require("Base/BasePanel") GMTurnTablePanel = Inherit(BasePanel) local this = GMTurnTablePanel ---背景盘图片切换资源名 local BgName={ "x_xytb_quan_01","x_xytb_quan_03","x_xytb_quan_11","x_xytb_quan_33" } ---奖盒进度圆圈资源名 local RewardName={"x_xytb_dian","x_xytb_dian_02"} local turnsInfo={ [1]={name="超级GM转盘",id=10701,settingId=3}, [2]={name="神级GM转盘",id=10702,settingId=4}, [3]={name="无上GM转盘",id=10703,settingId=5}, } ---转盘旋转类型 local TableTurnType={ Normal=1,--默认旋转 Expedite=2,--加快旋转 } local curTurnPos=1 --当前位置 this.thread=nil --协程 this.refreshTimer=nil this.upView = nil local priId=0 local maxTimesCount = 0 local isPlayVideo = false local leftTime=0 local curTreasureType=0 function GMTurnTablePanel:New(gameObject) local b = {} b.gameObject = gameObject b.transform = gameObject.transform setmetatable(b, { __index = GMTurnTablePanel }) return b end ---初始化组件(用于子类重写) function GMTurnTablePanel:InitComponent(gameObject) this.spLoader = SpriteLoader.New() --LuckyTurnTableManager.GetLuckyTurnRequest() this.luckyTurnPanel=Util.GetGameObject(self.gameObject,"Panel") this.upView = SubUIManager.Open(SubUIConfig.UpView, this.luckyTurnPanel.transform, { showType = UpViewOpenType.ShowLeft }) this.mask=Util.GetGameObject(this.luckyTurnPanel,"Mask") this.helpBtn=Util.GetGameObject(this.luckyTurnPanel,"HelpBtn") this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition this.backBtn=Util.GetGameObject(this.luckyTurnPanel,"BackBtn") --this.activityCountDownText = Util.GetGameObject(this.luckyTurnPanel, "CountDownTimeText"):GetComponent("Text")--活动倒计时 local top=Util.GetGameObject(this.luckyTurnPanel, "Top") this.gmBtns={} for i = 1, 3 do this.gmBtns[i]={} this.gmBtns[i].btn=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i) this.gmBtns[i].selectImg=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/SelectBG") this.gmBtns[i].selectImg:SetActive(false) this.gmBtns[i].nameTxt=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/Text"):GetComponent("Text") this.gmBtns[i].nameTxt.text=turnsInfo[i].name this.gmBtns[i].red=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/redPoint") end this.bg1=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG1"):GetComponent("Image") this.bg2=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG2"):GetComponent("Image") ---跑马灯位置(物品位置) this.itemList={} this.itemQuality = {} for i = 1,8 do this.itemList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/ItemList/Item"..i) this.itemQuality[i]= Util.GetGameObject(this.itemList[i], "quality"):GetComponent("Image") end this.itemEffectIcon={}--跑马灯亮灯 this.itemViewList={}--跑马灯itemviewList local tab={{14,0},{3,0},{12001,0},{5,0},{4,0},{21,0},{60068,0},{60071,0}}---防白片临时数据 for i = 1, 8 do this.itemEffectIcon[i]=Util.GetGameObject(this.itemList[i], "Image") this.itemViewList[i]=SubUIManager.Open(SubUIConfig.ItemView, this.itemList[i].transform) this.itemViewList[i]:OnOpen(false, {tab[1][1],tab[1][2]},1) end --记录 this.recordTextList={} for i = 1,6 do this.recordTextList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TreasureRecord/RecordTextList/Text"..i):GetComponent("Text") end --拥有道具数量 this.propBtn=Util.GetGameObject(this.luckyTurnPanel,"Content/Prop") this.propImage= Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropImage"):GetComponent("Image")--道具 this.propText=Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropText"):GetComponent("Text") this.bottom=Util.GetGameObject(this.luckyTurnPanel,"Bottom") this.treasureOnceBtn=Util.GetGameObject(this.bottom,"TreasureOnceBtn") this.treasureOnceText=Util.GetGameObject(this.treasureOnceBtn,"Text"):GetComponent("Text")--探宝次数 this.treasureOnceIcon=Util.GetGameObject(this.treasureOnceBtn,"Icon"):GetComponent("Image")--消耗道具图标 this.treasureOnceNum=Util.GetGameObject(this.treasureOnceBtn,"Num"):GetComponent("Text")--消耗道具数量 