567 lines
22 KiB
Lua
567 lines
22 KiB
Lua
require("Base/BasePanel")
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local _GuildBuildConfig = {
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[GUILD_MAP_BUILD_TYPE.HOUSE] = {
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isOpen = true,
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rpType = RedPointType.Guild_House,
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btnName = "btnHouse",
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btnFunc = function()
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UIManager.OpenPanel(UIName.GuildInfoPopup)
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end,
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},
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[GUILD_MAP_BUILD_TYPE.STORE] = {
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isOpen = true,
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rpType = RedPointType.Guild_Shop,
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btnName = "btnShop",
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btnFunc = function()
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local isActive = ShopManager.IsActive(SHOP_TYPE.GUILD_SHOP)
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if not isActive then
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PopupTipPanel.ShowTip(Language[10908])
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return
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end
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UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.GUILD_SHOP)
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end,
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},
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[GUILD_MAP_BUILD_TYPE.FETE] = { --祭祀
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isOpen = true,
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rpType = RedPointType.Guild_Fete,
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btnName = "btnFete",
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btnFunc = function ()
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UIManager.OpenPanel(UIName.GuildFetePopup)
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end,
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},
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[GUILD_MAP_BUILD_TYPE.TENPOS] = { --十绝阵
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isOpen = true,
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rpType = RedPointType.Guild_DeathPos,
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btnName = "btnTenPos",
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btnFunc = function()
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if DeathPosManager.status==DeathPosStatus.Death then
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PopupTipPanel.ShowTip(Language[10909])
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return
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elseif DeathPosManager.status==DeathPosStatus.Close then
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PopupTipPanel.ShowTip(Language[10910])
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return
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end
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UIManager.OpenPanel(UIName.DeathPosPanel)
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end,
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},
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[GUILD_MAP_BUILD_TYPE.SKILL] = { --技能
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isOpen = true,
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rpType = RedPointType.Guild_Skill,
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btnName = "btnSkill",
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btnFunc = function()
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UIManager.OpenPanel(UIName.GuildSkillUpLvPopup)
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end,
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},
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[GUILD_MAP_BUILD_TYPE.CARDELAY] = { --车迟斗法
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isOpen = false,
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rpType = RedPointType.Guild_CarDeleay,
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btnName = "btnCarDelay",
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btnFunc = function()
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UIManager.OpenPanel(UIName.GuildCarDelayMainPanel)
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end,
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},
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[GUILD_MAP_BUILD_TYPE.AID] = { --援助
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isOpen = true,
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rpType = RedPointType.Guild_Aid,
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btnName = "btnAid",
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btnFunc = function()
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UIManager.OpenPanel(UIName.GuildAidMainPopup)
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end,
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},
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[GUILD_MAP_BUILD_TYPE.TRANSCRIPT] = { --公会副本
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isOpen = true,
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rpType = RedPointType.Guild_Transcript,
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btnName = "btntranscript",
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btnFunc = function()
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UIManager.OpenPanel(UIName.GuildTranscriptMainPopup)
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end,
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}
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}
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local GuildMainCityPanel = Inherit(BasePanel)
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local this = GuildMainCityPanel
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local _StageNameIcon = {
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[GUILD_FIGHT_STAGE.DEFEND] = {"r_gonghui_bufangjieduan"},
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[GUILD_FIGHT_STAGE.MATCHING] = {"r_gonghui_pipeijieduan"},
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[GUILD_FIGHT_STAGE.ATTACK] = {"r_gonghui_jingongjieduan"},
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[GUILD_FIGHT_STAGE.COUNTING] = {"r_gonghui_jiesuanjieduan", "r_gonghui_jiesuanwancheng"},
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[GUILD_FIGHT_STAGE.EMPTEY] = {"r_gonghui_bencilunkong"},
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}
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--初始化组件(用于子类重写)
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function GuildMainCityPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.transform, "btnBack")
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this.btnHelp = Util.GetGameObject(self.gameObject, "btnHelp")
