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- BlockSettingView = BlockSettingView or BaseClass(BaseItem)
-
- -- 挂机设置界面
-
- function BlockSettingView:__init(parent)
- self.base_file = "setting"
- self.layout_file = "BlockSettingView"
- self.block_item_list = {}
- self.block_item_list_2 = {}
- self.block_list = {}
- self.block_list_2 = {}
- self.model = GameSettingModel:GetInstance()
- self:Load()
- end
-
- function BlockSettingView:Load_callback()
- self:LoadSuccess()
- self:InitEvent()
- end
-
- function BlockSettingView:LoadSuccess()
- self.block_con = self:GetChild("block_con")
- self.block_con_2 = self:GetChild("block_con_2")
- self.help_btn = self:GetChild("help_btn").gameObject
-
- self:InitBlockItem()
-
- if self.need_refreshData then
- self:SetData()
- end
- end
-
- function BlockSettingView:InitBlockItem()
- for k,v in pairs(Config.ConfigBlockSetting.Blocklist) do
- if v.id <= 6 then
- table.insert(self.block_list,v)
- else
- table.insert(self.block_list_2,v)
- end
- end
-
- if self.block_list == nil or #self.block_list == 0 then return end
- if self.block_list_2 == nil or #self.block_list_2 == 0 then return end
-
- local item
- local call_back = function(symbol,state)
- self:SetBlock(symbol,state)
- end
-
- for i,v in pairs(self.block_list) do
- if self.block_item_list[i] == nil then
- item = BlockSettingItem.New(self.block_con)
- self.block_item_list[i] = item
- end
- item = self.block_item_list[i]
- item:SetData(v,call_back)
- end
- for i,v in pairs(self.block_list_2) do
- if self.block_item_list_2[i] == nil then
- item = BlockSettingItem.New(self.block_con_2)
- self.block_item_list_2[i] = item
- end
- item = self.block_item_list_2[i]
- item:SetData(v,call_back)
- end
-
- end
-
- function BlockSettingView:SetBlock(symbol,state)
- lua_settingM:SetBlockProperty(symbol,state)
- CookieWrapper.Instance:WriteAll()
- end
-
- function BlockSettingView:InitEvent()
- local on_click = function ( click_obj )
- if self.help_btn == click_obj then
- EventSystem.Fire(GlobalEventSystem,EventName.OPEN_INSTRUCTION_VIEW, "102@2")
- end
- end
- AddClickEvent(self.help_btn, on_click)
-
-
- local function return_default(cur_index)
- if not self.is_loaded then return end
- if cur_index == GameSettingModel.TabData.BLOCK then
- self:ReturnDefault()
- end
- end
- self:BindEvent(GameSettingModel:GetInstance(), GameSettingModel.RETURN_ALL_DEFAULT, return_default)
- end
-
- function BlockSettingView:SetData()
- if self.is_loaded then
-
- self:SetBlockData()
- self.need_refreshData = false
- else
- self.need_refreshData = true
- end
- end
-
- function BlockSettingView:SetBlockData()
- if self.block_list == nil then return end
- local state
- if self.block_list_2 == nil then return end
- local state_2
-
- for i,v in pairs(self.block_list) do
- if self.block_item_list[i] then
- state = lua_settingM:GetBlockProperty(v.block_str)
-
- self.block_item_list[i]:SetState(state)
- end
- end
-
- for i,v in pairs(self.block_list_2) do
- if self.block_item_list_2[i] then
- state_2 = lua_settingM:GetBlockProperty(v.block_str)
-
- self.block_item_list_2[i]:SetState(state_2)
- end
- end
- end
-
- function BlockSettingView:__delete()
- -- 界面销毁
- for i,item in pairs(self.block_item_list) do
- item:DeleteMe()
- item = nil
- end
- self.block_item_list = {}
-
- for i,item in pairs(self.block_item_list_2) do
- item:DeleteMe()
- item = nil
- end
- self.block_item_list_2 = {}
- end
-
- function BlockSettingView:ReturnDefault()
- -- 屏蔽设置
- if self.block_list == nil then return end
- local state
- if self.block_list_2 == nil then return end
- local state_2
-
- for i,v in ipairs(self.block_list) do
- if self.block_item_list[i] then
- state = lua_settingM:GetBlockDefualt(v.block_str)
- self.block_item_list[i]:SetState(state)
- lua_settingM:SetBlockProperty(v.block_str,lua_settingM:GetBlockDefualt(v.block_str))
- end
- end
- for i,v in ipairs(self.block_list_2) do
- if self.block_item_list_2[i] then
- state_2 = lua_settingM:GetBlockDefualt(v.block_str)
- self.block_item_list_2[i]:SetState(state_2)
- lua_settingM:SetBlockProperty(v.block_str,lua_settingM:GetBlockDefualt(v.block_str))
- end
- end
-
- end
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