130 lines
4.1 KiB
Lua
130 lines
4.1 KiB
Lua
local GMEspecially = quick_class("GMEspecially", BasePanel)
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local actRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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local gameSetting=ConfigManager.GetConfigData(ConfigName.GameSetting,1)
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local kMaxReward = 5
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local index = 0
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local cursortingOrder
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local isFirstOpen = false
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function GMEspecially:InitComponent()
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self.spLoader = SpriteLoader.New()
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cursortingOrder = 0
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self.backBtnNew = Util.GetGameObject(self.transform, "BG")
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self.backBtn = Util.GetGameObject(self.transform, "frame")
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self.title = Util.GetGameObject(self.backBtn, "bg/title"):GetComponent("Image")
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self.items = {}
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self.rewardContent = {}
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self.rewardContentEffect = {}
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self.rewardContentbg = {}
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self.rewardList = {}
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for i = 1, kMaxReward do
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self.rewardContent[i] = Util.GetGameObject(self.backBtn, "bg/rewardContent/itemPos_" .. i)
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self.rewardContentEffect[i] = Util.GetGameObject(self.rewardContent[i], "Kuang")
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self.rewardContentbg[i] = Util.GetGameObject(self.rewardContent[i], "Image")
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effectAdapte(self.rewardContentEffect[i])
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self.rewardList[i] = SubUIManager.Open(SubUIConfig.ItemView, self.rewardContent[i].transform)
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end
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self.dealBtn = Util.GetGameObject(self.backBtn,"bg/dealBtn")
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self.dealText = Util.GetGameObject(self.dealBtn, "Text"):GetComponent("Text")
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self.dealText.text="立即体验"
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self.UI_effect_DailyRechargePanel_particle = Util.GetGameObject(self.transform, "frame/UI_effect_DailyRechargePanel_particle")
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end
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function GMEspecially:BindEvent()
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Util.AddClick(self.dealBtn, function()
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self:ClosePanel()
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end)
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for i = 1, #self.items do
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Util.AddClick(self.items[i].go, function()
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if i ~= index then
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index = i
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self:RefreshPanel()
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end
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end)
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end
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end
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local func=nil
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function GMEspecially:OnOpen(_func)
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func=_func
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--GMEspecially:SetSortingOrder(6300)
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self.UI_effect_DailyRechargePanel_particle:SetActive(true)
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end
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function GMEspecially:AddListener()
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end
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function GMEspecially:RemoveListener()
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end
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function GMEspecially:OnSortingOrderChange()
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Util.AddParticleSortLayer( self.UI_effect_DailyRechargePanel_particle, self.sortingOrder - cursortingOrder)
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for i = 1, #self.rewardContentEffect do
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Util.AddParticleSortLayer( self.rewardContentEffect[i], self.sortingOrder - cursortingOrder)
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end
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cursortingOrder = self.sortingOrder
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end
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function GMEspecially:OnShow()
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self.title.sprite = self.spLoader:LoadSprite("gm_GMEspecially_text_zh")
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self.title:SetNativeSize()
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self:RefreshPanel()
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end
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function GMEspecially:OnClose()
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if func then
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func()
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end
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end
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function GMEspecially:OnDestroy()
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self.spLoader:Destroy()
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end
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function GMEspecially:RefreshPanel()
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table.walk(self.rewardList, function(rewardPosItem)
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rewardPosItem.gameObject:SetActive(false)
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end)
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table.walk(self.rewardContent, function(rewardPosItem)
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rewardPosItem.gameObject:SetActive(false)
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end)
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table.walk(self.rewardContentbg, function(rewardPosItem)
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rewardPosItem.gameObject:SetActive(false)
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end)
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-- for i, rewardInfo in ipairs(gameSetting.BTBornItemShow) do
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-- self.rewardContent[i].gameObject:SetActive(true)
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-- end
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LogError("#gameSetting.BTBornItemShow=="..#gameSetting.BTBornItemShow)
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for i = 1, #gameSetting.BTBornItemShow do
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if self.rewardContent[i] then
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self.rewardContent[i].gameObject:SetActive(true)
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end
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end
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self.thread = coroutine.start(function()
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coroutine.wait(0.2)
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for i, rewardInfo in ipairs(gameSetting.BTBornItemShow) do
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if self.rewardList[i] then
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self.rewardList[i]:OnOpen(false, rewardInfo, 1.1,true)
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self.rewardList[i]:ResetNameColor(Vector4.New(0.298,0.133,0.102,1))
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self.rewardList[i]:ResetBtnInteractable(false)
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self.rewardList[i].gameObject:SetActive(true)
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self.rewardContentbg[i].gameObject:SetActive(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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function GMEspecially:OnDealBtnClicked()
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end
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return GMEspecially |