require("Base/BasePanel") MedalAssembleChoosePopup = Inherit(BasePanel) local this = MedalAssembleChoosePopup --勋章套装保存装配选择 --初始化组件(用于子类重写) function MedalAssembleChoosePopup:InitComponent() this.backBtn = Util.GetGameObject(self.gameObject,"backBtn") end --绑定事件(用于子类重写) function MedalAssembleChoosePopup:BindEvent() Util.AddClick(this.backBtn,function() self:ClosePanel() end) end --添加事件监听(用于子类重写) function MedalAssembleChoosePopup:AddListener() end --移除事件监听(用于子类重写) function MedalAssembleChoosePopup:RemoveListener() end --界面打开时调用(用于子类重写) function MedalAssembleChoosePopup:OnOpen(...) local args={...} this.posData=args[1] this.medalData=args[2] end --界面打开或者重新打开后,界面刷新时调用(用于子类重写) function MedalAssembleChoosePopup:OnShow() --TODO考虑有锁状态的套装 控制显示隐藏 for i = 1, #this.posData do local plan=Util.GetGameObject(self.gameObject,"plan"..i .."/plan") if this.posData[i].name==nil or this.posData[i].name=="" then plan:GetComponent("Text").text=string.format(GetLanguageStrById(23053),this.posData[i].pos) else plan:GetComponent("Text").text=string.format("[%s]",this.posData[i].name) end --plan:GetComponent("Text").text=this.posData[i].name plan:SetActive(this.posData[i].activePos==1) Util.AddClick(Util.GetGameObject(self.gameObject,"plan"..i.."/plan/saveBtn"),function() NetManager.WearSavePosRequest(this.posData[i].pos,this.medalData,function(msg) MedalSuitPopup:OnShow() self:ClosePanel() return end) end) end end function MedalAssembleChoosePopup:OnSortingOrderChange() end --界面关闭时调用(用于子类重写) function MedalAssembleChoosePopup:OnClose() end --界面销毁时调用(用于子类重写) function MedalAssembleChoosePopup:OnDestroy() end return MedalAssembleChoosePopup