local XinJiangLaiXi = quick_class("XinJiangLaiXi") -- local allData={} -- local itemsGrid = {}--item重复利用 local this=XinJiangLaiXi local sortingOrder = 0 -- local parent = {} -- local properTypeConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) -- local rechargeConfigId = 0 -- local rechargeData = {} -- local fakeId = 0 -- this.LiveObj = nil function XinJiangLaiXi:ctor(mainPanel, gameObject) self.mainPanel = mainPanel self.gameObject = gameObject self:InitComponent(gameObject) self:BindEvent() end function XinJiangLaiXi:InitComponent(gameObject) this.time = Util.GetGameObject(gameObject, "time/times"):GetComponent("Text") this.money = Util.GetGameObject(gameObject, "money/times"):GetComponent("Text") this.fightBtn = Util.GetGameObject(gameObject, "layout/fightBtn") this.storeBtn = Util.GetGameObject(gameObject, "layout/storeBtn") this.helpBtn = Util.GetGameObject(gameObject, "helpBtn") this.scrollItem = Util.GetGameObject(gameObject, "scroller/grid") this.liveRoot = Util.GetGameObject(gameObject, "bg/liveRoot") this.tip1 = Util.GetGameObject(gameObject, "layout/Text1"):GetComponent("Text") this.tip2 = Util.GetGameObject(gameObject, "layout/Text2"):GetComponent("Text") end --绑定事件(用于子类重写) function XinJiangLaiXi:BindEvent() -- Util.AddClick(this.buyBtn,function() -- if rechargeData.buyTimes >= rechargeData.dynamicBuyTimes then -- return -- end -- --直购商品 -- PayManager.Pay(rechargeConfigId, function(id) -- this.RechargeSuccessFunc(id) -- end) end) -- Util.AddClick(this.reviewBtn,function() -- local fdata, fseed = BattleManager.GetFakeBattleData(fakeId) -- local testFightData = { -- fightData = fdata, -- fightSeed = fseed, -- fightType = 0, -- maxRound = 20 -- } -- UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test) -- end) end -- function this.RechargeSuccessFunc(id) -- FirstRechargeManager.RefreshAccumRechargeValue(id) -- this.OnShowData() -- end --添加事件监听(用于子类重写) function XinJiangLaiXi:AddListener() end --移除事件监听(用于子类重写) function XinJiangLaiXi:RemoveListener() end --界面打开时调用(用于子类重写) function XinJiangLaiXi: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 XinJiangLaiXi:OnShow(_sortingOrder,_parent) -- parent = _parent -- sortingOrder = _sortingOrder -- this:OnShowData() -- XinJiangLaiXi:SetTime() end -- function XinJiangLaiXi:OnShowData() -- local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.ShenYiTianJiang) -- local activityConfig = ConfigManager.GetConfigData(ConfigName.GlobalActivity,activityId) -- rechargeConfigId = activityConfig.CanBuyRechargeId[1] -- allData = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,rechargeConfigId) -- if not itemsGrid then -- itemsGrid = {} -- end -- for k,v in ipairs(itemsGrid) do -- v.gameObject:SetActive(false) -- end -- for k,v in ipairs(allData.RewardShow) do -- if not itemsGrid[k] then -- itemsGrid[k] = SubUIManager.Open(SubUIConfig.ItemView,this.scrollItem.transform) -- end -- itemsGrid[k].gameObject:SetActive(true) -- itemsGrid[k]:OnOpen(false, {v[1],v[2]}, 1,false,false,false,sortingOrder) -- end -- local strs = string.split(activityConfig.ExpertDec,'#') -- local skinId = tonumber(strs[1]) -- fakeId = tonumber(strs[2]) -- local skinConfig = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",skinId) -- if this.LiveObj then -- poolManager:UnLoadLive(this.LiveObj.name,this.LiveObj) -- this.LiveObj = nil -- end -- this.proPertyText.text = "属性加成:" -- if not skinConfig then -- else -- LogGreen(skinConfig.Live.." name:"..GetResourcePath(skinConfig.Live)) -- this.LiveObj = poolManager:LoadLive(GetResourcePath(skinConfig.Live),this.liveRoot.transform, Vector3.one * skinConfig.Scale, Vector3.New(skinConfig.Position[1], skinConfig.Position[2], 0)) -- this.skinName.text = ConfigManager.GetConfigData(ConfigName.HeroConfig,skinConfig.HeroId).ReadingName -- local heroSkinSingleProVal = {} -- for _,v in ipairs(skinConfig.MonomerProperty) do -- if not heroSkinSingleProVal[v[1]] then -- heroSkinSingleProVal[v[1]] = 0 -- end -- heroSkinSingleProVal[v[1]] = heroSkinSingleProVal[v[1]] + v[2] -- end -- for k,v in pairs(heroSkinSingleProVal) do -- this.proPertyText.text = this.proPertyText.text..properTypeConfig[k].Info.."+"..GetPropertyFormatStr(properTypeConfig[k].Style,v) -- end -- end -- rechargeData = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.DirectPurchaseGift, rechargeConfigId) -- if rechargeData then -- this.buytimes.text = "剩余次数:"..(rechargeData.dynamicBuyTimes - rechargeData.buyTimes) -- else -- LogGreen("找不到数据了:"..rechargeConfigId) -- end -- end -- function XinJiangLaiXi:SetTime() -- if self.timer then -- self.timer:Stop() -- self.timer = nil -- end -- local endTime = ActivityGiftManager.GetTaskEndTime(ActivityTypeDef.ShenYiTianJiang) -- local timeDown = endTime - GetTimeStamp() -- this.time.text = Language[12321]..TimeToDHMS(timeDown) -- self.timer = Timer.New(function() -- timeDown = timeDown - 1 -- if timeDown < 1 then -- self.timer:Stop() -- self.timer = nil -- this.time.text = Language[12321]..TimeToDHMS(0) -- end -- this.time.text = Language[12321]..TimeToDHMS(timeDown) -- end, 1, -1, true) -- self.timer:Start() -- end --界面打开时调用(用于子类重写) function XinJiangLaiXi:OnOpen() end -- function this.RechargeSuccessFunc(id) -- FirstRechargeManager.RefreshAccumRechargeValue(id) -- --OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.GiftBuy, id) -- this.OnShowData() -- end function XinJiangLaiXi:OnClose() end --界面销毁时调用(用于子类重写) function XinJiangLaiXi:OnDestroy() -- if self.timer then -- self.timer:Stop() -- self.timer = nil -- end -- if this.LiveObj then -- poolManager:UnLoadLive(this.LiveObj.name,this.LiveObj) -- this.LiveObj = nil -- end -- sortingOrder = 0 -- itemsGrid = {} end function XinJiangLaiXi:OnHide() -- if self.timer then -- self.timer:Stop() -- self.timer = nil -- end -- sortingOrder = 0 end return XinJiangLaiXi