576 lines
24 KiB
Lua
576 lines
24 KiB
Lua
require("Base/BasePanel")
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ActivityChongRank = Inherit(BasePanel)
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local TabBox = require("Modules/Common/TabBox")
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local this = ActivityChongRank
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local infoConfig = ConfigManager.GetConfig(ConfigName.ChongRankInfo)
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local rankConfig = ConfigManager.GetConfig(ConfigName.ChongRank)
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local curConfig = nil
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local currId = 0
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local type = 0
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local btnType = 0
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local rankType = 0
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local ownRank = 0
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local isFirst = false
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local _TabData = {
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[1] = { default = "sz_weixuanzhong", select = "sz_xuanzhong", name = Language[11924] },
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[2] = { default = "sz_weixuanzhong", select = "sz_xuanzhong", name = Language[11925] },
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[3] = { default = "sz_weixuanzhong", select = "sz_xuanzhong", name = "次数奖励" }
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}
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local BtnState = {
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[0] = { ImgName = "s_slbz_1anniuhuangse", Text = Language[10505] },
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[1] = { ImgName = "s_slbz_1anniuongse", Text = Language[10024] },
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[2] = { ImgName = "s_slbz_1anniuhuise", Text = Language[10025] },
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}
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.itemsGrid = {} --item重复利用
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this.backBtn = Util.GetGameObject(self.gameObject, "bg/btn_close")
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this.titleImg = Util.GetGameObject(self.gameObject, "bg/name"):GetComponent("Image")
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this.leftTimeTxt = Util.GetGameObject(self.gameObject, "bg/Image/timebg"):GetComponent("Text")
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this.grid = Util.GetGameObject(self.gameObject, "bg/tabScroll/grid")
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this.btnItem = Util.GetGameObject(self.gameObject, "bg/tabBtnPre")
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this.rewardItem = Util.GetGameObject(self.gameObject, "bg/Rank")
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this.rankRewardItem = Util.GetGameObject(self.gameObject, "bg/rewardPre")
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this.rankItem = Util.GetGameObject(self.gameObject, "bg/Rank2")
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this.selectObj = Util.GetGameObject(self.gameObject, "bg/tabSelectBtn")
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this.infoTxt = Util.GetGameObject(self.gameObject, "bg/title/infoTxt"):GetComponent("Text")
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this.rankTxt = Util.GetGameObject(self.gameObject, "bg/title/Text")
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this.rewardGrid = Util.GetGameObject(self.gameObject, "bg/rewardGrid")
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this.rankRewardGrid = Util.GetGameObject(self.gameObject, "bg/rankRewardGrid")
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this.rankGrid = Util.GetGameObject(self.gameObject, "bg/rankGrid")
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this.selectTxt = Util.GetGameObject(self.gameObject, "bg/tabSelectBtn/Text"):GetComponent("Text")
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this.tabBox = Util.GetGameObject(self.gameObject, "bg/TabBox")
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this.btn_help = Util.GetGameObject(self.gameObject, "bg/btn_help")
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this.myRank = Util.GetGameObject(self.gameObject, "bg/myRank"):GetComponent("Text")
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local rootHight = this.rewardGrid.transform.rect.height
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local width = this.rewardGrid.transform.rect.width
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rewardGrid.transform, this.rewardItem, nil,
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Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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this.ScrollView.elastic = false
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this.RankRwardScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rankRewardGrid.transform,
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this.rankRewardItem, nil,
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Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
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this.RankRwardScrollView.moveTween.MomentumAmount = 1
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this.RankRwardScrollView.moveTween.Strength = 2
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this.RankRwardScrollView.elastic = false
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--local rootHight2 = this.rankGrid.transform.rect.height
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--local width2 = this.rankGrid.transform.rect.width
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this.rankScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rankGrid.transform, this.rankItem, nil,
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Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
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this.rankScrollView.moveTween.MomentumAmount = 1
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this.rankScrollView.moveTween.Strength = 2
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this.rankScrollView.elastic = false
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this.actData = CommonActPageManager.GetData(ActivityTypeDef.KaiFuChongBang)
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this.btnList = {}
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for _, configInfo in ConfigPairs(infoConfig) do
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local tabBtn = newObjToParent(this.btnItem, this.grid)
