570 lines
26 KiB
Lua
570 lines
26 KiB
Lua
require("Base/BasePanel")
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BattleWinPopup = Inherit(BasePanel)
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local this = BattleWinPopup
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local m_isBack
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local m_battlePanel
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local m_fightType
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local m_battleResult
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local m_notShowRecord = false
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local m_backPanel
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local orginLayer
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local m_callBack
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local hadClick = false
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--初始化组件(用于子类重写)
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function BattleWinPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 0
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this.btnWin = Util.GetGameObject(self.gameObject, "Win")
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end
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--绑定事件(用于子类重写)
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function BattleWinPopup:BindEvent()
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Util.AddClick(this.btnWin, function ()
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self:ClosePanel()
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if m_fightType == BATTLE_TYPE.Test then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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end
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end)
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end
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--
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function BattleWinPopup:NextStep()
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if not hadClick then -- 避免重复结算
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hadClick = true
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if m_isBack then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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self:ClosePanel()
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return
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end
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if m_fightType == BATTLE_TYPE.MAP_FIGHT then --副本战斗结算
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this.ShowBattleResultByMapFight()
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elseif m_fightType == BATTLE_TYPE.ELITE_MONSTER then --限时怪战斗结算
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)
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elseif m_fightType == BATTLE_TYPE.MONSTER_CAMP then -- 兽潮来袭
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this.ShowBattleResultByMonsterCamp(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.STORY_FIGHT then -- 新关卡的战斗
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this.ShowBattleResultByStoryFight(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.FOURELEMENT then -- 四灵
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this.ShowBattleResultByFourElement(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.EXECUTE_FIGHT then -- 猎妖之路
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this.ShowBattleResultByExpedition(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.DAILY_CHALLENGE-- 日常副本
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or m_fightType == BATTLE_TYPE.XUAN_YUAN_MIRROR
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or m_fightType == BATTLE_TYPE.TRIAL_FIGHT then
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m_battlePanel:ClosePanel() self:ClosePanel(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then -- 车迟
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this.ShowBattleResultByCarDeleayType(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.XIAOYAOYOU then
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if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
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elseif m_fightType == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图主关卡
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this.ShowBattleResultByFightLevelType(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then--山河社稷图副关卡
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this.ShowBattleResultByFightLevelAssistantType(m_battleResult.drop)
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elseif m_fightType == BATTLE_TYPE.JumpServerhightLadder then -- 跨服天梯的战斗
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this.JumpServerHithtLadder()
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elseif m_fightType == BATTLE_TYPE.EndlessMpaFight then--无尽地图战斗
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this.ShowBattleResultByEndless()
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elseif m_fightType == BATTLE_TYPE.QIJIE_FIGHT then--宇宙生存挑战战斗
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this.ShowBattleResultByQiJie()
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elseif m_fightType == BATTLE_TYPE.CHALLENG_COPY_1 or m_fightType == BATTLE_TYPE.CHALLENG_COPY_2 then
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this.ShowBattleResultByChallengeCopy()
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--新回放功能
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elseif m_fightType == BATTLE_TYPE.BACK_BATTLE then
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if BattleManager.GetLastBattleType() == BATTLE_TYPE.STORY_FIGHT then-- 新关卡战斗
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this.ShowBattleResultByStoryFight(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FOURELEMENT then -- 四灵试炼
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this.ShowBattleResultByFourElement(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.EXECUTE_FIGHT then--猎妖之路
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this.ShowBattleResultByExpedition(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.GUILD_CAR_DELAY then--车迟
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this.ShowBattleResultByCarDeleayType(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.MONSTER_CAMP then--兽潮来袭
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this.ShowBattleResultByMonsterCamp(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.XIAOYAOYOU then
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if m_battlePanel then m_battlePanel:ClosePanel()end self:ClosePanel()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHTLEVEL then--山河社稷图
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this.ShowBattleResultByFightLevelType(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL then--山河社稷图副关卡
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this.ShowBattleResultByFightLevelAssistantType(BattleManager.GetLastBattleResult().drop)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.JumpServerhightLadder then
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this.JumpServerHithtLadder()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.QIJIE_FIGHT then
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this.ShowBattleResultByQiJie()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_1 or BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_2 then
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this.ShowBattleResultByChallengeCopy()
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end
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end
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end
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end
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--副本战斗结算
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function this.ShowBattleResultByMapFight()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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FightPointPassManager.oldLevel = PlayerManager.level
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if bestData then
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId,bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end, 0, true, true)
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end)
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end
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end
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--宇宙生存挑战战斗界面特殊显示
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function this.ShowBattleResultByQiJie()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,function(isBackBattle)
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 10, true,true)
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end)
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end
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end
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--修行挑战战斗界面特殊显示
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function this.ShowBattleResultByChallengeCopy()
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LogBlue("--修行挑战战斗界面特殊显示")
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, CarbonManager.battleResult.drop, 1,function(isBackBattle)
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 12 , true,true)
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end)
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end
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end
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--无尽副本战斗界面特殊显示
