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- DailyRechargeSubView = DailyRechargeSubView or BaseClass(BaseItem)
- local DailyRechargeSubView = DailyRechargeSubView
-
- -- DailyRechargeSubView.Width = 200
- -- DailyRechargeSubView.Height = 90
-
- function DailyRechargeSubView:__init(parent_wnd,prefab_asset,layer_name,sub_type)
- self.base_file = "dailyRecharge"
- self.layout_file = "DailyRechargeSubView"
- self.layer_name = layer_name
- self.model = RechargeActivityModel:getInstance()
-
- self.base_type = CustomActivityModel.CustomActBaseType.DAILY_RECHARGE
- self.sub_type = sub_type or CustomActivityModel:getInstance():getActMinSubType(CustomActivityModel.CustomActBaseType.DAILY_RECHARGE)
- self.model:SetDailyRechargeLoginCookie(self.sub_type)
- self.model:CheckDailyRechargeMainIconRedDot(self.sub_type)
- self.select_index = 4
- self.show_tab_extra = false
-
- self.light_pos_index = {
- [1] = 151,
- [2] = 77,
- [3] = 5,
- [4] = -67,
- [5] = -141,
- }
- self.first_open = true
-
- self:Load()
- end
-
- function DailyRechargeSubView:Load_callback()
- self.nodes = {
-
- "scroll_1", "scroll_1/Viewport/Content_1",
-
- "lb_des_1:tmp",
-
- "btn_1:img:obj","red_mid_1:obj", "pelletBtn/pelletBtnRed:obj",
- "btn_1/lb_btn_1:tmp","nameText:tmp", "closeBtn:obj", "pelletBtn:obj",
-
- --页签相关
- "tabScroll/Viewport/tabCon/lb_2:obj:tmp", "tabScroll/Viewport/tabCon/red_3:obj", "tabScroll/Viewport/tabCon/red_4:obj", "tabScroll/Viewport/tabCon/red_2:obj", "tabScroll/Viewport/tabCon/red_1:obj", "tabScroll/Viewport/tabCon/lb_4:obj:tmp", "tabScroll/Viewport/tabCon/lb_3:obj:tmp",
- "tabScroll/Viewport/tabCon/lb_5:obj:tmp", "tabScroll/Viewport/tabCon/red_5:obj", "tabScroll/Viewport/tabCon/lb_1:obj:tmp", "tabScroll/Viewport/tabCon/di_select:obj:img",
- "tabScroll/Viewport/tabCon/di_tab_5:obj",
- "tabScroll/Viewport/tabCon/lb_4_cur:tmp", "tabScroll/Viewport/tabCon/lb_5_cur:tmp", "tabScroll/Viewport/tabCon/lb_1_cur:tmp", "tabScroll/Viewport/tabCon/lb_2_cur:tmp", "tabScroll/Viewport/tabCon/lb_3_cur:tmp",
- "tabScroll/Viewport/tabCon/di_tab_1:obj", "tabScroll/Viewport/tabCon/di_tab_2:obj", "tabScroll/Viewport/tabCon/di_tab_3:obj", "tabScroll/Viewport/tabCon/di_tab_4:obj",
- "tabScroll/Viewport/tabCon/tab_name1:tmp", "tabScroll/Viewport/tabCon/tab_name5:tmp", "tabScroll/Viewport/tabCon/tab_name2:tmp", "tabScroll/Viewport/tabCon/tab_name4:tmp", "tabScroll/Viewport/tabCon/tab_name3:tmp",
- "bg:raw", "showBg:img", "tabScroll:scroll", "tabScroll/Viewport/tabCon",
-
- --气泡头像称号相关节点
- "dressCon:obj","dressCon/designationImg:img:obj", "dressCon/imgCon:img:obj","dressCon/bubbleCon",
- "dressCon/headCon","roleCon:obj","effect:obj",
- "awardEffect", "btn_1/goBtnEffect",
- }
- self:GetChildren(self.nodes)
-
-
-
- lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("dailyRecharge_bg2"), false)
-
- -- 称号起点位置
- self.ori_dsg_pos = self.dressCon.anchoredPosition.y + 70
- SetAnchoredPositionY(self.dressCon, self.ori_dsg_pos)
- self.up_dsg_pos = self.ori_dsg_pos + 15
- self.down_dsg_pos = self.ori_dsg_pos - 15
- self:ArrowAnimation(0)
-
- self:AddEvents()
- self:UpdateView()
- end
-
- function DailyRechargeSubView:AddEvents( )
