----灵脉跳转界面 ----- local this = {} --传入父脚本模块 local parent --传入特效层级 local sortingOrder=0 function this:InitComponent(gameObject) self.spLoader = SpriteLoader.New() self.btnSure = Util.GetGameObject(gameObject,"BtnSure") self.btnCancel = Util.GetGameObject(gameObject,"BtnCancel") self.money = Util.GetGameObject(gameObject,"Content/money"):GetComponent("Text") self.grid1 = Util.GetGameObject(gameObject,"Grid1/scroll") self.grid2 = Util.GetGameObject(gameObject,"Grid2") self.itemList1 = {} self.itemList2 = {} end function this:BindEvent() Util.AddClick(self.btnCancel,function() self.parent:ClosePanel() end) Util.AddClick(self.btnSure,function() NetManager.LifeStoneUpRequest(2,nil,nil,nil,nil,function () Game.GlobalEvent:DispatchEvent(GameEvent.Gem.RefreshPanel) Game.GlobalEvent:DispatchEvent(GameEvent.Bag.OnTempBagChanged) PopupTipPanel.ShowTip("一键合成成功!") self.parent:ClosePanel() end) end) end function this:AddListener() end function this:RemoveListener() end function this:OnShow(_parent,...) self.args = {...} self.parent = _parent self:Refresh() end function this:Refresh() self.money.text = self.args[2] local list = {} for key, value in pairs(self.args[1]) do -- LogGreen("id:"..tostring(key).." num:"..tostring(value)) local data = {} data.id = key data.num = value table.insert(list,data) end table.sort(list,function (a,b) return a.id < b.id end) local grid = nil if #list > 5 then grid = self.grid1 self.grid1:SetActive(true) self.grid2:SetActive(false) else grid = self.grid2 self.grid1:SetActive(false) self.grid2:SetActive(true) end for i = 1, #list do local go = self.itemList1[i] if not go then go = SubUIManager.Open(SubUIConfig.ItemView,grid.transform) self.itemList1[i] = go end go:OnOpen(false, {list[i].id,list[i].num}, 1, false,false,false,self.parent.sortingOrder + 1) go.gameObject:SetActive(true) end end function this:OnClose() end function this:OnDestroy() this.spLoader:Destroy() self.itemList1 = {} end return this