sk-client/Assets/ManagedResources/~Lua/Modules/Guild/GuildMainCityPanel.lua

555 lines
23 KiB
Lua

require("Base/BasePanel")
local _GuildBuildConfig = {
[GUILD_MAP_BUILD_TYPE.HOUSE] = {
isOpen = true,
rpType = RedPointType.Guild_House,
btnName = "btnHouse",
btnFunc = function()
UIManager.OpenPanel(UIName.GuildInfoPopup)
end,
},
[GUILD_MAP_BUILD_TYPE.STORE] = {
isOpen = true,
rpType = RedPointType.Guild_Shop,
btnName = "btnShop",
btnFunc = function()
local isActive = ShopManager.IsActive(SHOP_TYPE.GUILD_SHOP)
if not isActive then
PopupTipPanel.ShowTipByLanguageId(10924)
return
end
UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.GUILD_SHOP)
end,
},
[GUILD_MAP_BUILD_TYPE.FETE] = { --捐献
isOpen = true,
rpType = RedPointType.Guild_Fete,
btnName = "btnFete",
btnFunc = function ()
UIManager.OpenPanel(UIName.GuildFetePopup)
end,
},
[GUILD_MAP_BUILD_TYPE.TENPOS] = { --公会战
isOpen = true,
rpType = RedPointType.GuildBattle,
btnName = "btnTenPos",
btnFunc = function()
GuildBattleManager.InitData(function ()
NetManager.GetDeathPathStatusResponse(function ()
UIManager.OpenPanel(UIName.GuildBattlePanel)
end)
end)
end,
},
[GUILD_MAP_BUILD_TYPE.SKILL] = { --技能
isOpen = true,
rpType = RedPointType.Guild_Skill,
btnName = "btnSkill",
btnFunc = function()
UIManager.OpenPanel(UIName.GuildSkillUpLvPopup)
end,
},
[GUILD_MAP_BUILD_TYPE.ACTIVE] = { --联盟活跃
isOpen = true,
rpType = RedPointType.Guild_Active,
btnName = "btnAction",
btnFunc = function()
NetManager.RequestMyGuildInfo(function()
UIManager.OpenPanel(UIName.GuildActivePointPopup)
end)
end,
},
[GUILD_MAP_BUILD_TYPE.MEMBER] = { --联盟成员
isOpen = true,
rpType = RedPointType.Guild_MemberApply,
btnName = "btnMumber",
btnFunc = function()
MyGuildManager.RequestMyGuildMembers(function()
MyGuildManager.RequestMyGuildApplyList()
UIManager.OpenPanel(UIName.GuildMemberPopup)
end)
end,
},
[GUILD_MAP_BUILD_TYPE.REDBAG] = { --联盟红包
isOpen = GetChannelConfig().Button_PlayerSet_Exchange,
rpType = RedPointType.Guild_RedPacket,
btnName = "btnRedBag",
btnFunc = function()
JumpManager.GoJump(77007)
end,
},
[GUILD_MAP_BUILD_TYPE.TRANSCRIPT] = { --联盟副本
isOpen = true,
rpType = RedPointType.Guild_Transcript,
btnName = "btntranscript",
btnFunc = function()
UIManager.OpenPanel(UIName.GuildTranscriptMainPopup)
end,
},
}
local GuildMainCityPanel = Inherit(BasePanel)
local this = GuildMainCityPanel
local _StageNameIcon = {
[GUILD_FIGHT_STAGE.DEFEND] = {"r_gonghui_bufangjieduan"},
[GUILD_FIGHT_STAGE.MATCHING] = {"r_gonghui_pipeijieduan"},
[GUILD_FIGHT_STAGE.ATTACK] = {"r_gonghui_jingongjieduan"},
[GUILD_FIGHT_STAGE.COUNTING] = {"r_gonghui_jiesuanjieduan", "r_gonghui_jiesuanwancheng"},
[GUILD_FIGHT_STAGE.EMPTEY] = {"r_gonghui_bencilunkong"},
}
--初始化组件(用于子类重写)
function GuildMainCityPanel:InitComponent()
self.HeadFrameView = SubUIManager.Open(SubUIConfig.PlayerHeadFrameView, self.gameObject.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
this.btnList = {}
this.ChangeNameBtn = Util.GetGameObject(self.gameObject, "Panel/NameAndExp/ChangeNameBtn")
this.GuildRank = Util.GetGameObject(self.gameObject, "Panel/info/GuildRank")
this.btnRedBag = Util.GetGameObject(self.gameObject, "Panel/leftBtn/btnRedBag")
this.btnShop = Util.GetGameObject(self.gameObject, "Panel/leftBtn/btnShop")
this.InviteBtn = Util.GetGameObject(self.gameObject, "Panel/rightBtn/InviteBtn")