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Util.GetGameObject(tabBtn, "Text"):GetComponent("Text").text = configInfo.RankName
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--this.actData = ActivityGiftManager.GetActivityInfo(ActivityTypeDef.KaiFuChongBang,infoConfig.GlobalActivity)
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tabBtn.name = "tab" .. configInfo.GlobalActivity
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LogError("检查活动:" .. configInfo.GlobalActivity)
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if this.actData and this.actData.activityId == configInfo.GlobalActivity then
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local openTime = this.actData.startTime + configInfo.OpenTime
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local closeTime = this.actData.startTime + configInfo.CloseTime
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--if GetTimeStamp() >= openTime and GetTimeStamp() <= closeTime then --活动未开启
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curConfig = configInfo
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currId = curConfig.Id
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isFirst = true
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--end
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--活动没开启页签不显示
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if openTime > GetTimeStamp() + configInfo.Preview then
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tabBtn.gameObject:SetActive(false)
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end
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else
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tabBtn.gameObject:SetActive(false)
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end
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table.insert(this.btnList, tabBtn)
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Util.AddClick(tabBtn, function()
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btnType = _
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this.TabBtnOnClick(configInfo, tabBtn)
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end)
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end
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if currId > 5 then
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this.grid:GetComponent("RectTransform").anchoredPosition = Vector2.New(300, 9)
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end
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--显示货币
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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this.itemList = {}
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end
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local qaId = 0
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function this:OnShow()
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PlayerPrefs.SetInt(PlayerManager.uid .. "kaifuchongbang", 1)
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if type == 3 then
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this.redpot:SetActive(RankingManager.canGet > 0)
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RankingManager.UpdateStatus(curConfig.Id, function()
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this.UpdateRankingRewardList(curConfig)
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end)
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end
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end
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local state = 0
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function this.TabBtnOnClick(config, btn)
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local time = 0
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--this.actData = CommonActPageManager.GetData(config.GlobalActivity)
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--this.actData = ActivityGiftManager.GetActivityInfo(ActivityTypeDef.KaiFuChongBang,infoConfig.GlobalActivity)
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if this.actData and this.actData.activityId == config.GlobalActivity then
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local openTime = this.actData.startTime + config.OpenTime
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local closeTime = this.actData.startTime + config.CloseTime
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if openTime > GetTimeStamp() then --活动未开启
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time = openTime - GetTimeStamp()
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state = 1
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elseif closeTime > GetTimeStamp() then --活动进行中
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time = closeTime - GetTimeStamp()
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state = 2
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elseif closeTime < GetTimeStamp() then
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time = 0
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state = 3
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end
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if state == 1 and config.Id > currId + 1 then
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PopupTipPanel.ShowTip(Language[11926])
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return
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end
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else
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PopupTipPanel.ShowTip(Language[11926])
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return
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end
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this.selectObj.transform:SetParent(btn.transform)
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this.selectObj.transform.localScale = Vector3.one
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this.selectObj.transform.localPosition = Vector3.zero
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this.selectTxt.text = GetLanguageStrById(config.RankName)
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qaId = config.QAConfig
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--设置时间
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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if state == 1 then
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this.leftTimeTxt.text = string.format(Language[11927] .. "%s", TimeToFelaxible(time))
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elseif state == 2 then
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this.leftTimeTxt.text = string.format(Language[10495] .. "%s", TimeToFelaxible(time))
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elseif state == 3 then