- local function call_back( target )
- if target == self.di_tab_1_obj then
- self.wait_change_next_time = nil
- self.select_index = 1
- -- self.select_index = self.show_tab_extra and self.select_index or self.select_index - 1
- self:UpdateView()
- elseif target == self.di_tab_2_obj then
- self.wait_change_next_time = nil
- self.select_index = 2
- -- self.select_index = self.show_tab_extra and self.select_index or self.select_index - 1
- self:UpdateView()
- elseif target == self.di_tab_3_obj then
- self.wait_change_next_time = nil
- self.select_index = 3
- -- self.select_index = self.show_tab_extra and self.select_index or self.select_index - 1
- self:UpdateView()
- elseif target == self.di_tab_4_obj then
- self.wait_change_next_time = nil
- self.select_index = 4
- -- self.select_index = self.show_tab_extra and self.select_index or self.select_index - 1
- self:UpdateView()
- elseif target == self.di_tab_5_obj then
- self.wait_change_next_time = nil
- self.select_index = 5
- -- self.select_index = self.show_tab_extra and self.select_index or self.select_index - 1
- self:UpdateView()
- elseif target == self.btn_1_obj then
- if not self.act_list then return end
- local grade = self.tab_list[self.select_index].grade
- local status_1 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 1, "status")--领取状态
- if status_1 == 1 then
- --可领取--已领取
- CustomActivityModel:getInstance():Fire(CustomActivityModel.PROTO_CCMD_EVENT,33105,self.base_type,self.sub_type,grade)
- self.wait_change_next_time = TimeUtil:getServerTime()--一定时间内返回的更新函数会自动切换标签
- elseif status_1 == 2 then
- Message.show("该档位奖励已领取!","fault")
- else
- OpenFun.Open(450,1)
- end
- elseif target == self.closeBtn_obj then
- if self.close_call_back then
- self.close_call_back()
- end
- elseif target == self.pelletBtn_obj then
- if self.pellet_call_back then
- self.pellet_call_back()
- end
- end
- end
- AddClickEvent(self.di_tab_1_obj,call_back,false)
- AddClickEvent(self.di_tab_2_obj,call_back,false)
- AddClickEvent(self.di_tab_3_obj,call_back,false)
- AddClickEvent(self.di_tab_4_obj,call_back,false)
- AddClickEvent(self.di_tab_5_obj,call_back,false)
- AddClickEvent(self.btn_1_obj,call_back,false)
- AddClickEvent(self.closeBtn_obj,call_back,false)
- AddClickEvent(self.pelletBtn_obj,call_back,false)
-
-
-
- local function UPDATE_TODAY_RECHARGE_INFO( )
- self:UpdateView()
- end
- self:BindEvent(self.model, RechargeActivityModel.UPDATE_TODAY_RECHARGE_INFO, UPDATE_TODAY_RECHARGE_INFO)
-
- local function UPDATE_ACTIVITY_INFO( base_type )
- if base_type == self.base_type then
- self:UpdateView()
- end
- end
- self:BindEvent(CustomActivityModel:getInstance(), CustomActivityModel.UPDATE_ACTIVITY_INFO, UPDATE_ACTIVITY_INFO)
- end
-
- function DailyRechargeSubView:CheckShowNum( )
- self.show_tab_extra = false
- self.act_list = CustomActivityModel:getInstance():getOneActRewardList(self.base_type,self.sub_type)
- self.tab_list = self.model:GetDailyRechargeTabList( self.sub_type )
- if (not self.tab_list) or (not self.act_list) then return end
- -------------------------
- local grade = self.tab_list[#self.tab_list].grade
- local condition_list_1 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 1, "condition_list")--条件列表
