-- <*
-- @Author: Saber
-- @Description: 招财猫活动主界面
-- *>
FortuneCatMainView = FortuneCatMainView or BaseClass(BaseView)
local FortuneCatMainView = FortuneCatMainView
local cos = math.cos
local sin = math.sin
local rad = math.rad
local deg = math.deg
local Quaternion = Quaternion
local TweenFunc = TweenFunc
local ClampAngleType2 = ClampAngleType2
function FortuneCatMainView:__init()
self.base_file = "fortuneCat"
self.layout_file = "FortuneCatMainView"
self.layer_name = "UI"
self.destroy_imm = true
self.use_background = true --全屏界面默认使用这个参数,非全屏界面自行设置
self.blur_activity_bg = false
self.use_show_anim = true
self.use_hide_anim = true
self.hide_maincancas = false
self:AddPreLoadList("fortuneCat", {"FortuneCatRecordItem"})
self.need_refresh_roll_item = false -- 是否需要等待33219协议刷新
self.can_roll = false -- 是否可以抽奖
self.recharge_cost = nil -- 本次抽奖的扣除多少彩钻
self.recharge_condi = nil -- 本次抽奖的累充需求
self.item_pos_radius = 190 -- 抽奖节点分布在容器内的分布半径
self.roll_item_list = {} -- 抽奖节点列表
self.record_item_list = {} -- 抽奖记录节点列表
self.in_rolling_anim = false -- 是否正在抽奖动画中
self.roll_btn_has_effect = false -- 抽奖按钮是否已经有特效了
self.temp_target_id = nil -- 用于在抽取过程中关闭界面直接弹出获奖信息
self.temp_roll_cost = nil -- 缓存本次抽奖的花费
self.tab_index = 1 -- 默认显示全服记录
self.has_update_record = false -- 是否已经更新了一次招财记录
self.model = FortuneCatModel:getInstance()
self.model._is_fc_view_open = true
self.skip_anim = self.model._skip_anim_cache -- 是否跳过动画缓存
self.ca_model = CustomActivityModel:getInstance()
self.open_guide_close = true
self.load_callback = function ()
self:LoadSuccess()
self:AddEvent()
self.model:ShutDownFcLoginRed(self.sub_type)
self.model:Fire(FortuneCatModel.REQUEST_CCMD_EVENT, 33220, self.base_type, self.sub_type)
self.model:Fire(FortuneCatModel.REQUEST_CCMD_EVENT, 33222, self.base_type, self.sub_type)
end
self.open_callback = function ( )
self:UpdateView()
self:StartLightAnim()
end
self.destroy_callback = function ( )
self:DestroySuccess()
-- 抽奖过程中关闭界面直接弹出结果
if self.in_rolling_anim then
self.model:ShowDrawRewardEffect(self.fc_cfg, self.temp_target_id, self.temp_roll_cost)
end
self.model._skip_anim_cache = self.skip_anim
self.model._is_fc_view_open = false
end
end
-- 定制活动子类型
function FortuneCatMainView:Open(sub_type)
self.base_type = CustomActivityModel.CustomActBaseType.FORTUNE_CAT
self.sub_type = sub_type
BaseView.Open(self)
end
function FortuneCatMainView:LoadSuccess()
local nodes = {
"bg:raw", "close_btn:obj", "money_node", "bg/spin_selected:obj",
"skip_anim_tog:obj:tog", -- 跳过动画tog
"ad_img2:obj", -- 广告词2,需要根据条件拉伸
"ad_img3:obj",
"ad_img4:obj", "ad_img4/ad_tip4:tmp",
"light_con_r", "light_con_y", -- 闪光容器
-- 抽奖记录容器
"record_scroll",
"record_scroll/Viewport/record_con",
"no_record:tmp",
-- 招财按钮相关
"roll_btn:obj:img",
"roll_btn/roll_btn_effect",
"roll_btn/roll_spin",
"roll_btn/cost_icon:obj:img",
"roll_btn/btn_lb1:tmp",
"roll_btn/roll_cost:tmp",
"roll_btn/roll_finished:tmp",
-- 奖品节点
"item_con",
-- 招财记录tab
"record_tab1:obj:img",
"record_tab2:obj:img",
"record_tab1/record_tab1_lb:tmp",
"record_tab2/record_tab2_lb:tmp",
-- 招财剩余次数
"roll_left_time:tmp",
-- 活动剩余时间
"left_time:tmp",
-- 招财条件
"buy_condition:tmp",
}
self:GetChildren(nodes)
self.roll_spin.localRotation = Quaternion.Euler(0, 0, -22.5)
