95 lines
3.8 KiB
Lua
95 lines
3.8 KiB
Lua
require("Base/BasePanel")
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FindTreasureVipPopup = Inherit(BasePanel)
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local MazeTreasureSetting = ConfigManager.GetConfig(ConfigName.MazeTreasureSetting)
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local orginLayer = 0
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--初始化组件(用于子类重写)
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function FindTreasureVipPopup:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.btnBack = Util.GetGameObject(self.gameObject, "Button")
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self.descText1 = Util.GetGameObject(self.gameObject, "GameObject1/descText"):GetComponent("Text")
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self.jumpBtn1 = Util.GetGameObject(self.gameObject, "GameObject1/jumpBtn")
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self.finfsh1 = Util.GetGameObject(self.gameObject, "GameObject1/finish")
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self.jumpBtn1Text = Util.GetGameObject(self.gameObject, "GameObject1/jumpBtn/Text"):GetComponent("Text")
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self.finfsh1Text = Util.GetGameObject(self.gameObject, "GameObject1/finish/Text"):GetComponent("Text")
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self.descText2 = Util.GetGameObject(self.gameObject, "GameObject2/descText"):GetComponent("Text")
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self.jumpBtn2 = Util.GetGameObject(self.gameObject, "GameObject2/jumpBtn")
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self.finfsh2 = Util.GetGameObject(self.gameObject, "GameObject2/finish")
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self.jumpBtn2Text = Util.GetGameObject(self.gameObject, "GameObject2/jumpBtn/Text"):GetComponent("Text")
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self.finfsh2Text = Util.GetGameObject(self.gameObject, "GameObject2/finish/Text"):GetComponent("Text")
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self.effect1 = Util.GetGameObject(self.jumpBtn1, "UI_Effect_MianBan_GuaJi_Ani")
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self.effect2 = Util.GetGameObject(self.jumpBtn2, "UI_Effect_MianBan_GuaJi_Ani")
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end
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--绑定事件(用于子类重写)
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function FindTreasureVipPopup:BindEvent()
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(self.jumpBtn1, function()
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DynamicActivityManager.SetSelectIndex(DataType.Shop,{20091,20092})
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JumpManager.GoJump(MazeTreasureSetting[1].Jump)
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end)
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Util.AddClick(self.jumpBtn2, function()
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DynamicActivityManager.SetSelectIndex(DataType.Shop,{20091,20092})
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JumpManager.GoJump(MazeTreasureSetting[1].Jump)
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end)
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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 FindTreasureVipPopup:AddListener()
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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 FindTreasureVipPopup:RemoveListener()
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end
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function FindTreasureVipPopup:OnSortingOrderChange()
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Util.AddParticleSortLayer(self.effect1, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(self.effect2, self.sortingOrder - orginLayer)
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orginLayer = self.sortingOrder
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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 FindTreasureVipPopup: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 FindTreasureVipPopup:OnShow()
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local desc = string.split(GetLanguageStrById(MazeTreasureSetting[1].DescDailyPrivilege), "#")
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self.descText1.text = string.gsub(desc[1],"|","#")
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self.descText2.text = string.gsub(desc[2],"|","#")
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self.descText1.fontSize = GetCurLanguage() ~= 2 and 30 or 28
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self.descText2.fontSize = GetCurLanguage() ~= 2 and 30 or 25
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local gaoState = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.GoFindTreasure)
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local haoState = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.HaoFindTreasure)
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self.jumpBtn1:SetActive(not gaoState)
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self.finfsh1:SetActive(gaoState)
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self.jumpBtn2:SetActive(not haoState)
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self.finfsh2:SetActive(haoState)
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self.jumpBtn1Text.fontSize = GetCurLanguage() ~= 2 and 35 or 20
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self.jumpBtn2Text.fontSize = GetCurLanguage() ~= 2 and 35 or 20
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self.finfsh1Text.fontSize = GetCurLanguage() ~= 2 and 35 or 20
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self.finfsh2Text.fontSize = GetCurLanguage() ~= 2 and 35 or 20
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end
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--界面关闭时调用(用于子类重写)
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function FindTreasureVipPopup:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function FindTreasureVipPopup:OnDestroy()
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self.spLoader:Destroy()
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orginLayer = 0
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end
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return FindTreasureVipPopup |