- local need_add = self.model:GetConditionInfo(condition_list_1,"show_gold")--需要充值额
- local today_add = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 1, "progress")--今日已经充值
- self.show_tab_extra = tonumber(today_add) >= tonumber(need_add)
-
- if self.wait_change_next_time then
- if TimeUtil:getServerTime() - self.wait_change_next_time <= 2 then
- self.first_open = true
- end
- end
-
- if self.first_open then
- --(0未达成 1未领 2已领)
- --玩家打开界面时如果有可领取的档位,则默认焦距在最小的可领取档位,如无可领取档位,则聚焦在玩家未达成的最小档位
- local min_can_get = false
- local min_no_get = false
- for i,v in pairs(self.tab_list) do
- if i == 5 and (not self.show_tab_extra) then
- --消费够了,但是充值不够,隐藏页签不开
- else
- local status_1 = self.model:GetInfoFromActList(self.act_list.reward_list, v.grade, 1, "status")--领取状态
- local status_2 = self.model:GetInfoFromActList(self.act_list.reward_list, v.grade, 2, "status")--领取状态
- if not min_can_get then
- if (status_1 == 1) or (status_2 == 1) then
- min_can_get = i
- end
- end
- if (status_1 == 0) or (status_2 == 0) then
- min_no_get = i
- end
- end
- end
- -------------------------
- self.select_index = false
- self.select_index = min_can_get
- self.select_index = self.select_index or min_no_get
- self.select_index = self.select_index or 4
- -------------------------
- self.first_open = false
- end
- end
-
- function DailyRechargeSubView:UpdateView( )
- if not self.is_loaded then return end
- self:CheckShowNum()
- self:RefreshLeft()
- self:RefreshMid()
- self:RefreshRed()
- if self.swith_tab_index ~= self.select_index then
- self.swith_tab_index = self.select_index
- self:PlaySwithTabAnim()
- end
- end
-
- function DailyRechargeSubView:RefreshLeft( )
- --奖励配置
- local tab_len = self.show_tab_extra and 5 or 4
- for i=1,tab_len do
- local name_list = self.tab_list[i] and Split(self.tab_list[i].name,"@") or {"",""}
- if self.select_index == i then
- self["lb_" .. i .. "_tmp"].text = ""
- self["lb_" .. i .. "_cur_tmp"].text = name_list[1] or ""
- else
- self["lb_" .. i .. "_tmp"].text = name_list[1] or ""
- self["lb_" .. i .. "_cur_tmp"].text = ""
- end
- self["tab_name" .. i .. "_tmp"].text = name_list[2] or ""
- end
- self.di_select_obj:SetActive(true)
- local pos_x,pos_y = GetAnchoredPosition(self["di_tab_"..self.select_index])
- SetAnchoredPositionY(self.di_select.transform, pos_y+1)
- lua_resM:setImageSprite(self, self.di_select_img, "dailyRecharge_asset", self.select_index >= 4 and "dailyRecharge_di_66" or "dailyRecharge_di_6")
-
- local scroll_pos_x,scroll_pos_y = GetAnchoredPosition(self.tabCon)
- SetAnchoredPositionY(self.tabCon.transform, self.select_index==5 and 90 or scroll_pos_y)
-
- self.tabScroll_scroll.enabled = self.show_tab_extra
- self.lb_5_obj:SetActive(self.show_tab_extra)
- self.di_tab_5_obj:SetActive(self.show_tab_extra)
- self.tab_name5.gameObject:SetActive(self.show_tab_extra)
- if not self.show_tab_extra then
- self.lb_5_cur_tmp.text = ""
- end
- end
-
- function DailyRechargeSubView:RefreshMid( )
- if (not self.act_list) or (not self.tab_list) then return end
- local grade = self.tab_list[self.select_index].grade