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this.helpPosition=this.btnHelp:GetComponent("RectTransform").localPosition
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this.stageView = Util.GetGameObject(self.transform, "layout/panel1")
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this.stageName = Util.GetGameObject(this.stageView, "stage/name"):GetComponent("Image")
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this.stageTime = Util.GetGameObject(this.stageView, "stage/time"):GetComponent("Text")
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this.myGuild = Util.GetGameObject(this.stageView, "stage/my")
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this.enemyGuild = Util.GetGameObject(this.stageView, "stage/enemy")
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this.myStar = Util.GetGameObject(this.stageView, "stage/my/starNum"):GetComponent("Text")
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this.enemyStar = Util.GetGameObject(this.stageView, "stage/enemy/starNum"):GetComponent("Text")
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this.rightBox = Util.GetGameObject(self.transform, "layout/panel2/btnbox")
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this.btnOneKeyDefend = Util.GetGameObject(this.rightBox, "oneKeyDefend")
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this.btnCheckDefend = Util.GetGameObject(this.rightBox, "checkDefend")
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this.btnMatching = Util.GetGameObject(this.rightBox, "matching")
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this.btnAttack = Util.GetGameObject(this.rightBox, "attack")
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this.btnAttackLog = Util.GetGameObject(this.rightBox, "attackLog")
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this.btnResult = Util.GetGameObject(this.rightBox, "result")
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this.btnRedPacket=Util.GetGameObject(this.rightBox,"redPacket")
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this.btnRedPacketRedPoint=Util.GetGameObject(this.btnRedPacket,"redPoint")
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if not this.playerInfoView then
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this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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end
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-- 聊天
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this.ChatTipView = SubUIManager.Open(SubUIConfig.ChatTipView, self.transform, 2)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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for type, data in pairs(_GuildBuildConfig) do
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if data.btnName then
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local btn = Util.GetGameObject(self.gameObject, "Bg/"..data.btnName)
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if btn then
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btn:SetActive(data.isOpen)
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if data.isOpen then
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if data.btnFunc then
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Util.AddOnceClick(btn, data.btnFunc)
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end
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if data.rpType then
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BindRedPointObject(data.rpType, Util.GetGameObject(btn, "flag/redpot"))
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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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--副本立绘
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this.btntranscriptLive = Util.GetGameObject(self.gameObject, "Bg/btntranscript/live2d")
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end
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--绑定事件(用于子类重写)
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function GuildMainCityPanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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this:ClosePanel()
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end)
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--帮助按钮
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Util.AddClick(this.btnHelp, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Guilds, this.helpPosition.x, this.helpPosition.y)
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end)
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-- 一键布防
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Util.AddClick(this.btnOneKeyDefend, function()
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-- 判断是否已经上阵
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local defendData = GuildFightManager.GetDefendStagePlayerBuildType(PlayerManager.uid)
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if defendData then
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PopupTipPanel.ShowTip(Language[10911])
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return
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end
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-- 判断编队是否符合条件
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local curFormationIndex = FormationManager.curFormationIndex
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local formationList = FormationManager.GetFormationByID(curFormationIndex)
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if #formationList.teamHeroInfos < 5 then
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UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.GUILD_DEFEND, "DEFEND", 0)
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PopupTipPanel.ShowTip(Language[10912])
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return
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end
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-- 布防到随机建筑
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GuildFightManager.RequestDefend(0, function()
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-- 刷新编队信息
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FormationManager.RefreshFormationData()
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PopupTipPanel.ShowTip(Language[10726])
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end)
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end)
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-- 查看布防
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Util.AddClick(this.btnCheckDefend, function()
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.DEFEND then
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GuildFightManager.RequestDefendStageData(function()
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UIManager.OpenPanel(UIName.GuildFightDefendInfoPopup)
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end)
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end
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end)
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-- 去进攻
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Util.AddClick(this.btnAttack, function()
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.ATTACK then