this.treasureMultipleBtn=Util.GetGameObject(this.bottom,"TreasureMultipleBtn") this.treasureMultipleText=Util.GetGameObject(this.treasureMultipleBtn,"Text"):GetComponent("Text") this.treasureMultipleIcon=Util.GetGameObject(this.treasureMultipleBtn,"Icon"):GetComponent("Image") this.treasureMultipleNum=Util.GetGameObject(this.treasureMultipleBtn,"Num"):GetComponent("Text") this.treasureMultipleRed=Util.GetGameObject(this.treasureMultipleBtn,"red") this.refreshBtn=Util.GetGameObject(this.bottom,"RefreshBtn") this.freeDetail=Util.GetGameObject(this.refreshBtn,"FreeDetail") this.detail=Util.GetGameObject(this.refreshBtn,"Detail") this.costItemImage=Util.GetGameObject(this.detail,"CostItemImage"):GetComponent("Image") this.costItemNumText=Util.GetGameObject(this.detail,"CostItemNumText"):GetComponent("Text") this.freeRefreshTime=Util.GetGameObject(this.luckyTurnPanel,"FreeRefreshTime/Text"):GetComponent("Text") this.leftTimeTxt=Util.GetGameObject(this.luckyTurnPanel,"leftTimeTxt/Text1"):GetComponent("Text") this.infoTxt=Util.GetGameObject(this.luckyTurnPanel,"Content/Text"):GetComponent("Text") this.progressTxt=Util.GetGameObject(this.luckyTurnPanel,"Content/progress"):GetComponent("Text") -- 奖励预览 this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/btnPreview") this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text") this.itemRewardList = {} end ---绑定事件(用于子类重写) function GMTurnTablePanel:BindEvent() --帮助按钮 Util.AddClick(this.helpBtn,function() --Log("==YSP==点击帮助按钮") UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,this.helpPosition.x,this.helpPosition.y) end) --返回按钮 Util.AddClick(this.backBtn,function() self:ClosePanel() end) for i = 1, 3 do Util.AddClick(this.gmBtns[i].btn, function() --Log("==YSP==点击幸运探宝按钮") if LuckyTurnTableManager.curTreasureType==this.gmBtns[i].id then return end this.ClearDefault() this.gmBtns[i].selectImg:SetActive(true) this.gmBtns[i].nameTxt.color=Color.New(1,0.95,0.85,1) this.SwitchTreasureType(turnsInfo[i].id) end) end --幸运值奖励预览遮罩按钮 -- Util.AddClick(this.rewardPanelMaskBtn, function() -- this.rewardPanelMaskBtn.gameObject:SetActive(false) -- this.rewardPanel.gameObject:SetActive(false) -- end) Util.AddClick(this.btnPreview, function() UIManager.OpenPanel(UIName.RewardPreviewPopup, LuckyTurnTableManager.curTreasureType == TreasureType.Lucky and PRE_REWARD_POOL_TYPE.LUCK_FIND or PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND) end) end ---添加事件监听(用于子类重写) function GMTurnTablePanel:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage) Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableZeroRefresh, this.OnShowPanelData) end ---移除事件监听(用于子类重写) function GMTurnTablePanel:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage) Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableZeroRefresh, this.OnShowPanelData) end ---界面打开时调用(用于子类重写) function GMTurnTablePanel:OnOpen(_TreasureType) LuckyTurnTableManager.curTreasureType=TreasureType.Lucky 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 GMTurnTablePanel:OnShow() self.gameObject:SetActive(true) this.ClearDefault() this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LuckyTreasure }) this.gmBtns[1].selectImg:SetActive(true) this.gmBtns[1].nameTxt.color=Color.New(1,0.95,0.85,1) this.LuckyTurnOnShow(LuckyTurnTableManager.curTreasureType) --显示免费刷新状态 this.RefreshBtnCountDown() end function this.OnShowPanelData() this.LuckyTurnOnShow(curTreasureType) end local sortingOrder = 0 ---重设层级 function GMTurnTablePanel:OnSortingOrderChange(sort) sortingOrder =sort for i, v in pairs(this.itemViewList) do v:SetEffectLayer(sortingOrder) end end ---界面关闭时调用(用于子类重写) function GMTurnTablePanel:OnClose() --Log("==YSP== 关闭幸运转盘") curTreasureType=TreasureType.Lucky LuckyTurnTableManager.curTreasureType=TreasureType.Lucky RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn) -- this.rewardPanel.gameObject:SetActive(false) if