- self.nameText_tmp.text = Trim(self.tab_list[self.select_index].desc)
- --(0未达成 1未领 2已领)
- local status_1 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 1, "status")--领取状态
- local status_2 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 2, "status")--领取状态
- local condition_list_1 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 1, "condition_list")--条件列表
- local condition_list_2 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 2, "condition_list")--条件列表
-
- local have_get_add = status_1 == 2--已领取1
- local today_add = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 1, "progress")--今日已经充值
- local need_add = self.model:GetConditionInfo(condition_list_1,"gold")--需要充值额
- self:ClearUIEffect(self.goBtnEffect)
- if tonumber(today_add) >= tonumber(need_add) then
- self.lb_des_1_tmp.text = "<color=#2cf89a>今日已达标</color>"
- SetImageGray( self.btn_1_img, have_get_add )
- self.lb_btn_1_tmp.text = have_get_add and "已领取" or "领取"
- SetTMPSharedMaterial(self.lb_btn_1_tmp, have_get_add and ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkGrayBtn or ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkOrangeBtn)
- else
- -- self.lb_des_1_tmp.text = string.format( "今日充值:%s %d / %s",
- -- WordManager:GetMoneyFaceStr( 1 ), today_add, HtmlColorTxt( need_add , '#fdffc2') )
- self.lb_des_1_tmp.text = string.format( "还需充值:%s <size=115%%>%s</size>",
- WordManager:GetMoneyFaceStr( 1 ), HtmlColorTxt(need_add - today_add, ColorUtil.GREEN_DARK))
- SetImageGray( self.btn_1_img, false )
- self.lb_btn_1_tmp.text = "充点小钱"
- SetTMPSharedMaterial(self.lb_btn_1_tmp, ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkOrangeBtn)
- end
- if status_1 ~= 2 then
- self:AddUIEffect("ui_icon02", self.goBtnEffect, self.layer_name, Vector3(0, 0, 0), 1, true)
- end
- self.red_mid_1_obj:SetActive(status_1 == 1)
-
- self.pelletBtnRed_obj:SetActive(self.model:GetPelletRed())
-
- --这里展示聚焦特效逻辑
- self:ClearUIEffect(self.awardEffect)
- local need_show_jujiao_effect = true
- if status_1 == 2 or not self.model.need_show_daily_recharge_effect or self.select_index ~= 4 then
- need_show_jujiao_effect = false
- else
- local cookie_bool = self.model:GetDailyActCookie(self.model.need_show_daily_recharge_effect)
- if not cookie_bool then
- self.model:SetDailyActCookie(self.model.need_show_daily_recharge_effect)
- else
- need_show_jujiao_effect = false
- end
- self.model.need_show_daily_recharge_effect = false
- end
- if need_show_jujiao_effect then
- self:AddUIEffect("ui_jujiaodianji", self.awardEffect, "Activity", Vector3(39,-39,0), 1, true)
- end
-
- local function get_start_x( goods_num )
- local off_x = 7
- if goods_num <= 6 then
- off_x = off_x + (6-goods_num) * 51 + 5
- end
- return off_x
- end
- local show_list_1 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 1, "reward_info")
- self.award_item_con_1 = self.award_item_con_1 or self:AddUIComponent(UI.ItemListCreator)
- -- data_list = sort_award(show_list_1),
- self.mode_goods = show_list_1[1]
- local tab_info_list = {
- data_list = show_list_1,
- item_con = self.Content_1,
- scroll_view = self.scroll_1,
- obj_pool_type = UIObjPool.UIType.AwardItem,
- item_width = 78,
- item_height = 78,
- start_x = 14,