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GuildFightManager.RequestAttackStageDefendData(function()
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UIManager.OpenPanel(UIName.GuildFightAttackInfoPopup, GUILD_FIGHT_GUILD_TYPE.ENEMY)
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end)
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end
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end)
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-- 查看进攻日志
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Util.AddClick(this.btnAttackLog, function()
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-- 请求排名信息,也就是进攻日志
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UIManager.OpenPanel(UIName.GuildFightAttackLogPopup)
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end)
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-- 查看结果
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Util.AddClick(this.btnResult, function()
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GuildFightManager.RequestGuildFightResultData(function()
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UIManager.OpenPanel(UIName.GuildFightResultPopup)
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end)
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end)
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--公会红包
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Util.AddClick(this.btnRedPacket,function()
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UIManager.OpenPanel(UIName.RedPacketPanel)
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end)
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-- 绑定红点
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BindRedPointObject(RedPointType.Guild_RedPacket, this.btnRedPacketRedPoint)
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end
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--添加事件监听(用于子类重写)
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function GuildMainCityPanel:AddListener()
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-- ctrlView.AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Guild.OnQuitGuild, this.OnQuitGuild)
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Game.GlobalEvent:AddEvent(GameEvent.Guild.BeKickOut, this.OnQuitGuild)
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Game.GlobalEvent:AddEvent(GameEvent.Guild.DismissStatusChanged, this.RefreshStageShow)
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshStageShow)
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshGuildInfo)
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshGuildInfo)
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.AttackStageDefendDataUpdate, this.RefreshGetStar)
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Game.GlobalEvent:AddEvent(GameEvent.GuildRedPacket.OnCloseRedPointClick, this.CloseRedPointClick)
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Game.GlobalEvent:AddEvent(GameEvent.Guild.RefreshDeathPosStatus, this.RefreshDeathPos)
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end
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--移除事件监听(用于子类重写)
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function GuildMainCityPanel:RemoveListener()
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-- ctrlView.RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Guild.OnQuitGuild, this.OnQuitGuild)
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Game.GlobalEvent:RemoveEvent(GameEvent.Guild.BeKickOut, this.OnQuitGuild)
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Game.GlobalEvent:RemoveEvent(GameEvent.Guild.DismissStatusChanged, this.RefreshStageShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshStageShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshGuildInfo)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshGuildInfo)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.AttackStageDefendDataUpdate, this.RefreshGetStar)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildRedPacket.OnCloseRedPointClick, this.CloseRedPointClick)
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Game.GlobalEvent:RemoveEvent(GameEvent.Guild.RefreshDeathPosStatus, this.RefreshDeathPos)
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end
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--界面打开时调用(用于子类重写)
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function GuildMainCityPanel:OnOpen(...)
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function GuildMainCityPanel:OnShow()
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Guild })
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this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.GongHui })
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CheckRedPointStatus(RedPointType.Guild_RedPacket)
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CheckRedPointStatus(RedPointType.Guild_Fete)
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CheckRedPointStatus(RedPointType.Guild_AidBox)
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CheckRedPointStatus(RedPointType.Guild_AidGuild)
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CheckRedPointStatus(RedPointType.Guild_AidMy)
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CheckRedPointStatus(RedPointType.Guild_Transcript)
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CheckRedPointStatus(RedPointType.Celebration)
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if not PlayerManager.familyId or PlayerManager.familyId == 0 then
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this:ClosePanel()
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Log("尚未加入公会")
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return
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end
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-- 刷新一遍公会数据,这里主要是为了刷新玩家位置信息,避免返回地图界面出现的问题
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NetManager.RequestMyGuildInfo()
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-- 刷新公会战阶段信息
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this.RefreshStageShow()
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-- 开始定时刷新聊天数据
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this.ChatTipView:StartCheck()
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-- 刷新十绝阵是否开启
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this.RefreshDeathPos()
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-- 开始吧
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this._TimeUpdate()
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if not this._TimeCounter then
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this._TimeCounter = Timer.New(this._TimeUpdate, 1, -1, true)
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this._TimeCounter:Start()
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end
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if not RECHARGEABLE then--(是否开启充值)
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this.btnRedPacket:SetActive(false)
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end
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this.LiveName = "live2d_huyao"
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if not this.LiveGO then