this.thread then coroutine.stop(this.thread) this.thread=nil end if this.turnEffect then this.turnEffect:Stop() this.turnEffect=nil end if this.refreshTimer then this.refreshTimer:Stop() this.refreshTimer=nil end if this.timer then this.timer:Stop() this.timer = nil end if LuckyTurnTableManager._CountDownTimer then LuckyTurnTableManager._CountDownTimer:Stop() LuckyTurnTableManager._CountDownTimer=nil end self.gameObject:SetActive(false) LuckyTurnTableManager.ClearSaveData() end ---界面销毁时调用(用于子类重写) function GMTurnTablePanel:OnDestroy() this.spLoader:Destroy() this.itemViewList=nil this.itemRewardList = {} -- this.rewardItemView=nil SubUIManager.Close(this.upView) end ---打开面板 function this.LuckyTurnOnShow(treasureType) if not this.turnEffect then this.turnEffect=Timer.New(nil,1,-1,true) end if not this.refreshTimer then this.refreshTimer=Timer.New(nil,1,-1,true) end --初始化幸运探宝 this.SwitchTreasureType(treasureType) this.SetTableTurnEffect(TableTurnType.Normal) end ---切换探宝类型 function this.SwitchTreasureType(treasureType) LogError("treasureType=="..treasureType) curTreasureType=treasureType local miss=ActivityGiftManager.GetActivityInfo(treasureType,treasureType) priId=ConfigManager.GetConfigData(ConfigName.GlobalActivity,treasureType).Privilege LogError("pridi--"..priId) LuckyTurnTableManager.curTreasureType=treasureType this.bg1.sprite=this.spLoader:LoadSprite(BgName[1]) this.bg2.sprite=this.spLoader:LoadSprite(BgName[2]) this.RrFreshInfo() local rewardConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.DialRewardConfig,"ActivityId",treasureType,"Rank",1) local aaa="保底"..rewardConfig.MaxGoalCount.."次中超级大奖" this.infoTxt.text= aaa this.progressTxt.text=miss.progress.."/"..rewardConfig.MaxGoalCount --请求跑马灯物品数据 NetManager.GetLuckyWheelRequest(treasureType,function(msg) LuckyTurnTableManager.luckyData=msg.dialInfo[1].rewardInfo this.SetItemViewShow(msg.dialInfo[1].rewardInfo,function() this.SetItemViewGray(msg.dialInfo[1].rewardInfo) end) end) --立即刷新一次转盘记录 if (LuckyTurnTableManager.isCanGetWorldMessage) then LuckyTurnTableManager.TimeUpdate() end --启动定时刷新转盘记录 LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate() --设置需要材料显示 this.SetPropShow(60,treasureType) --探宝按钮显示 this.SetTreasureBtnShow(treasureType) --探宝泉预览 Util.AddOnceClick(this.propBtn,function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60) end) --探宝1次按钮 Util.AddOnceClick(this.treasureOnceBtn, function() local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType) LogError("lefttime=="..leftTime.." onedata[1]=="..oneData[1].." max=="..maxTimesCount) if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-oneData[2]>=0 and leftTime >= oneData[1] then LuckyTurnTableManager.GetLuckyTurnRankRequest(treasureType,false,priId,function() PrivilegeManager.SetPrivilegeUsedTimesById(priId,oneData[1]) this.SetTableTurnEffect(TableTurnType.Expedite,treasureType,1) local miss=ActivityGiftManager.GetActivityInfo(treasureType,treasureType) this.progressTxt.text=miss.progress.."/"..rewardConfig.MaxGoalCount this.RrFreshInfo() isPlayVideo = true this.SetTreasureBtnShow(treasureType) end) else --PopupTipPanel.ShowTip("幸运探宝券不足!") if leftTime < oneData[1] then PopupTipPanel.ShowTip(Language[11158]) return else UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil) end end end) --探宝10次按钮 Util.AddOnceClick(this.treasureMultipleBtn, function() local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType) if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0 and leftTime >= moreData[1] then LuckyTurnTableManager.GetLuckyTurnRankRequest(treasureType,true,priId,function() this.SetTableTurnEffect(TableTurnType.Expedite,treasureType,1) PrivilegeManager.SetPrivilegeUsedTimesById(priId,moreData[1]) local miss=ActivityGiftManager.GetActivityInfo(treasureType,treasureType) this.progressTxt.text=miss.progress.."