this.GuildLogBtn = Util.GetGameObject(self.gameObject, "Panel/rightBtn/GuildLogBtn")
this.btnMumber = Util.GetGameObject(self.gameObject, "Panel/rightBtn/btnMumber")
this.RequirementBtn = Util.GetGameObject(self.gameObject, "Panel/rightBtn/RequirementBtn")
this.ChangeDeclarationBtn = Util.GetGameObject(self.gameObject, "Panel/declaration/ChangeDeclarationBtn")
this.btnFete = Util.GetGameObject(self.gameObject, "Panel/downBtn/btnFete")
this.btnAction = Util.GetGameObject(self.gameObject, "Panel/downBtn/btnAction")
this.btnTenPos = Util.GetGameObject(self.gameObject, "Panel/downBtn/btnTenPos")
this.btntranscript = Util.GetGameObject(self.gameObject, "Panel/downBtn/btntranscript")
this.btnSkill = Util.GetGameObject(self.gameObject, "Panel/downBtn/btnSkill")
table.insert(this.btnList,this.ChangeNameBtn)
table.insert(this.btnList,this.GuildRank)
table.insert(this.btnList,this.btnRedBag)
table.insert(this.btnList,this.btnShop)
table.insert(this.btnList,this.InviteBtn)
table.insert(this.btnList,this.GuildLogBtn)
table.insert(this.btnList,this.btnMumber)
table.insert(this.btnList,this.RequirementBtn)
table.insert(this.btnList,this.ChangeDeclarationBtn)
table.insert(this.btnList,this.btnFete)
table.insert(this.btnList,this.btnAction)
table.insert(this.btnList,this.btnTenPos)
table.insert(this.btnList,this.btntranscript)
table.insert(this.btnList,this.btnSkill)
for type, data in pairs(_GuildBuildConfig) do
if data.btnName then
local btn
for index, value in ipairs(this.btnList) do
if value.gameObject.name == data.btnName then
btn = value
end
end
if btn then
btn:SetActive(data.isOpen)
if data.isOpen then
if data.btnFunc then
Util.AddOnceClick(btn, data.btnFunc)
end
if data.rpType then
BindRedPointObject(data.rpType, Util.GetGameObject(btn, "redpot"))
end
end
end
end
end
--
this.NameAndExp = Util.GetGameObject(self.gameObject, "Panel/NameAndExp")
this.ChangeNameBtn = Util.GetGameObject(this.NameAndExp, "ChangeNameBtn")
this.GuildName = Util.GetGameObject(this.NameAndExp, "name"):GetComponent("Text")
this.GuildLv = Util.GetGameObject(this.NameAndExp, "level/lv"):GetComponent("Text")
this.GuildExp = Util.GetGameObject(this.NameAndExp, "level/Exp"):GetComponent("Text")
this.GuildSlider = Util.GetGameObject(this.NameAndExp, "Slider"):GetComponent("Slider")
this.info = Util.GetGameObject(self.gameObject, "Panel/info")
this.GuildRank = Util.GetGameObject(this.info, "GuildRank")--排名
this.GuildMasterName = Util.GetGameObject(this.info, "master/Text"):GetComponent("Text")--会长
this.GuildMember = Util.GetGameObject(this.info, "member/Text"):GetComponent("Text")--成员
this.rightBtn = Util.GetGameObject(self.gameObject, "Panel/rightBtn")
this.InviteBtn = Util.GetGameObject(this.rightBtn, "InviteBtn")--发消息
this.GuildLogBtn = Util.GetGameObject(this.rightBtn, "GuildLogBtn")--日志
this.RequirementBtn = Util.GetGameObject(this.rightBtn, "RequirementBtn")--入团设置
--军团宣言
this.GuildAnnounce = Util.GetGameObject(self.gameObject, "Panel/declaration/Text"):GetComponent("Text")
this.ChangeDeclarationBtn = Util.GetGameObject(self.gameObject, "Panel/declaration/ChangeDeclarationBtn")
end
--绑定事件(用于子类重写)
function GuildMainCityPanel:BindEvent()
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
this:ClosePanel()
end)
-- 绑定红点
-- BindRedPointObject(RedPointType.Guild_RedPacket, this.btnRedPacketRedPoint)