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this.LiveGO = poolManager:LoadLive(this.LiveName, this.btntranscriptLive.transform,
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Vector3.one * 0.15, Vector3.New(0,0,0))
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end
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-- 刷新一次编队战斗力
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FormationManager.RefreshMainFormationPower()
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end
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function this:OnSortingOrderChange()
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-- if this.playerHead then
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-- this.playerHead:SetLayer(self.sortingOrder)
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-- end
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if this.playerInfoView then
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this.playerInfoView:SetLayer(self.sortingOrder)
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end
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end
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function this.RefreshStageShow()
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-- 关闭按钮显示
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this.btnOneKeyDefend:SetActive(false)
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this.btnCheckDefend:SetActive(false)
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this.btnMatching:SetActive(false)
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this.btnAttack:SetActive(false)
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this.btnAttackLog:SetActive(false)
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this.btnResult:SetActive(false)
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this.stageView:SetActive(false)--原公会战关闭暂时 可惜了~
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local curStage = GuildFightManager.GetCurFightStage()
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-- 阶段名称显示
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this.stageName.gameObject:SetActive(_StageNameIcon[curStage] ~= nil)
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if _StageNameIcon[curStage] then
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this.stageName.gameObject:SetActive(true)
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this.stageName.sprite = this.spLoader:LoadSprite(_StageNameIcon[curStage][1])
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this.stageName:SetNativeSize()
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end
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-- 按钮显示,及特殊阶段处理
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if curStage == GUILD_FIGHT_STAGE.UN_START then
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elseif curStage == GUILD_FIGHT_STAGE.DEFEND then
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this.btnCheckDefend:SetActive(true)
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elseif curStage == GUILD_FIGHT_STAGE.MATCHING then
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elseif curStage == GUILD_FIGHT_STAGE.ATTACK then
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this.btnAttack:SetActive(true)
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this.btnAttackLog:SetActive(true)
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elseif curStage == GUILD_FIGHT_STAGE.COUNTING then
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this.btnResult:SetActive(true)
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local result = GuildFightManager.GetGuildFightResultData()
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-- 显示结算完成
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if result and _StageNameIcon[curStage] then
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this.stageName.sprite = this.spLoader:LoadSprite(_StageNameIcon[curStage][2])
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end
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elseif curStage == GUILD_FIGHT_STAGE.EMPTEY then
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end
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-- 刷新展示信息
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this.RefreshGuildInfo()
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end
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-- 刷新公会信息展示
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function this.RefreshGuildInfo()
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local enemyInfo = GuildFightManager.GetEnemyBaseData()
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if not enemyInfo then
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this.myGuild:SetActive(false)
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this.enemyGuild:SetActive(false)
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else
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this.myGuild:SetActive(true)
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this.enemyGuild:SetActive(true)
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-- 敌方数据显示
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this.GuildBaseInfoAdapter(this.enemyGuild, enemyInfo)
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-- 我方数据显示
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local myGuildData = GuildFightManager.GetMyBaseData()
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this.GuildBaseInfoAdapter(this.myGuild, myGuildData)
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end
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-- 刷新获取的星数
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this.RefreshGetStar()
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-- 检测阶段提示
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this.CheckStageTip()
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end
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-- 公会基础数据匹配
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function this.GuildBaseInfoAdapter(node, data)
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local nameText = Util.GetGameObject(node, "name"):GetComponent("Text")
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local levelText = Util.GetGameObject(node, "level"):GetComponent("Text")
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local levelbg = Util.GetGameObject(node, "lvbg")
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local logoSpr = Util.GetGameObject(node, "icon"):GetComponent("Image")
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levelText.gameObject:SetActive(data ~= nil)
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levelbg.gameObject:SetActive(data ~= nil)
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if data then
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nameText.text = data.name
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levelText.text = data.level
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local logoName = GuildManager.GetLogoResName(data.pictureId)
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logoSpr.sprite = this.spLoader:LoadSprite(logoName)
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else
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nameText.text = "..."