- start_y = -17,
- space_x = 16,
- space_y = 15,
- create_frequency = 0.01,
- show_col = 4,
- alignment = UnityEngine.TextAnchor.UpperLeft,
- on_update_item = function(item, i, v)
- item:SetIsAct(true)
- item:SetDataWithMapId(v.goods_id, v.goods_count, v.goods_kind)
- item:SetItemSize(78, 78)
- if (self.select_index == 4 or self.select_index == 5) and i == 1 then
- item:SetNumLimitVisible(true,32)
- else
- item:SetNumLimitVisible(false)
- end
- if i == 1 and self.select_index == 4 and need_show_jujiao_effect then
- local function call_back( target,x,y )
- self:ClearUIEffect(self.awardEffect)
- UIToolTipMgr:getInstance():AppendGoodsTips(v.goods_id, x, y,nil,nil,nil,nil,true)
- end
- item:SetCallBack(call_back)
- end
- end,
- }
- self.award_item_con_1:UpdateItems(tab_info_list)
- -------------------------
-
- if self.tab_list[self.select_index] and self.tab_list[self.select_index].condition_list then
- local conditon = self.tab_list[self.select_index].condition_list
- local show_data = nil
- for i,v in ipairs(conditon) do
- if v[1] == "show" then
- show_data = v
- elseif v[1] == "show_bg_res" then
- lua_resM:setOutsideImageSprite(self, self.showBg_img, GameResPath.GetRechargeActivityImage(Trim(v[2])), true)
- end
- end
- if show_data then
- self:UpdateModelCon(show_data)
- else
- self:UpdateImage()
- end
- end
- end
-
- function DailyRechargeSubView:RefreshRed( )
- if (not self.act_list) or (not self.tab_list) then return end
- local tab_len = self.show_tab_extra and 5 or 4
- local index = false
- local grade = false
- local status_1 = false
- local status_2 = false
- for i=1,tab_len do
- grade = self.tab_list[i].grade
- status_1 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 1, "status")--领取状态
- status_2 = self.model:GetInfoFromActList(self.act_list.reward_list, grade, 2, "status")--领取状态
- self["red_" .. i .. "_obj"]:SetActive(status_1 == 1 or status_2 == 1)
- end
- if not self.show_tab_extra then
- self.red_5_obj:SetActive(false)
- end
- end
-
- function DailyRechargeSubView:__delete( )
- self:ClearUIEffect(self.awardEffect)
- self:ClearUIEffect(self.goBtnEffect)
- self:StopSwithTabAnim()
- self:DeleteDressEffect()
- self:ClearUIEffect(self.effect)
- self:StopAnim()
- end
-
-
- function DailyRechargeSubView:UpdateImage( )
- self.roleCon_obj:SetActive(false)
- self.imgCon_obj:SetActive(true)
- self.dressCon_obj:SetActive(true)
- self.bubbleCon.gameObject:SetActive(false)
- self.designationImg.gameObject:SetActive(false)
- self.headCon.gameObject:SetActive(false)
- if self.mode_goods and self.mode_goods.goods_id then
- local goods_base_vo = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.mode_goods.goods_id)
- if goods_base_vo and goods_base_vo.goods_icon then
- if self.enlarge == 1 then--自动放大
- local is_design = false
- for k,v in pairs(Config.Dsgt) do
- if v.goods_id == goods_base_vo.goods_icon then
- is_design = true
- break
- end
- end
- if is_design then
- local designation_id = DesignationModel:GetInstance():GetDesignationIdByGoodsId(goods_base_vo.goods_icon)
- lua_resM:setOutsideImageSprite(self, self.imgCon_img, GameResPath.GetDesignImage(designation_id))
- SetSizeDelta(self.imgCon,256,105)