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this.leftTimeTxt.text = Language[10510]
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end
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if time ~= 0 then
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this.timer = Timer.New(function()
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time = time - 1
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if state == 1 then
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this.leftTimeTxt.text = string.format(Language[11927] .. "%s", TimeToFelaxible(time))
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elseif state == 2 then
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this.leftTimeTxt.text = string.format(Language[10495] .. "%s", TimeToFelaxible(time))
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elseif state == 3 then
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this.leftTimeTxt.text = Language[10510]
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end
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if time <= 0 and state ~= 3 then
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--this:OnClose()
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state = 3
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this.ChangeWindow(config)
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--this.TabCtrl:ChangeTab(1)
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end
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end, 1, -1, true)
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this.timer:Start()
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end
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--this.ChangeWindow(config)
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this.TabCtrl:ChangeTab(1)
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end
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function this.ChangeWindow(config)
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this.titleImg.sprite = this.spLoader:LoadSprite(config.Icon)
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curConfig = config
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if state == 3 then
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rankType = config.BackRankType
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else
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rankType = config.RankType
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end
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RankingManager.InitData(rankType, function()
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if state == 3 then
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rankType = config.BackRankType
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else
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rankType = config.RankType
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end
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LogError("ranktype==" .. rankType)
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local ranks, myRank = RankingManager.GetRankingInfo()
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ownRank = myRank.rank
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if ownRank > 0 then
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this.myRank.text = Language[10118] .. ownRank
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else
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this.myRank.text = ""
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end
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LogError("ranks len=======" .. #ranks)
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--this.SetRoleRank(ranks,myRank,true,true)
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if type == 1 then
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this.rankTxt:SetActive(true)
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this.rewardGrid:SetActive(false)
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this.rankGrid:SetActive(true)
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this.rankRewardGrid:SetActive(false)
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this.infoTxt.text = Language[11928]
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-- RankingManager.InitData(config.RankType,function()
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-- rankType=config.RankType
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-- LogError("ranktype=="..rankType)
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-- local ranks,myRank = RankingManager.GetRankingInfo()
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-- ownRank=myRank.rank
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-- LogError("ranks len======="..#ranks)
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this.SetRoleRank(ranks, myRank, true, true)
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-- end,0,1)
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elseif type == 2 then
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local list = {}
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this.rankTxt:SetActive(true)
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this.rewardGrid:SetActive(true)
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this.rankGrid:SetActive(false)
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this.rankRewardGrid:SetActive(false)
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this.infoTxt.text = Language[10073]
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for _, configInfo in ConfigPairs(rankConfig) do
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if configInfo.ChongRankInfoID == config.Id then
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table.insert(list, configInfo)
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end
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end
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this.ScrollView:SetData(list, function(index, go)
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this.UpdateRewardInfo(go, list[index])
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end, false)
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elseif type == 3 then
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this.UpdateRankingRewardList(config)
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RankingManager.UpdateStatus(config.Id, function()
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this.UpdateRankingRewardList(config)
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end)
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end
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end, 0, 1)
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end