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logoSpr.sprite = this.spLoader:LoadSprite("r_gonghui_pipeiwenhao")
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end
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end
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-- 刷新获取星数的显示
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function this.RefreshGetStar()
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this.myStar.gameObject:SetActive(false)
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this.enemyStar.gameObject:SetActive(false)
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.ATTACK or curStage == GUILD_FIGHT_STAGE.COUNTING then
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this.myStar.gameObject:SetActive(true)
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this.enemyStar.gameObject:SetActive(true)
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local myGetStar, enemyGetStar = GuildFightManager.GetBothGetStarNum()
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this.myStar.text = myGetStar
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this.enemyStar.text = enemyGetStar
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end
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end
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-- 计时显示
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local _BGMFlag = nil
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function this._TimeUpdate()
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.DISSMISS or curStage == GUILD_FIGHT_STAGE.CLOSE then
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if not _BGMFlag or _BGMFlag == 1 then
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_BGMFlag = 0
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SoundManager.PlayMusic(SoundConfig.BGM_Guild)
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end
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return
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end
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local guildFightData = GuildFightManager.GetGuildFightData()
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local startTime = guildFightData.startTime
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local curTime = GetTimeStamp()
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if guildFightData.type == GUILD_FIGHT_STAGE.UN_START and curTime < startTime then
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local leftTime = startTime - curTime
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leftTime = leftTime < 0 and 0 or leftTime
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this.stageTime.text = string.format(Language[10913], TimeToHMS(leftTime))
|
|
|
|
if not _BGMFlag or _BGMFlag == 1 then
|
|
_BGMFlag = 0
|
|
SoundManager.PlayMusic(SoundConfig.BGM_Guild)
|
|
end
|
|
else
|
|
local roundEndTime = guildFightData.roundEndTime
|
|
local leftTime = roundEndTime - curTime
|
|
leftTime = leftTime < 0 and 0 or leftTime
|
|
this.stageTime.text = string.format(Language[10914], TimeToHMS(leftTime))
|
|
|
|
if not _BGMFlag or _BGMFlag == 0 then
|
|
_BGMFlag = 1
|
|
SoundManager.PlayMusic(SoundConfig.BGM_GuildFight)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- 退出公会回调事件
|
|
function this.OnQuitGuild()
|
|
this:ClosePanel()
|
|
end
|
|
|
|
--- 检测当前阶段是否需要显示阶段提示界面
|
|
function this.CheckStageTip()
|
|
-- 获取当前公会战阶段
|
|
local isInFight = GuildFightManager.IsInGuildFight()
|
|
if not isInFight then return end
|
|
local curStage = GuildFightManager.GetCurFightStage()
|
|
local curTipStage = GuildFightManager.GetCurTipStage()
|
|
-- 轮空状态特殊处理
|
|
if curStage == GUILD_FIGHT_STAGE.EMPTEY and curTipStage ~= GUILD_FIGHT_STAGE.EMPTEY then