- else
- lua_resM:setOutsideImageSprite(self, self.imgCon_img, GameResPath.GetGoodsIcon(goods_base_vo.goods_icon))
- SetSizeDelta(self.imgCon,200,200)
- end
- else
- if LimitGiftConst.ResByGoodsId[self.mode_goods.goods_id] then
- local resname = LimitGiftConst.ResByGoodsId[self.mode_goods.goods_id]
- lua_resM:setOutsideImageSprite(self, self.imgCon_img, GameResPath.GetLimitGiftImage(resname),true)
- end
- end
- end
- end
- end
-
- --图片上下移动
- function DailyRechargeSubView:ArrowAnimation(time)
- self:StopAnim()
- local call_fun = function ()
- local function onCompleted()
- self:ArrowAnimation(time)
- end
- self.dsgcon_move_up_id = TweenLite.to(self, self.dressCon, TweenLite.UiAnimationType.POSY, self.up_dsg_pos, 1.2, onCompleted)
- end
- local onDelay = function( )
- self.dsg_con_move_down_id = TweenLite.to(self, self.dressCon, TweenLite.UiAnimationType.POSY, self.down_dsg_pos, 1.2, call_fun)
- end
- self.dsg_move_delay_id = setTimeout(onDelay, time)
- end
-
- function DailyRechargeSubView:StopAnim()
- if self.dsg_con_move_down_id then
- TweenLite.Stop(self.dsg_con_move_down_id)
- self.dsg_con_move_down_id = nil
- end
- if self.dsgcon_move_up_id then
- TweenLite.Stop(self.dsgcon_move_up_id)
- self.dsgcon_move_up_id = nil
- end
- if self.dsg_move_delay_id then
- GlobalTimerQuest:CancelQuest(self.dsg_move_delay_id)
- self.dsg_move_delay_id = nil
- end
- end
-
- --更新模型
- function DailyRechargeSubView:UpdateModelCon( figure_data )
- if figure_data then
- local show_type = tonumber(figure_data[2])
- self.imgCon_obj:SetActive(show_type == 1)
- self.roleCon_obj:SetActive(show_type == 2)
- self.dressCon_obj:SetActive(show_type == 3 or show_type == 1)
- if show_type == 1 then -- 展示图片
- self.bubbleCon.gameObject:SetActive(false)
- self.designationImg.gameObject:SetActive(false)
- self.headCon.gameObject:SetActive(false)
- elseif show_type == 2 then -- 展示模型
- local model_cfg = CustomActivityModel:getInstance():GetActModelConShowCfg(self.base_type,tonumber(figure_data[3]),tonumber(figure_data[4]))
- local scale = model_cfg and model_cfg.scale or 200
- local position = model_cfg and model_cfg.position or Vector3(0,0,-300)
- local career = RoleManager.Instance.mainRoleInfo.career
- if tonumber(figure_data[3]) == FuncOpenModel.TypeId.FWeapon then--武器位置调高一点
- if career == 3 or career == 4 then
- scale = scale*1.7
- position = Vector3(0,0,-300)
- end
- end
- if figure_data[1] == "show" then
- local res_data = {
- father_node = self,
- transform = self.roleCon,
- fashion_type = tonumber(figure_data[3]),
- raycast_size = Vector2(0,0),
- scale = scale,
- figure_id = tonumber(figure_data[4]),
- position = position,
- layer_name = self.layer_name,
- ui_model_type = UIModelCommon.ModelType.Model,
- show_shadow = false,
- use_bloom = false,
- }
- FuncOpenModel:getInstance():SetModelRes(res_data)
- else
-
- end
- elseif show_type == 3 then -- 展示称号/气泡/头像
- local dress_type = tonumber(figure_data[3])
- self.bubbleCon.gameObject:SetActive(dress_type == FuncOpenModel.DressTypeId.Pupple)
- self.designationImg.gameObject:SetActive(dress_type == FuncOpenModel.DressTypeId.Design)