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function this.ShowBattleResultByEndless()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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FightPointPassManager.oldLevel = PlayerManager.level
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if bestData then
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId,bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, EndLessMapManager.EndlessDrop, 1,function()
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end,0, true, true)
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end)
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end
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end
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-- 兽潮来袭结算界面特殊显示
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function this.ShowBattleResultByMonsterCamp(drop)
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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if m_callBack then m_callBack() end
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--内容优化 心魔试炼推送
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend,FacePanelType.MonsterWave)
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CheckRedPointStatus(RedPointType.EpicExplore_LevleReward)
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this:ClosePanel()
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end
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end, nil, true,true)
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end)
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end
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end
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-- 新关卡战斗结算界面特殊显示
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function this.ShowBattleResultByStoryFight(drop)
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FightPointPassManager.FightBattleEnd()
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FightPointPassManager.OnBattleEnd(m_battleResult)
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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-- 再刷新一便关卡信息
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NetManager.InitFightPointLevelInfo()
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end
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end, 1, true, true)
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end)
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else
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end, 1, true)
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end
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end
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--四灵
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function this.ShowBattleResultByFourElement(drop)
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, MonsterCampManager.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime = MonsterCampManager.fourMonsterData[MonsterCampManager.curType].canFightTime - 1
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MonsterCampManager.SaveFormation(MonsterCampManager.curType)
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if MonsterCampManager.fourMonsterData[MonsterCampManager.curType].openState ~= 0 then
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UIManager.OpenPanel(UIName.FourElementMonsterCampPanel,MonsterCampManager.curType)
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else
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UIManager.OpenPanel(UIName.MonsterCampMainPanel)
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end
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 0, true, true)
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end)
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else
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end, 1, true)
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end
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end
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-- 车迟斗法结算界面特殊显示
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function this.ShowBattleResultByCarDeleayType(drop)
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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if m_fightType == BATTLE_TYPE.GUILD_CAR_DELAY then
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--车迟抢夺cd计时
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GuildCarDelayManager.SetCdTime(GuildCarDelayProType.Loot)
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end
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup,nil, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 3,true,true)
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end)
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end
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end
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-- 猎妖之路结算界面特殊显示
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function this.ShowBattleResultByExpedition(drop)
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this:ClosePanel()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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local GetCurNodeInfo = ExpeditionManager.curAttackNodeInfo--ExpeditionManager.GetCurNodeInfo()
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local func2 = nil
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if GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
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func2 = function()
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
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end
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end
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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--贪婪节点不弹领取圣物
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if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
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if drop.itemlist and #drop.itemlist > 0 then
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--LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
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else
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--LogGreen("贪婪节点无数据")
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end
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UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
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end
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end, 0,true,true)
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elseif GetCurNodeInfo.type == ExpeditionNodeType.Trail then--试炼节点
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if m_battleResult.drop and m_battleResult.drop.soulEquip and #m_battleResult.drop.soulEquip > 0 then
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for i = 1, #m_battleResult.drop.soulEquip do
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ExpeditionManager.InitSingleTreasureData(m_battleResult.drop.soulEquip[i])
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end
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end
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if m_battleResult.drop and m_battleResult.drop.Hero and m_battleResult.drop.Hero[1] then
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ExpeditionManager.UpdateHeroDatas(m_battleResult.drop.Hero[1])
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else
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LogError("试炼节点数据没有")
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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PopupTipPanel.ShowTip(Language[11459])
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
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else
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UIManager.OpenPanel(UIName.RewardItemPopup,drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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-- LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
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UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function ()
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end)
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else
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--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
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end
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end
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end, 0,true,true)
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end
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end,func2)
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end
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end
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-- 山河社稷图结算界面特殊显示
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function this.ShowBattleResultByFightLevelType(drop)
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
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local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
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local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
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-- LogYellow("山河社稷图战斗获得星级 "..HardStageFightResponseMsg.stars.." curBattlefightLevelData.isFirst "..tostring(curBattlefightLevelData.isFirst).." HardStageFightResponseMsg.currentIsHonour "..tostring(HardStageFightResponseMsg.currentIsHonour))
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-- if curBattlefightLevelData.isFirst then
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-- PopupTipPanel.ShowTip("荣耀三星!")