-- 联盟名字修改
Util.AddClick(this.ChangeNameBtn,function()
local pos = MyGuildManager.GetMyPositionInGuild()
if pos ~= GUILD_GRANT.MASTER and pos ~= GUILD_GRANT.ADMIN then
PopupTipPanel.ShowTipByLanguageId(10912)
return
end
UIManager.OpenPanel(UIName.GuildChangePopup, GUILD_CHANGE_TYPE.NAME)
end)
-- 联盟宣言修改
Util.AddClick(this.ChangeDeclarationBtn,function()
local pos = MyGuildManager.GetMyPositionInGuild()
if pos ~= GUILD_GRANT.MASTER and pos ~= GUILD_GRANT.ADMIN then
PopupTipPanel.ShowTipByLanguageId(10913)
return
end
UIManager.OpenPanel(UIName.GuildChangePopup, GUILD_CHANGE_TYPE.ANNOUNCE)
end)
-- 联盟日志
Util.AddClick(this.GuildLogBtn,function()
UIManager.OpenPanel(UIName.GuildLogPopup)
end)
-- 发布信息
Util.AddClick(this.InviteBtn,function()
local pos = MyGuildManager.GetMyPositionInGuild()
if pos ~= GUILD_GRANT.MASTER and pos ~= GUILD_GRANT.ADMIN then
PopupTipPanel.ShowTipByLanguageId(10914)
return
end
-- 请求发送给公会邀请
ChatManager.RequestSendGuildInvite(function()
PopupTipPanel.ShowTipByLanguageId(10915)
end)
end)
-- 入盟设置
Util.AddClick(this.RequirementBtn,function()
local pos = MyGuildManager.GetMyPositionInGuild()
if pos ~= GUILD_GRANT.MASTER and pos ~= GUILD_GRANT.ADMIN then
PopupTipPanel.ShowTipByLanguageId(10911)
return
end
UIManager.OpenPanel(UIName.GuildChangePopup, GUILD_CHANGE_TYPE.SETTING)
end)
-- 联盟排名
Util.AddClick(this.GuildRank,function()
UIManager.OpenPanel(UIName.RankingSingleListPanel,RankKingList[9])
end)
end
--添加事件监听(用于子类重写)
function GuildMainCityPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Guild.OnQuitGuild, this.OnQuitGuild)
Game.GlobalEvent:AddEvent(GameEvent.Guild.BeKickOut, this.OnQuitGuild)
Game.GlobalEvent:AddEvent(GameEvent.Guild.DismissStatusChanged, this.RefreshStageShow)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshStageShow)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshGuildInfo)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshGuildInfo)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.AttackStageDefendDataUpdate, this.RefreshGetStar)
Game.GlobalEvent:AddEvent(GameEvent.GuildRedPacket.OnCloseRedPointClick, this.CloseRedPointClick)
-- Game.GlobalEvent:AddEvent(GameEvent.Guild.RefreshDeathPosStatus, this.RefreshDeathPos)
Game.GlobalEvent:AddEvent(GameEvent.Guild.DataUpdate, this.RefreshGuildInfo)
end
--移除事件监听(用于子类重写)
function GuildMainCityPanel:RemoveListener()
-- ctrlView.RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.OnQuitGuild, this.OnQuitGuild)
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.BeKickOut, this.OnQuitGuild)
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.DismissStatusChanged, this.RefreshStageShow)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshStageShow)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshGuildInfo)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshGuildInfo)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.AttackStageDefendDataUpdate, this.RefreshGetStar)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildRedPacket.OnCloseRedPointClick, this.CloseRedPointClick)
-- Game.GlobalEvent:RemoveEvent(GameEvent.Guild.RefreshDeathPosStatus, this.RefreshDeathPos)
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.DataUpdate, this.RefreshGuildInfo)
end
--界面打开时调用(用于子类重写)
function GuildMainCityPanel:OnOpen(...)