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function this.UpdateRankingRewardList(config)
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local list = RankingManager.GetNeedRewardData(config.Id)
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--local list = RankingManager.GetNeedRewardData(4)
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this.rankTxt:SetActive(false)
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this.rewardGrid:SetActive(false)
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this.rankGrid:SetActive(false)
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this.rankRewardGrid:SetActive(true)
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this.infoTxt.text = Language[10073]
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this.RankRwardScrollView:SetData(list, function(index, go)
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this.UpdateRankReward(go, list[index], config)
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end, false)
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end
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function this:BindEvent()
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Util.AddClick(this.backBtn, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.btn_help, function()
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UIManager.OpenPanel(UIName.HelpPopup, qaId, this.btn_help.transform.localPosition.x,
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this.btn_help.transform.localPosition.y)
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end)
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
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this.TabCtrl:Init(this.tabBox, _TabData)
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end
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-- tab节点显示自定义
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function this.TabAdapter(tab, index, status)
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local tabLab = Util.GetGameObject(tab, "Text")
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Util.GetGameObject(tab, "Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabData[index][status])
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tabLab:GetComponent("Text").text = _TabData[index].name
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if index == 3 then
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local list = RankingManager.GetNeedRewardData(curConfig.Id)
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--local list = RankingManager.GetNeedRewardData(4)
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tab.gameObject:SetActive(#list > 0)
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this.redpot = Util.GetGameObject(tab.gameObject, "Redpot")
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this.redpot:SetActive(RankingManager.canGet > 0)
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end
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end
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--切换视图
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function this.SwitchView(index)
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type = index
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if curConfig == nil then
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curConfig = infoConfig[1]
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this.TabBtnOnClick(curConfig, this.btnList[1])
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return
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end
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if isFirst then
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isFirst = false
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this.TabBtnOnClick(curConfig, this.btnList[curConfig.Id])
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return
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end
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this.ChangeWindow(curConfig)
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if index == 3 then
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this.redpot:SetActive(RankingManager.canGet > 0)
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end
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end
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function this.UpdateRewardInfo(go, data)
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local sortNumTabs = {}
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for i = 1, 4 do
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sortNumTabs[i] = Util.GetGameObject(go, "sortNum/sortNum (" .. i .. ")")
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sortNumTabs[i]:SetActive(false)
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end
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local reward = Util.GetGameObject(go, "reward")
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local sort4Text = Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text")
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local hintObj = Util.GetGameObject(go, "hint")
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if ownRank and ownRank >= data.MinRank and ownRank <= data.MaxRank then
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hintObj:SetActive(true)
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else
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hintObj:SetActive(false)
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end
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if data.MinRank == data.MaxRank then
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if data.MaxRank < 4 then
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sortNumTabs[data.MinRank]:SetActive(true)
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else
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sortNumTabs[4]:SetActive(true)
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sort4Text.text = data.MaxRank
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end
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else
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sortNumTabs[4]:SetActive(true)
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if data.MaxRank < 0 then
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sort4Text.text = data.MinRank .. "+"
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else
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sort4Text.text = data.MinRank .. "-" .. data.MaxRank
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end
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end
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if not this.itemList[go] then