|
|
GuildFightManager.SetCurTipStage(GUILD_FIGHT_STAGE.EMPTEY)
|
|
if UIManager.IsOpen(UIName.GuildFightMatchingPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightMatchingPopup)
|
|
end
|
|
-- 显示轮空提示
|
|
UIManager.OpenPanel(UIName.GuildFightMatchSuccessPopup, 2)
|
|
return
|
|
elseif curStage == GUILD_FIGHT_STAGE.MATCHING then
|
|
local enemyInfo = GuildFightManager.GetEnemyBaseData()
|
|
if not enemyInfo then
|
|
if not curTipStage or curTipStage < curStage - 0.5 then
|
|
-- 这里匹配阶段但是未匹配成功的阶段用 匹配阶段减0.5代替 以符合提示显示的规则
|
|
-- 阶段设计问题,应该将匹配阶段分开为两个阶段
|
|
GuildFightManager.SetCurTipStage(curStage - 0.5)
|
|
if UIManager.IsOpen(UIName.GuildFightDefendInfoPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightDefendInfoPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightMatchingPopup)
|
|
end
|
|
else
|
|
if not curTipStage or curTipStage < curStage then
|
|
-- 匹配成功的阶段,显示匹配结果
|
|
GuildFightManager.SetCurTipStage(curStage)
|
|
if UIManager.IsOpen(UIName.GuildFightMatchingPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightMatchingPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightMatchSuccessPopup, 1)
|
|
end
|
|
end
|
|
return
|
|
end
|
|
|
|
if not curTipStage or curTipStage < curStage then
|
|
GuildFightManager.SetCurTipStage(curStage)
|
|
-- 根据不同的阶段显示不同的界面
|
|
if curStage == GUILD_FIGHT_STAGE.DEFEND then
|
|
if UIManager.IsOpen(UIName.GuildFightResultPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightResultPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightDefendInfoPopup, true)
|
|
elseif curStage == GUILD_FIGHT_STAGE.ATTACK then
|
|
if UIManager.IsOpen(UIName.GuildFightMatchSuccessPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightMatchSuccessPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightAttackTipPopup)
|
|
elseif curStage == GUILD_FIGHT_STAGE.COUNTING then
|
|
if UIManager.IsOpen(UIName.GuildFightAttackTipPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightAttackTipPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightResultPopup)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- 刷新红包红点
|
|
function this.CloseRedPointClick()
|
|
GuildRedPacketManager.isCheck=false
|
|
CheckRedPointStatus(RedPointType.Guild_RedPacket)
|
|
end
|
|
|
|
--刷新十绝阵是否开启
|
|
function this.RefreshDeathPos()
|
|
NetManager.GetDeathPathStatusResponse(function(msg)
|
|
LogBlue(tostring("十绝阵开启状态 "..msg.status))
|
|
DeathPosManager.status=msg.status
|
|
CheckRedPointStatus(RedPointType.Guild_DeathPos)--阶段切换时 检测红点
|
|
end)
|
|
end
|
|
|
|
--界面关闭时调用(用于子类重写)
|
|
function GuildMainCityPanel:OnClose()
|
|
|
|
_BGMFlag = nil
|
|
-- 计时器关闭
|
|
if this._TimeCounter then
|
|
this._TimeCounter:Stop()
|
|
this._TimeCounter = nil
|
|
end
|
|
-- 关闭定时刷新数据
|
|
this.ChatTipView:StopCheck()
|
|
end
|
|
|
|
--界面销毁时调用(用于子类重写)
|
|
function GuildMainCityPanel:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
SubUIManager.Close(this.ChatTipView)
|
|
SubUIManager.Close(this.UpView)
|
|
SubUIManager.Close(this.BtView)
|
|
-- SubUIManager.Close(this.playerHead)
|
|
-- 移除红点
|
|
for type, data in pairs(_GuildBuildConfig) do
|
|
if data.btnName then
|
|
local btn = Util.GetGameObject(self.gameObject, "Bg/"..data.btnName)
|
|
if btn and data.isOpen and data.rpType then
|
|
ClearRedPointObject(data.rpType, Util.GetGameObject(btn, "flag/redpot"))
|
|
end
|
|
end
|
|
end
|
|
-- 清除红点
|
|
ClearRedPointObject(RedPointType.Guild_RedPacket, this.btnRedPacketRedPoint)
|
|
-- this.playerHead = nil
|
|
|
|
if this.LiveGO then
|
|
poolManager:UnLoadLive(this.LiveName,this.LiveGO)
|
|
this.LiveName = nil
|
|
this.LiveGO = nil
|
|
end
|
|
if this.playerInfoView then
|
|
SubUIManager.Close(this.playerInfoView)
|
|
this.playerInfoView = nil
|
|
end
|
|
end
|
|
|
|
return GuildMainCityPanel |