/"..rewardConfig.MaxGoalCount LogError("moredata[1]==="..moreData[1]) this.RrFreshInfo() isPlayVideo = true this.SetTreasureBtnShow(treasureType) end) else --PopupTipPanel.ShowTip("幸运探宝券不足!") if leftTime < moreData[1] then PopupTipPanel.ShowTip(Language[11158]) return else UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil) end end end) RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn) this.mask.transform:SetAsLastSibling(); this.ShowRecordMessage(LuckyTurnTableManager.curTreasureType) end ---重置默认 function this.ClearDefault() for i = 1, 3 do this.gmBtns[i].selectImg:SetActive(false) this.gmBtns[i].nameTxt.color=Color.New(0.71,0.64,0.51,1) end end ---设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置 function this.SetTableTurnEffect(turnType,treasureType,pos) if turnType==TableTurnType.Normal then --默认旋转 this.TurnEffectReset(0.5) this.turnEffect:Start() elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置 this.DelayMaskWithBool(true) LuckyTurnTableManager.isCanGetWorldMessage=false this.TurnEffectReset(0.05) this.turnEffect:Start() this.thread=coroutine.start(function() --coroutine.wait(1)--2 --this.TurnEffectReset(0.2) --coroutine.wait(0.4)--0.8 this.TurnEffectReset(0,true,pos,function()--当效果播放完毕后 从管理器取得数据 local timer=Timer.New(function() this.DelayMaskWithBool(false) --if treasureType==TreasureType.Lucky then isPlayVideo = false UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function() this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转 LuckyTurnTableManager.isCanGetWorldMessage=true end)--打开奖励弹窗 this.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰 end,0.5,1,true) timer:Start() end) end) end end ---转盘滚动特效重设 1移动速度,值越小越快 2是否停止 3停止位置 function this.TurnEffectReset(turnSpeed,isStop,pos,func) this.turnEffect:Reset(function() if curTurnPos==1 then this.itemEffectIcon[8]:SetActive(false) else this.itemEffectIcon[curTurnPos-1]:SetActive(false) end if curTurnPos>=9 then curTurnPos=1 end --if isStop then -- if pos==curTurnPos then--如果停到对应位置 this.turnEffect:Stop()--暂停跑马灯 if func then--回调 func() end --end --end if isPlayVideo then SoundManager.PlaySound(SoundConfig.UI_Xingyunzhuanpan) end this.itemEffectIcon[curTurnPos]:SetActive(true) curTurnPos=curTurnPos+1 end,turnSpeed,-1,true) end local quaImage = { [0] = "x_xytb_jiaobiao_zh", [1] = "x_xytb_jiaobiao_zh", } ---设置跑马灯物品显示 func确保先生成itemview 再置灰 function this.SetItemViewShow(data,func) if data==nil then return end for i = 1, #this.itemViewList do if data[i] then local tab={LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[1],LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[2]} this.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder) local qua= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Rare this.itemQuality[i].sprite = this.spLoader:LoadSprite(quaImage[qua]) this.itemQuality[i]:SetNativeSize() if qua > 0 then this.itemQuality[i].gameObject:SetActive(true) this.itemQuality[i].transform:SetAsLastSibling() else this.itemQuality[i].gameObject:SetActive(false) end end end if func then func() end end ---设置跑马灯物品置灰 function this.SetItemViewGray(data) local isNoGray=true for i = 1, #data do --LogError("data[i].luckId=="..data[i].luckId) if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum~=0 then --LogError("data[i].luckTimes=="..data[i].luckTimes) local isGray = data[i].luckTimes >= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum Util.SetGray(this.itemViewList[i].gameObject, isGray) this.itemViewList[i]:SetEffectShow(not isGray) end if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum==0 then Util.SetGray(this.itemViewList[i].gameObject,false) this.itemViewList[i]:SetEffectShow(true) end end end ---跑马灯记录 function this.ShowRecordMessage(type) if LuckyTurnTableManager.isCanGetWorldMessage then local messageList = {} messageList = LuckyTurnTableManager.GetShowDataByType(type) for