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 GuildMainCityPanel:OnShow()
self.HeadFrameView:OnShow()
this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Guild })
this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.GongHui })
CheckRedPointStatus(RedPointType.Guild_RedPacket)
CheckRedPointStatus(RedPointType.Guild_Fete)
CheckRedPointStatus(RedPointType.Guild_AidBox)
CheckRedPointStatus(RedPointType.Guild_AidGuild)
CheckRedPointStatus(RedPointType.Guild_AidMy)
CheckRedPointStatus(RedPointType.Guild_MemberApply)
if not PlayerManager.familyId or PlayerManager.familyId == 0 then
this:ClosePanel()
return
end
-- 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
NetManager.RequestMyGuildInfo()
-- 刷新公会战阶段信息
this.RefreshStageShow()
-- 开始定时刷新聊天数据
-- this.ChatTipView:StartCheck()
-- 刷新十绝阵是否开启
-- this.RefreshDeathPos()
-- 开始吧
this._TimeUpdate()
if not this._TimeCounter then
this._TimeCounter = Timer.New(this._TimeUpdate, 1, -1, true)
this._TimeCounter:Start()
end
-- this.FreshPlayerInfo()
-- this.SetPlayerHead()
if not RECHARGEABLE then--(是否开启充值)
-- this.btnRedPacket:SetActive(false)
end
local pos = MyGuildManager.GetMyPositionInGuild()
Util.SetGray(this.InviteBtn, pos == GUILD_GRANT.MEMBER)
Util.SetGray(this.RequirementBtn, pos == GUILD_GRANT.MEMBER)
this.RefreshGuildInfo()
-- MyGuildManager.RequestMyGuildApplyList()
MyGuildManager.RequestMyGuildMembers(function()
MyGuildManager.RequestMyGuildApplyList()
CheckRedPointStatus(RedPointType.Guild_MemberApply)
end)
end
function this.RefreshStageShow()
local curStage = GuildFightManager.GetCurFightStage()
-- 按钮显示,及特殊阶段处理
if curStage == GUILD_FIGHT_STAGE.UN_START then
elseif curStage == GUILD_FIGHT_STAGE.DEFEND then
-- this.btnCheckDefend:SetActive(true)
elseif curStage == GUILD_FIGHT_STAGE.MATCHING then
elseif curStage == GUILD_FIGHT_STAGE.ATTACK then
-- this.btnAttack:SetActive(true)
-- this.btnAttackLog:SetActive(true)
elseif curStage == GUILD_FIGHT_STAGE.COUNTING then
-- this.btnResult:SetActive(true)
local result = GuildFightManager.GetGuildFightResultData()
-- 显示结算完成
if result and _StageNameIcon[curStage] then
-- this.stageName.sprite = Util.LoadSprite(_StageNameIcon[curStage][2])
end
elseif curStage == GUILD_FIGHT_STAGE.EMPTEY then
end
-- 刷新展示信息
this.RefreshGuildInfo()
end
-- 公会基础数据匹配
function this.GuildBaseInfoAdapter(node, data)
local nameText = Util.GetGameObject(node, "name"):GetComponent("Text")
local levelText = Util.GetGameObject(node, "level"):GetComponent("Text")
local levelbg = Util.GetGameObject(node, "lvbg")
local logoSpr = Util.GetGameObject(node, "icon"):GetComponent("Image")
levelText.gameObject:SetActive(data ~= nil)
levelbg.gameObject:SetActive(data ~= nil)
if data then
nameText.text = data.name
levelText.text = data.level
local logoName = GuildManager.GetLogoResName(data.pictureId)
logoSpr.sprite = Util.LoadSprite(logoName)
else
nameText.text = "..."
