miduo_client/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLev...

104 lines
3.5 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

----- 新副本主关卡奖励弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local fun
--item容器
local itemList = {}
local rewardData = {}
local fightLevelId = 0
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.tipText=Util.GetGameObject(gameObject,"tipText"):GetComponent("Text")
this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
this.rewardPre = Util.GetGameObject(gameObject, "rewardPre")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Root").transform,
this.rewardPre, nil, Vector2.New(832.8, 983.5), 1, 1, Vector2.New(0,0))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.NoviceItemList={}--存储itemview 重复利用
end
function this:BindEvent()
Util.AddClick(this.backBtn, function()
parent:ClosePanel()
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
local args = {...}
fightLevelId = args[1]
--组数据
rewardData = {}
this.ScrollView:SetData(rewardData, function (index, go)
this.SingleDataShow(go,rewardData[index])
end, true,true)
end
function this.SingleMissionDatasDataShow(_go,_rewardData)
local rewardData = _rewardData
local missionConfigData = dailyTasksConfig[rewardData.missionId]
local reward = {}
local titleText = Util.GetGameObject(_go, "titleImage/titleText"):GetComponent("Text")
titleText.text =string.format(GetLanguageStrById(missionConfigData.Desc),missionConfigData.Values[2][1])
local noStarImage = Util.GetGameObject(_go, "noStarImage")
local getStarImage = Util.GetGameObject(_go, "getStarImage")
noStarImage:SetActive(false)
noStarImage:SetActive(false)
local itemGroup = Util.GetGameObject(_go, "content")
--滚动条复用重设itemview
if not this.NoviceItemList[_go] then
this.NoviceItemList[_go] = {}
end
for i = 1, #reward do
if not this.NoviceItemList[_go][i] then
this.NoviceItemList[_go][i] = SubUIManager.Open(SubUIConfig.ItemView, itemGroup.transform)
end
this.NoviceItemList[_go][i].gameObject:SetActive(false)
end
for i = 1, #reward do
this.NoviceItemList[_go][i]:OnOpen(false, reward[i].reward, 0.9,false,false,false,sortingOrder)
this.NoviceItemList[_go][i].gameObject:SetActive(true)
end
local noButton = Util.GetGameObject(_go.gameObject, "noButton")
local okButton = Util.GetGameObject(_go.gameObject, "okButton")
local state=missionData.state--0:未完成 1完成未领取 2已达成已领取
noButton:SetActive(state == SingleDailyMissionState.Finish)
okButton:SetActive(state == SingleDailyMissionState.NoFinish)
end
function this.OnSortingOrderChange()
for i, v in pairs(this.NoviceItemList) do
for j = 1, #this.NoviceItemList[i] do
if this.NoviceItemList[i][j] and this.NoviceItemList[i][j].gameObject then
this.NoviceItemList[i][j]:SetEffectLayer(sortingOrder)
end
end
end
sortingOrder = self.sortingOrder
end
function this:OnClose()
if fun then
fun()
fun = nil
end
end
function this:OnDestroy()
end
return this