i = 1, 6 do if messageList[i] then local messageSingleList = string.split(messageList[i],"|") this.recordTextList[i].text = string.format(GetLanguageStrById(messageSingleList[1]),string.sub(messageSingleList[2], 2),string.sub(messageSingleList[3], 2),GetLanguageStrById(string.sub(messageSingleList[4], 2))) end end end end ---设置道具拥有显示 1道具id 2探宝类型 function this.SetPropShow(itemId,treasureType) this.propImage.sprite=SetIcon(this.spLoader, itemId) this.propText.text=LuckyTurnTableManager.GetTreasureTicketNum(treasureType) end ---探宝按钮显示 function this.SetTreasureBtnShow(treasureType) local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType) this.treasureOnceText.text=Language[11163]..oneData[1]..Language[10048] this.treasureOnceNum.text=PrintWanNum2(oneData[2]) this.treasureOnceIcon.sprite=icon this.treasureMultipleText.text=Language[11163]..moreData[1]..Language[10048] this.treasureMultipleNum.text=PrintWanNum2(moreData[2]) this.treasureMultipleIcon.sprite=icon this.treasureMultipleRed.gameObject:SetActive(false) end --------------------------------免费刷新-------------------------------- ---打开、切换活动界面,刷新倒计时 function this.RefreshBtnCountDown() if this.refreshTimer then this.refreshTimer:Stop() end local time=CalculateSecondsNowTo_N_OClock(24) --BagManager.GetNextRefreshTime(62)-GetTimeStamp() this.freeRefreshTime.text=TimeToHMS(time)--立即刷新一次 this.refreshTimer:Reset(function() this.freeRefreshTime.text="转盘还有"..TimeToHMS(time).."刷新" if time<0 then time=0 this.refreshTimer:Stop() this.freeRefreshTime.text=" " this.SetRefreshBtnShowState(true) NetManager.GetRefreshCountDownRequest({62}) end time=time-1 end,1,-1,true) this.refreshTimer:Start() end ---控制刷新按钮的显示状态 1是否免费 function this.SetRefreshBtnShowState(isFree) if isFree then --Log("免费刷新") this.freeDetail:SetActive(true) this.detail:SetActive(false) else --Log("不免费刷新") this.freeDetail:SetActive(false) this.detail:SetActive(true) if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then this.costItemImage.sprite=SetIcon(this.spLoader, LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[1][1]) this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]..Language[11164] end if LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then this.costItemImage.sprite=SetIcon(this.spLoader, LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[1][1]) this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]..Language[11164] end end end ---播放刷新动画 function this.PlayItemListAnim() this.DelayMaskWithTime(1.5) for i = 1, 8 do this.itemList[i]:GetComponent("PlayFlyAnim"):PlayAnim(true) end end ----------------------------------------------------------------------- ---本地检查红点 幸运高级按钮 function this.CheckRedPoint() end ---刷新幸运值 function this.RefreshLuckyValue() if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then LuckyTurnTableManager.SetLuckyValue() local data=LuckyTurnTableManager.GetLuckyValue() elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then LuckyTurnTableManager.SetLuckyValue() local data=LuckyTurnTableManager.GetLuckyValue() end end ---刷新信息 function this.RrFreshInfo() this.RefreshLuckyValue() this.CheckRedPoint() local usedTime=PrivilegeManager.GetPrivilegeUsedTimesById(priId) LogError("usedtime=="..usedTime) maxTimesCount=ActivityGiftManager.GetTurnTableMaxTime() leftTime=maxTimesCount - usedTime this.leftTimeTxt.text=leftTime.."次" --this.SetRewardBox() -- this.RewardBgProgress() RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn) end ---延时遮罩 1按时间 function this.DelayMaskWithTime(delayTime) this.mask.gameObject:SetActive(true) local closeMask=Timer.New(function() this.mask.gameObject:SetActive(false) end,delayTime,1,true) closeMask:Start() end ---延时遮罩 1按bool function this.DelayMaskWithBool(b) if b then this.mask.gameObject:SetActive(true) else this.mask.gameObject:SetActive(false) end end return GMTurnTablePanel