- self.headCon.gameObject:SetActive(dress_type == FuncOpenModel.DressTypeId.RoleHead or dress_type == FuncOpenModel.DressTypeId.Head)
- if dress_type == FuncOpenModel.DressTypeId.Design then--称号
- self:UpdateDesignShow(figure_data)
- elseif dress_type == FuncOpenModel.DressTypeId.Head then--头像框
- self:UpdateHead(figure_data)
- elseif dress_type == FuncOpenModel.DressTypeId.RoleHead then--头像
- self:UpdateRoleHead(figure_data)
- elseif dress_type == FuncOpenModel.DressTypeId.Pupple then--气泡
- self:UpdatePupple(figure_data)
- end
- end
- else
- -- 什么都不展示的话,就可以发现问题
- self.imgCon_obj:SetActive(false)
- self.roleCon_obj:SetActive(false)
- self.dressCon_obj:SetActive(false)
- end
- end
-
- -- 更新称号效果
- function DailyRechargeSubView:UpdateDesignShow(dsg_data)
- local data = {
- parent = self,
- dress_id = dsg_data[4],
- designationImg = self.designationImg,
- }
- FuncOpenModel:getInstance():ShowDesign(data)
- end
-
- --更新头像框
- function DailyRechargeSubView:UpdateHead( dsg_data )
- if not self.mainRoleHeadItem then
- self.mainRoleHeadItem = HeadRoleItem.New(self.headCon)
- self.mainRoleHeadItem:SetItemSize(180,180)
- end
- local data = {
- parent = self,
- dress_id = dsg_data[4],
- mainRoleHeadItem = self.mainRoleHeadItem,
- }
- FuncOpenModel:getInstance():ShowHead(data)
- end
-
- --更新头像
- function DailyRechargeSubView:UpdateRoleHead( dsg_data )
- if not self.mainRoleHeadItem then
- self.mainRoleHeadItem = HeadRoleItem.New(self.headCon)
- self.mainRoleHeadItem:SetItemSize(180,180)
- end
- local data = {
- parent = self,
- dress_id = dsg_data[4],
- mainRoleHeadItem = self.mainRoleHeadItem,
- }
- FuncOpenModel:getInstance():ShowRoleHead(data)
- end
-
- --更新气泡
- function DailyRechargeSubView:UpdatePupple( dsg_data )
- SetSizeDelta(self.bubbleCon, 250, 70)
- local data = {
- parent = self,
- dress_id = dsg_data[4],
- bubbleCon = self.bubbleCon,
- }
- FuncOpenModel:getInstance():ShowBubble(data)
- end
-
- function DailyRechargeSubView:DeleteDressEffect( )
- if self.designationImg then
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.designationImg.transform)
- end
- if self.mainRoleHeadItem ~= nil then
- self.mainRoleHeadItem:DeleteMe()
- self.mainRoleHeadItem = nil
- end
- end
-
- --设置方法回调
- function DailyRechargeSubView:SetFuncCallBack( pellet_call_back,close_call_back )
- self.pellet_call_back = pellet_call_back
- self.close_call_back = close_call_back
- end
-
-
- -- 播放切换页签动画
- function DailyRechargeSubView:PlaySwithTabAnim( )
- self:StopSwithTabAnim()
- -- 隐藏并调整目标节点
- self.showBg_img.color = Color(1,1,1,0)
- local offer_x = KfActivityConst.LimitShopOfferX + 50
- SetAnchoredPositionX(self.showBg, -78 - offer_x)
-
- -- 进度百分比回调
- local function cg_callback(percent)
- self.showBg_img.color = Color(1,1,1,percent)
- SetAnchoredPositionX(self.showBg, -78 + offer_x * (percent - 1))
- end
- local pec_action = cc.CustomUpdate.New(KfActivityConst.LimitShopTime+0.1, cg_callback)
- cc.ActionManager:getInstance():addAction(pec_action, self.showBg)
- end
-
- function DailyRechargeSubView:StopSwithTabAnim( )
- if self.is_loaded then
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.showBg)
- end
- end
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