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- CSMainAppointAllRoleListItem = CSMainAppointAllRoleListItem or BaseClass(BaseItem)
- local CSMainAppointAllRoleListItem = CSMainAppointAllRoleListItem
-
- function CSMainAppointAllRoleListItem:__init()
- self.base_file = "csMain"
- self.layout_file = "CSMainAppointAllRoleListItem"
- self.model = CSMainModel:getInstance()
-
- self.role_item_list = {}
-
- self:Load()
- end
-
- function CSMainAppointAllRoleListItem:Load_callback()
- self.nodes = {
- "bg2:img", "bg1:img", "roleCon", "time:tmp",
- }
- self:GetChildren(self.nodes)
-
- lua_resM:setOutsideImageSprite(self, self.bg1_img, GameResPath.GetCSMainImage("cs_main_appoint_bottom_2_short"))
- lua_resM:setOutsideImageSprite(self, self.bg2_img, GameResPath.GetCSMainImage("cs_main_appoint_bottom_1"))
-
- self:AddEvents()
- if self.need_refreshData then
- self:UpdateView()
- end
- end
-
- function CSMainAppointAllRoleListItem:AddEvents( )
-
- end
-
- function CSMainAppointAllRoleListItem:UpdateView( )
- self.time_tmp.text = string.format("[%s]",TimeUtil:timeConversion(self.data.issue, "yyyy.mm.dd"))
-
- local role_list = {}
- local my_ser_num = RoleManager.Instance.mainRoleInfo.server_num
- for i,v in ipairs(self.data.servers) do
- if v.ser_num == my_ser_num then
- for k,v in pairs(v.directors) do
- role_list[v.pos] = v
- end
- end
- end
-
- for k,v in pairs(self.role_item_list) do
- v:SetVisible(false)
- end
- for i=1,7 do
- local item = self.role_item_list[i]
- if not item then
- item = CSMainAppointRoleItem.New(self.roleCon)
- self.role_item_list[i] = item
- end
-
- if i == 1 then
- item:SetAnchoredPosition(-130 , 92)
- elseif i == 2 then
- item:SetAnchoredPosition(0 , 92)
- elseif i == 3 then
- item:SetAnchoredPosition(130 , 92)
- elseif i == 4 then
- item:SetAnchoredPosition(-195 , -88)
- elseif i == 5 then
- item:SetAnchoredPosition(-65 , -88)
- elseif i == 6 then
- item:SetAnchoredPosition(65 , -88)
- elseif i == 7 then
- item:SetAnchoredPosition(195 , -88)
- end
-
- item:SetVisible(true)
- item:SetData(role_list[i],i)
- end
- end
-
- function CSMainAppointAllRoleListItem:SetData( data )
- self.data = data
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function CSMainAppointAllRoleListItem:__delete( )
- for i, v in ipairs(self.role_item_list) do
- v:DeleteMe()
- end
- self.role_item_list = {}
- end
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