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this.itemList[go] = {}
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end
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for i = 1, #this.itemList[go] do
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this.itemList[go][i].gameObject:SetActive(false)
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end
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for i = 1, #data.RankingReward do
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if not this.itemList[go][i] then
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this.itemList[go][i] = SubUIManager.Open(SubUIConfig.ItemView, reward.transform)
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end
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this.itemList[go][i]:OnOpen(false, data.RankingReward[i], 0.8, false, false, false, this.sortingOrder)
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this.itemList[go][i].gameObject:SetActive(true)
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end
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end
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function this.UpdateRankReward(go, data, config)
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local title = Util.GetGameObject(go, "title/titleText"):GetComponent("Text")
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local btn = Util.GetGameObject(go, "btn"):GetComponent("Button")
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local btnImg = Util.GetGameObject(go, "btn"):GetComponent("Image")
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local btnText = Util.GetGameObject(go, "btn/Text"):GetComponent("Text")
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local redPoint = Util.GetGameObject(go, "btn/redPoint")
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local rewardList = Util.GetGameObject(go, "rewardList")
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local grid = Util.GetGameObject(go, "rewardList")
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local shadow = Util.GetGameObject(go, "shadow")
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local progress = Util.GetGameObject(go, "progress"):GetComponent("Text")
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local shows = data.Reward
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title.text = GetLanguageStrById(data.Text)
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redPoint:SetActive(data.state == 1)
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this.redpot:SetActive(RankingManager.canGet > 0)
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btn.interactable = data.state ~= 2
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btnImg.sprite = this.spLoader:LoadSprite(BtnState[data.state].ImgName)
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btnText.text = BtnState[data.state].Text
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if data.state == 0 then
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progress.gameObject:SetActive(true)
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progress.text = string.format("%s/%s", data.progress, data.value)
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else
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progress.gameObject:SetActive(false)
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end
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--滚动条复用重设itemview
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if this.itemsGrid[go] then
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for i = 1, 4 do
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this.itemsGrid[go][i].gameObject:SetActive(false)
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end
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for i = 1, #shows do
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if this.itemsGrid[go][i] then
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this.itemsGrid[go][i]:OnOpen(false, { shows[i][1], shows[i][2] }, 0.9, false, false, false, sortingOrder)
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this.itemsGrid[go][i].gameObject:SetActive(true)
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end
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end
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else
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this.itemsGrid[go] = {}
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for i = 1, 4 do
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this.itemsGrid[go][i] = SubUIManager.Open(SubUIConfig.ItemView, grid.transform)
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this.itemsGrid[go][i].gameObject:SetActive(false)
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local obj = newObjToParent(shadow, this.itemsGrid[go][i].transform)
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obj.transform:SetAsFirstSibling()
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obj.transform:DOAnchorPos(Vector3(0, -3, 0), 0)
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obj:GetComponent("RectTransform").transform.localScale = Vector3.one * 1.1
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obj.gameObject:SetActive(true)
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obj.transform:SetSiblingIndex(0)
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end
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for i = 1, #shows do
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this.itemsGrid[go][i]:OnOpen(false, { shows[i][1], shows[i][2] }, 0.9, false, false, false, sortingOrder)
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this.itemsGrid[go][i].gameObject:SetActive(true)
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end
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end
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Util.AddOnceClick(btn.gameObject, function()
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if data.state == 0 then
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JumpManager.GoJump(data.jumpId)
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elseif data.state == 1 then
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NetManager.GetRankTimesRewardRequest(data.Sort, data.value, function(msg)
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RankingManager.SetRewardDataState(data.id, 2)
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this.UpdateRankingRewardList(curConfig)
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this.redpot:SetActive(RankingManager.canGet > 0)
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UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function()
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--self:SwitchView(self.curPage, true)