logoSpr.sprite = Util.LoadSprite("r_gonghui_pipeiwenhao")
end
end
-- 刷新获取星数的显示
function this.RefreshGetStar()
this.myStar.gameObject:SetActive(false)
this.enemyStar.gameObject:SetActive(false)
local curStage = GuildFightManager.GetCurFightStage()
if curStage == GUILD_FIGHT_STAGE.ATTACK or curStage == GUILD_FIGHT_STAGE.COUNTING then
this.myStar.gameObject:SetActive(true)
this.enemyStar.gameObject:SetActive(true)
local myGetStar, enemyGetStar = GuildFightManager.GetBothGetStarNum()
this.myStar.text = myGetStar
this.enemyStar.text = enemyGetStar
end
end
-- 计时显示
local _BGMFlag = nil
function this._TimeUpdate()
local curStage = GuildFightManager.GetCurFightStage()
if curStage == GUILD_FIGHT_STAGE.DISSMISS or curStage == GUILD_FIGHT_STAGE.CLOSE then
if not _BGMFlag or _BGMFlag == 1 then
_BGMFlag = 0
SoundManager.PlayMusic(SoundConfig.BGM_Guild)
end
return
end
local guildFightData = GuildFightManager.GetGuildFightData()
local startTime = guildFightData.startTime
local curTime = GetTimeStamp()
if guildFightData.type == GUILD_FIGHT_STAGE.UN_START and curTime < startTime then
local leftTime = startTime - curTime
leftTime = leftTime < 0 and 0 or leftTime
-- this.stageTime.text = string.format(GetLanguageStrById(10929), 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(GetLanguageStrById(10930), 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)
-- DeathPosManager.status = msg.status
-- CheckRedPointStatus(RedPointType.Guild_DeathPos)--阶段切换时 检测红点
-- end)
-- end
function this.RefreshGuildInfo()
local guildData = MyGuildManager.GetMyGuildInfo()
local curGuildlv = guildData.levle
local curGuildLevelInfo = ConfigManager.GetConfigData(ConfigName.GuildLevelConfig, curGuildlv)
local masterInfo = MyGuildManager.GetMyGuildMasterInfo()
this.GuildName.text = guildData.name
this.GuildAnnounce.text = guildData.annouce
this.GuildLv.text = curGuildlv
if masterInfo then
this.GuildMasterName.text = GetLanguageStrById(masterInfo.userName)
else
this.GuildMasterName.text = "..."
end
this.GuildMember.text = string.format("%s / %s", guildData.totalNum, curGuildLevelInfo.Num)
this.GuildExp.text = string.format("%s/%s", guildData.exp, curGuildLevelInfo.Exp)
this.GuildSlider.value = guildData.exp/curGuildLevelInfo.Exp
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()
-- SubUIManager.Close(this.ChatTipView)
SubUIManager.Close(self.HeadFrameView)
SubUIManager.Close(this.UpView)
SubUIManager.Close(this.BtView)
-- 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, "redpot"))
end
end
end
-- 清除红点
-- ClearRedPointObject(RedPointType.Guild_RedPacket, this.btnRedPacketRedPoint)
end
return GuildMainCityPanel