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-- end
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UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
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if FightLevelManager.GetisShowChapterOpenPopup() then
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if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
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UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
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end)
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else
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FightLevelManager.SetisShowChapterOpenPopup(false)
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end
|
|
end
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end
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end, 8,true,true)
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end)
|
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end
|
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end
|
|
-- 山河社稷图结算界面副关卡特殊显示
|
|
function this.ShowBattleResultByFightLevelAssistantType(drop)
|
|
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
|
if bestData then
|
|
-- 胜利显示本场比赛的表现最好的英雄
|
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
|
-- 打开关卡奖励界面
|
|
local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
|
|
LogYellow("超越之路战斗获得星级 "..HardStageFightResponseMsg.stars)
|
|
local curBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
|
|
LogYellow("curBattlefightLevelData.state "..curBattlefightLevelData.state)
|
|
if curBattlefightLevelData.state == 0 then--副关卡未通过 第一次通关 展示奖励
|
|
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
|
if not isBackBattle then
|
|
if _BattleBestPopup then
|
|
_BattleBestPopup:ClosePanel()
|
|
end
|
|
if m_battlePanel then
|
|
m_battlePanel:ClosePanel()
|
|
end
|
|
this:ClosePanel()
|
|
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
|
end
|
|
end,nil,true,true)
|
|
elseif curBattlefightLevelData.state == 1 then
|
|
UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
|
|
if not isBackBattle then
|
|
if _BattleBestPopup then
|
|
_BattleBestPopup:ClosePanel()
|
|
end
|
|
if m_battlePanel then
|
|
m_battlePanel:ClosePanel()
|
|
end
|
|
this:ClosePanel()
|
|
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
|
|
end
|
|
end, 9,true,true)
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
|
|
--跨服天梯
|
|
function this.JumpServerHithtLadder()
|
|
local bestData, allDamage= BattleRecordManager.GetBattleBestData()
|
|
if bestData then
|
|
-- 胜利显示本场比赛的表现最好的英雄
|
|
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
|
|
-- 打开关卡奖励界面
|
|
UIManager.OpenPanel(UIName.RewardItemPopup, JumpServerManager.curBattleDrop, 1,function(isBackBattle)
|
|
if not isBackBattle then
|
|
if _BattleBestPopup then
|
|
_BattleBestPopup:ClosePanel()
|
|
end
|
|
if m_battlePanel then
|
|
m_battlePanel:ClosePanel()
|
|
end
|
|
this:ClosePanel()
|
|
end
|
|
end, 0,true,true)
|
|
if m_fightType == BATTLE_TYPE.JumpServerhightLadder then
|
|
local MyRank = JumpServerManager.GetHightLadderDataMyRank()
|
|
local OldMyRank = JumpServerManager.GetHightLadderDataOldMyRank()
|
|
if MyRank ~= OldMyRank then
|
|
PopupTipPanel.ShowTip("挑战成功,鸟笼竞技场排行已提升至".. MyRank .."名!" )
|
|
elseif MyRank == OldMyRank then
|
|
PopupTipPanel.ShowTip("挑战成功")
|
|
end
|
|
end
|
|
end)
|
|
else
|
|
-- 打开关卡奖励界面
|
|
-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
|
|
if m_battlePanel then
|
|
m_battlePanel:ClosePanel()
|
|
end
|
|
this:ClosePanel()
|
|
-- end)
|
|
end
|
|
end
|
|
--添加事件监听(用于子类重写)
|
|
function BattleWinPopup:AddListener()
|
|
|
|
end
|
|
|
|
--移除事件监听(用于子类重写)
|
|
function BattleWinPopup:RemoveListener()
|
|
|
|
end
|
|
|
|
function BattleWinPopup:OnSortingOrderChange()
|
|
Util.AddParticleSortLayer(this.btnWin, self.sortingOrder - orginLayer)
|
|
orginLayer = self.sortingOrder
|
|
end
|
|
|
|
--界面打开时调用(用于子类重写)
|
|
function BattleWinPopup:OnOpen(battlePanel, isBack, fightType, result, showRecord, backPanel, func)
|
|
|
|
hadClick = false
|
|
if battlePanel then
|
|
m_battlePanel = battlePanel
|
|
end
|
|
if isBack ~= nil then
|
|
m_isBack = isBack
|
|
end
|
|
if fightType then
|
|
m_fightType = fightType
|
|
end
|
|
if result then
|
|
m_battleResult = result
|
|
end
|
|
m_notShowRecord = false
|
|
if showRecord then
|
|
m_notShowRecord = showRecord
|
|
end
|
|
m_backPanel = nil
|
|
if backPanel then
|
|
m_backPanel = backPanel
|
|
end
|
|
m_callBack = nil
|
|
if func then
|
|
m_callBack = func
|
|
end
|
|
|
|
-- 闪闪闪,一闪而过,舒服的一批
|
|
Timer.New(function()
|
|
self:NextStep()
|
|
end, 0.1):Start()
|
|
end
|
|
|
|
--界面关闭时调用(用于子类重写)
|
|
function BattleWinPopup:OnClose()
|
|
|
|
end
|
|
|
|
--界面销毁时调用(用于子类重写)
|
|
function BattleWinPopup:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
|
|
end
|
|
|
|
return BattleWinPopup |