self.spin_selected_obj:SetActive(false)
-- 特殊背景节点
self.special_bg_list = {}
-- for i = 1, 8 do
-- self.special_bg_list[i] = {}
-- self.special_bg_list[i].obj = self:GetChild("bg/special_bg" .. i).gameObject
-- end
self.skip_anim_tog_tog.isOn = self.skip_anim
-- 货币栏
self.ui_money_view = UIMoneyView.New(self.money_node)
self.ui_money_view:SetPosition(0,0)
self.ui_money_view:SetData()
self.ui_money_view:ChangeShowFlag("smallWindow2")
self.ui_money_view:ShowMoneyEffect(false)
-- 修改页签文本
self.record_tab1_lb_tmp.text = "全服记录"
self.record_tab2_lb_tmp.text = "个人记录"
self.ad_tip4_tmp.text = "限定次数彩钻翻倍,财运滚滚来!"
lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("fc_main_bg"), false)
end
function FortuneCatMainView:AddEvent()
local function click_event(target)
if target == self.close_btn_obj then
self:Close()
elseif target == self.roll_btn_obj then
self:OnRollBtnClicked()
elseif target == self.record_tab1_obj then
self:OnRecordTabClick(1)
elseif target == self.record_tab2_obj then
self:OnRecordTabClick(2)
elseif target == self.skip_anim_tog_obj then
self.skip_anim = self.skip_anim_tog_tog.isOn
end
end
AddClickEvent(self.close_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
AddClickEvent(self.roll_btn_obj, click_event)
AddClickEvent(self.record_tab1_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
AddClickEvent(self.record_tab2_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
AddClickEvent(self.skip_anim_tog_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
-- 活动配置更新之后要马上刷新整个界面
local function update_after_config_updated()
self:UpdateView()
end
self:BindEvent(self.model, FortuneCatModel.UPDATE_FORTUNE_CAT_CONFIG, update_after_config_updated)
local function update_roll_event_data(sub_type)
if sub_type == self.sub_type then
self:UpdateFcRollInfo()
end
end
self:BindEvent(self.model, FortuneCatModel.UPDATE_FORTUNE_CAT_ROLL_TIME, update_roll_event_data)
local function roll_succeed_func(vo)
if vo and vo.sub_type == self.sub_type then
self.in_rolling_anim = true
self:ClearUIEffect(self.roll_btn_effect)
self.roll_btn_has_effect = false
self.temp_target_id = vo.sort
self.temp_roll_cost = self.recharge_cost
self:StartRollItemAnim(vo.sort)
end
-- debug
-- self:StartRollItemAnim(math.floor(math.random(1, 8)))
end
self:BindEvent(self.model, FortuneCatModel.UPDATE_FORTUNE_CAT_RESULT, roll_succeed_func)
local function update_fc_record(sub_type)
-- if sub_type == self.sub_type and not self.has_update_record then
-- self.has_update_record = true
if sub_type == self.sub_type then
self:UpdateFcRecord()
end
end
self:BindEvent(self.model, FortuneCatModel.UPDATE_FORTUNE_CAT_ROLL_RECORD, update_fc_record)
end
function FortuneCatMainView:UpdateView()
self:UpdateFcEventData()
self:CreateRollItems()
self:OnRecordTabClick()
end
-- 播放闪光动画
function FortuneCatMainView:StartLightAnim( )
if not self.light_anim_action then
cc.ActionManager:getInstance():removeAllActionsFromTarget(self.light_con_r)
local target_scale_x = 1
local function scale_action()
SetLocalScale(self.light_con_r, target_scale_x, 1, 1)
SetLocalScale(self.light_con_y, target_scale_x * -1, 1, 1)
target_scale_x = target_scale_x * -1
end
