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- GuildCollectRewardView = GuildCollectRewardView or BaseClass(BaseView)
- local GuildCollectRewardView = GuildCollectRewardView
-
- function GuildCollectRewardView:__init()
- self.base_file = "guild"
- self.layout_file = "GuildCollectRewardView"
- self.layer_name = "Activity"
- self.destroy_imm = true
- self.use_background = true
- self.change_scene_close = true
- self.hide_maincancas = true --是否隐藏主界面
- self.append_to_ctl_queue = false --是否要添加进界面堆栈
- self.need_show_money = false --是否要显示顶部的金钱栏
- self.click_bg_toClose = true
-
- self.blur_activity_bg = true
-
- self.model = GuildModel:getInstance()
-
-
-
- self.current_index = nil
-
- self.load_callback = function ()
- self:LoadSuccess()
- self:AddEvent()
- end
- self.open_callback = function ( )
- self:OpenSuccess()
- end
- self.close_win_callback = function ( )
- self:Close()
- end
- self.destroy_callback = function ( )
- self:DestroySuccess()
- end
- end
-
- function GuildCollectRewardView:Open(index)
- self.current_index = index or 1
- BaseView.Open(self)
- end
-
- function GuildCollectRewardView:LoadSuccess()
- local nodes = {
- "bg:raw", "bigTitle:raw",
- "tips2:tmp", "tips1:tmp",
- "ScrollView1", "ScrollView1/Viewport/Content1",
- "ScrollView2", "ScrollView2/Viewport/Content2",
- "ScrollView3", "ScrollView3/Viewport/Content3",
- }
- self:GetChildren(nodes)
-
- lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("default_result_bg1"))
- lua_resM:setOutsideRawImage(self,self.bigTitle_raw,GameResPath.GetGuildImage("guild_collect_reward_title"))
-
- self.tips1_tmp.text = "<color=#fdffc2>点击裂隙</color>可进行封印,封印成功可获得<color=#2CF86F>丰富奖励</color>"
- self.tips2_tmp.text = "<color=#fdffc2>点击宝箱</color>可进行攻击,成功击破可获得<color=#2CF86F>丰富奖励</color>"
-
- end
-
- function GuildCollectRewardView:AddEvent()
-
- end
-
- function GuildCollectRewardView:OpenSuccess()
- local reward_list_1 = stringtotable(self.model:GetGuildCollectKvByKey("seal_reward").value)
- if not self.item_list_com1 then
- self.item_list_com1 = self:AddUIComponent(UI.ItemListCreator)
- end
- local info = {
- data_list = reward_list_1,
- item_con = self.Content1,
- obj_pool_type = UIObjPool.UIType.AwardItem,
- item_width = 78,
- space_x = 16,
- start_x = 5,
- start_y = -5,
- scroll_view = self.ScrollView1,
- -- create_frequency = 0.01,
- on_update_item = function(item, i, v)
- item:SetItemSize(78, 78)
- item:SetData(v[2], v[3])
- end,
- }
- self.item_list_com1:UpdateItems(info)
-
- local reward_list_2 = stringtotable(self.model:GetGuildCollectKvByKey("seal_boss_reward").value)
- if not self.item_list_com2 then
- self.item_list_com2 = self:AddUIComponent(UI.ItemListCreator)
- end
- local info = {
- data_list = reward_list_2,
- item_con = self.Content2,
- obj_pool_type = UIObjPool.UIType.AwardItem,
- item_width = 78,
- space_x = 16,
- start_x = 5,
- start_y = -5,
- scroll_view = self.ScrollView2,
- -- create_frequency = 0.01,
- on_update_item = function(item, i, v)
- item:SetItemSize(78, 78)
- item:SetData(v[2], v[3])
- end,
- }
- self.item_list_com2:UpdateItems(info)
-
- local reward_list_3 = stringtotable(self.model:GetGuildCollectKvByKey("seal_assist_reward").value)
- if not self.item_list_com3 then
- self.item_list_com3 = self:AddUIComponent(UI.ItemListCreator)
- end
- local info = {
- data_list = reward_list_3,
- item_con = self.Content3,
- obj_pool_type = UIObjPool.UIType.AwardItem,
- item_width = 78,
- space_x = 16,
- start_x = 5,
- start_y = -5,
- scroll_view = self.ScrollView3,
- -- create_frequency = 0.01,
- on_update_item = function(item, i, v)
- item:SetItemSize(78, 78)
- item:SetData(v[2], v[3])
- end,
- }
- self.item_list_com3:UpdateItems(info)
- end
-
-
- function GuildCollectRewardView:DestroySuccess( )
-
- end
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