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end)
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end)
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end
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end)
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end
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-- 设置玩家排行
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function this.SetRoleRank(ranks, myRankInfo, isTop, isAnim)
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--if #ranks == 0 or not ranks then Log("木有排行信息") return end
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local rankFunc = function(index, item)
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this.UpdateRankInfo(item, ranks[index], myRankInfo.rank)
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if index == #ranks then
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RankingManager.RequestNextWarPowerPageData(function()
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local ranks, myRank = RankingManager.GetRankingInfo()
|
|
--this.SetPlayerRankInfo(ranks,myRank)
|
|
this.SetRoleRank(ranks, myRank)
|
|
end)
|
|
end
|
|
end
|
|
-- -- 重置排行列表
|
|
this.rankScrollView:SetData(ranks, rankFunc, not isTop, not isAnim)
|
|
end
|
|
|
|
local _PlayerHeadList = {}
|
|
function this.UpdateRankInfo(go, data)
|
|
local sortNumTabs = {}
|
|
for i = 1, 4 do
|
|
sortNumTabs[i] = Util.GetGameObject(go, "sortNum/sortNum (" .. i .. ")")
|
|
sortNumTabs[i]:SetActive(false)
|
|
end
|
|
local sort4Text = Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text")
|
|
if data.rankInfo.rank < 4 then
|
|
sort4Text.gameObject:SetActive(false)
|
|
sortNumTabs[data.rankInfo.rank]:SetActive(true)
|
|
else
|
|
sort4Text.gameObject:SetActive(true)
|
|
sortNumTabs[4]:SetActive(true)
|
|
sort4Text.text = data.rankInfo.rank
|
|
end
|
|
local head = Util.GetGameObject(go, "head")
|
|
local nameTxt = Util.GetGameObject(go, "nameTxt"):GetComponent("Text")
|
|
local warPower = Util.GetGameObject(go, "warPower")
|
|
local infoTxt = Util.GetGameObject(go, "numTxt"):GetComponent("Text")
|
|
local starImg = Util.GetGameObject(go, "starImg")
|
|
local selfObj = Util.GetGameObject(go, "slefBG")
|
|
selfObj:SetActive(data.rankInfo.rank == ownRank)
|
|
warPower:SetActive(false)
|
|
infoTxt.gameObject:SetActive(false)
|
|
starImg:SetActive(false)
|
|
nameTxt.text = data.userName
|
|
if not _PlayerHeadList[go] then
|
|
_PlayerHeadList[go] = SubUIManager.Open(SubUIConfig.PlayerHeadView, head.transform)
|
|
end
|
|
_PlayerHeadList[go]:Reset()
|
|
_PlayerHeadList[go]:SetHead(data.head)
|
|
_PlayerHeadList[go]:SetFrame(data.headFrame)
|
|
_PlayerHeadList[go]:SetLevel(data.level)
|
|
_PlayerHeadList[go]:SetScale(Vector3.one * 0.7)
|
|
_PlayerHeadList[go]:SetLayer(this.sortingOrder)
|
|
_PlayerHeadList[go]:SetEffectScale(0.75)
|
|
local viewType = PLAYER_INFO_VIEW_TYPE.NORMAL
|
|
if rankType == RANK_TYPE.FORCE_CURR_RANK or rankType == RANK_TYPE.FightValue_chong then --战力排行
|
|
warPower:SetActive(true)
|
|
Util.GetGameObject(go, "warPower/Text"):SetActive(true)
|
|
Util.GetGameObject(go, "warPower/Text"):GetComponent("Text").text = data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.FIGHT_LEVEL_RANK or rankType == RANK_TYPE.Level_chong then --关卡排行
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.MainLevelConfig, data.rankInfo.param1)
|
|
.Name)
|
|
elseif rankType == RANK_TYPE.MONSTER_RANK or rankType == RANK_TYPE.Demons_chong then --心魔试炼
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = Language[11929] .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.FIGHTLEVEL_STAR or rankType == RANK_TYPE.ShanHe_chong then --山河社稷图 升星排行
|
|
starImg:SetActive(true)
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.EquipRank or rankType == RANK_TYPE.EquipRank2 then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = Language[11930] .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.SoulSign or rankType == RANK_TYPE.SoulSign2 then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = Language[11931] .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.UpStar or rankType == RANK_TYPE.UpStar2 then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = Language[11932] .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.DaijinquanRank or rankType == RANK_TYPE.DaijinquanRank_chong then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById("代金券") .. ":" .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.YingxiongRank or rankType == RANK_TYPE.YingxiongRank_chong then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById("次数:") .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.FabaoRank or rankType == RANK_TYPE.FabaoRank_chong then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById("次数:") .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.XunxianRank or rankType == RANK_TYPE.XunxianRank_chong then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById("次数:") .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.KuafuDaijinquanRank or rankType == RANK_TYPE.KuafuDaijinquanRank_chong then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById("代金券") .. ":" .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.KuafuYingxiongRank or rankType == RANK_TYPE.KuafuYingxiongRank_chong then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById("次数:") .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.KuafuFabaoRank or rankType == RANK_TYPE.KuafuFabaoRank_chong then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById("次数:") .. data.rankInfo.param1
|
|
elseif rankType == RANK_TYPE.KuafuXunxianRank or rankType == RANK_TYPE.KuafuXunxianRank_chong then
|
|
infoTxt.gameObject:SetActive(true)
|
|
infoTxt.text = GetLanguageStrById("次数:") .. data.rankInfo.param1
|
|
end
|
|
|
|
|
|
Util.AddOnceClick(go, function()
|
|
UIManager.OpenPanel(UIName.PlayerInfoPopup, data.uid, viewType)
|
|
end)
|
|
end
|
|
|
|
function this:OnOpen(data)
|
|
--this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.ShenZun})
|
|
end
|
|
|
|
--添加事件监听(用于子类重写)
|
|
function this:AddListener()
|
|
|
|
end
|
|
|
|
--移除事件监听(用于子类重写)
|
|
function this:RemoveListener()
|
|
|
|
end
|
|
|
|
function this.UpdateTopInfo()
|
|
|
|
end
|
|
|
|
--界面关闭时调用(用于子类重写)
|
|
function this:OnClose()
|
|
if self.timer then
|
|
self.timer:Stop()
|
|
self.timer = nil
|
|
end
|
|
CheckRedPointStatus(RedPointType.KaiFuChongBang)
|
|
end
|
|
|
|
function this:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
if self.timer then
|
|
self.timer:Stop()
|
|
self.timer = nil
|
|
end
|
|
for k, v in pairs(self.itemsGrid) do
|
|
for i = 1, #v do
|
|
SubUIManager.Close(v[i])
|
|
end
|
|
end
|
|
curConfig = nil
|
|
SubUIManager.Close(this.ScrollView)
|
|
SubUIManager.Close(this.rankScrollView)
|
|
SubUIManager.Close(this.RankRwardScrollView)
|
|
end
|
|
|
|
return this
|