--[[@------------------------------------------------------------------ @description:通用概率界面 @author:huangcong ----------------------------------------------------------------------]] LuckyProbToolTips = LuckyProbToolTips or BaseClass(BaseView) local LuckyProbToolTips = LuckyProbToolTips function LuckyProbToolTips:__init() self.base_file = "common" self.layout_file = "LuckyProbToolTips" self.layer_name = "Activity" self.destroy_imm = true self.use_background = true self.change_scene_close = true 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.hide_maincancas = false --全屏界面需要放开隐藏主UI self.item_list = {} self.model = CommonModel:getInstance() self:AddPreLoadList("common",{"LuckyProbItem"}) self.is_set_zdepth = true self.blur_activity_bg = true self.item_list = {} self.module_id = 416 self.sub_id = 1 self.load_callback = function () self:LoadSuccess() self:AddEvent() end self.open_callback = function ( ) self:OpenSuccess() end self.destroy_callback = function ( ) self:DestroySuccess() end end function LuckyProbToolTips:Open(module_id,sub_id,act_id) self.module_id = module_id or self.module_id self.sub_id = sub_id or self.sub_id self.act_id = act_id or 0 BaseView.Open(self) end function LuckyProbToolTips:OpenSuccess( ) end function LuckyProbToolTips:LoadSuccess() local nodes = { "text2:tmp", "text3:tmp", "text1:tmp", "itemScroll", "itemScroll/Viewport/itemCon", "Window/windowTitleText:tmp", "Window/windowCloseBtn:obj", "Window:raw" } self:GetChildren(nodes) lua_resM:setOutsideRawImage(self, self.Window_raw, GameResPath.GetViewBigBg("lucky_Prob_bg"), false) self.text1_tmp.text = "编号" self.text2_tmp.text = "物品名字" self.text3_tmp.text = "概率" self.windowTitleText_tmp.text = "概率详情" CustomActivityModel:getInstance():Fire(CustomActivityModel.PROTO_CCMD_EVENT, 33109, self.module_id, self.sub_id, self.act_id) end function LuckyProbToolTips:AddEvent() local on_click = function ( click_obj ) if self.windowCloseBtn_obj == click_obj then--取消 self:Close() end end AddClickEvent(self.windowCloseBtn_obj, on_click) local updateViewFunc = function (rates_list) self.rates_list = rates_list self:UpdateView() end self:BindEvent(CustomActivityModel:getInstance(), EventName.UPDATE_LUCKY_RADIO_VIEW, updateViewFunc) end function LuckyProbToolTips:UpdateView() self:UpdateItemList() end function LuckyProbToolTips:UpdateItemList( ) local list = nil if self.rates_list then list = self.rates_list else return end if not list or #list == 0 then return end local sort_func = function ( a, b ) return a.awardid < b.awardid end table.sort(list, sort_func) if not list or TableSize(list) == 0 then return end -- print("huangcong:KfCompetingListCon [97]list: ",list) -- PrintTable(list) if not self.item_list_com then self.item_list_com = self:AddUIComponent(UI.ItemListCreator) end local info = { data_list = list, item_con = self.itemCon, item_class = LuckyProbItem, item_height = LuckyProbItem.Height, space_x = 0, space_y = -0.5, scroll_view = self.itemScroll.transform, create_frequency = 0.02, on_update_item = function(item, i, v) item:SetData(v, i, i) end, } self.item_list_com:UpdateItems(info) end function LuckyProbToolTips:DestroySuccess( ) end