itemPro") self.effect = Util.GetGameObject(self.gameObject, "UI_effect_OperatingPanel_normal") self.image = Util.GetGameObject(self.gameObject, "Image") self.title1 = Util.GetGameObject(self.image, "title1"):GetComponent("Text") self.continuityTaskItem:SetActive(false) self.obj = Util.GetGameObject(self.image, "obj") if not self.moneyNum then self.moneyNum = SubUIManager.Open(SubUIConfig.MoneyNumView, self.image.transform, math.round(MoneyUtil.GetMoney(2000)) , MoneyNumViewType.Image_Horizontal, "ArtFont_2_cfont", 42, 0.7, Vector2.New(118, 161), Vector2.New(-30, -50), MoneyNumViewImageType.Big_1) self.moneyNum:SetOffsetPosition(Vector2.New(0, -450)) end end function ContinuityRechargePage:OnShow(_sortingOrder) self.title1.text = _MoneyConfig[MoneyUtil.MT] if GetCurLanguage() == 1 then SetTextVerTial(self.title1,Vector3.New(38.295,152,0)) self.image.transform.localPosition = Vector2.New(-354,403) elseif GetCurLanguage() == 2 then SetTextVerTial(self.title1,Vector3.New(172.5,152,0)) self.obj.transform.localPosition = Vector2.New(-60,0) end isPlayAnim = true Util.AddParticleSortLayer( self.effect, _sortingOrder - sortingOrder) sortingOrder = _sortingOrder Game.GlobalEvent:AddEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.RefreshPanel, self) Game.GlobalEvent:AddEvent(GameEvent.Activity.ContinueRechargeRefresh, self.RefreshPanel, self) self.gameObject:SetActive(true) self:RefreshPanel() end --层级重设 防特效穿透 function ContinuityRechargePage:OnSortingOrderChange(cursortingOrder) Util.AddParticleSortLayer( self.effect, cursortingOrder - sortingOrder) sortingOrder = cursortingOrder for i, v in pairs(continuityTaskList) do v:OnSortingOrderChange(cursortingOrder) end end function ContinuityRechargePage:OnHide() Game.GlobalEvent:RemoveEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.RefreshPanel, self) Game.GlobalEvent:RemoveEvent(GameEvent.Activity.ContinueRechargeRefresh, self.RefreshPanel, self) self.gameObject:SetActive(false) end function ContinuityRechargePage:RefreshPanel() local actRewardConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId", ActivityTypeDef.ContinuityRecharge) self.conditionDesc.text = actRewardConfigs[1].Values[1][1] --Log("连续充值刷新"..ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ContinuityRecharge).value) for i, actRewardInfo in ipairs(actRewardConfigs) do if not continuityTaskList[i] then continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent) continuityTaskList[i]:Init(actRewardInfo,sortingOrder) end continuityTaskList[i]:SetValue() end table.walk(continuityTaskList, function(continuityTaskItem) continuityTaskItem:TrySetLastSibling() end) end --界面关闭时调用(用于子类重写) function ContinuityRechargePage:OnClose() end --界面销毁时调用(用于子类重写) function ContinuityRechargePage:OnDestroy() sortingOrder = 0 continuityTaskList = {} end return ContinuityRechargePage