local delay_action = cc.DelayTime.New(1)
local anim_action = cc.Sequence.New(delay_action, cc.CallFunc.New(scale_action))
self.light_anim_action = cc.RepeatForever.New(anim_action)
cc.ActionManager:getInstance():addAction(self.light_anim_action, self.light_con_r)
end
end
-- 点击记录页签回调 tab_index:1全服记录 2个人纪录
function FortuneCatMainView:OnRecordTabClick(tab_index)
self.tab_index = tab_index or self.tab_index
-- 调整按钮表现
lua_resM:setImageSprite(self, self.record_tab1_img, "fortuneCat_asset", self.tab_index == 1 and "fc_rank_tab2" or "fc_rank_tab1", true)
lua_resM:setImageSprite(self, self.record_tab2_img, "fortuneCat_asset", self.tab_index == 2 and "fc_rank_tab2" or "fc_rank_tab1", true)
self.record_tab1_lb_tmp.color = ColorUtil:ConvertHexToRGBColor(self.tab_index == 1 and "ffffff" or "dadafe")
self.record_tab2_lb_tmp.color = ColorUtil:ConvertHexToRGBColor(self.tab_index == 2 and "ffffff" or "dadafe")
-- 更新排行数据
self:UpdateFcRecord()
end
-- 更新招财猫活动主要信息
function FortuneCatMainView:UpdateFcEventData( )
self.event_data = self.ca_model:getActList(self.base_type, self.sub_type)
self:ClearEventLeftTimeId()
if not self.event_data then return end
local function left_time_func()
local left_time = self.event_data.etime - TimeUtil:getServerTime()
if left_time > 0 then
self.left_time_tmp.text = string.format("活动剩余:%s",
ColorUtil.GREEN_DARK, TimeUtil:qianggouTimeLeft2(left_time))
else
self.left_time_tmp.text = string.format("活动剩余:已结束", ColorUtil.RED_DARK)
self:ClearEventLeftTimeId()
end
end
self.event_left_time_id = GlobalTimerQuest:AddPeriodQuest(left_time_func, 0.5, -1)
left_time_func()
-- 更新招财猫抽奖相关信息
self:UpdateFcRollInfo()
end
-- 更新招财猫抽奖相关信息
function FortuneCatMainView:UpdateFcRollInfo( )
self.roll_time_data = self.model:GetFortuneCatRollTimes(self.base_type, self.sub_type)
self.fc_cfg = self.model:GetFortuneCatConfig(self.base_type, self.sub_type)
-- print("Saber:FortuneCatMainView [start:216] self.fc_cfg ------------------------------------------")
-- PrintTable(self.fc_cfg)
-- 确保这两个数据都有了才加载
if self.roll_time_data and self.fc_cfg then
-- 先判断是否已经抽完了
local is_finished = self.fc_cfg.max_times <= self.roll_time_data.times
-- 这个次数是已抽次数,前端获取配置时要+1
local roll_time = is_finished and self.roll_time_data.times or self.roll_time_data.times + 1
local time_cfg = self.fc_cfg.confs[roll_time]
-- 获取目前充值额度下,还能转盘几次
local left_roll_time = 0
-- 需要额外充值多少获得转盘次数
local need_dia = nil
if not is_finished then
for i = roll_time, self.fc_cfg.max_times do
if self.roll_time_data.recharge >= self.fc_cfg.confs[i].recharge then
left_roll_time = left_roll_time + 1
else
need_dia = self.fc_cfg.confs[i].recharge - self.roll_time_data.recharge
break
end
end
end
-- 抽奖按钮
self.btn_lb1_tmp.text = is_finished and "" or "投入"
self.roll_cost_tmp.text = is_finished and "" or time_cfg.cost
self.roll_finished_tmp.text = is_finished and "已转完" or ""
self.cost_icon_obj:SetActive(not is_finished)
SetImageGray(self.roll_btn_img, is_finished)
-- 居中对齐货币icon和花费
local len1 = self.cost_icon.sizeDelta.x
local len2 = self.roll_cost_tmp.preferredWidth
local offset_x = (161 - len1 - len2 - 2) / 2
SetAnchoredPositionX(self.cost_icon, offset_x)
SetAnchoredPositionX(self.roll_cost, self.cost_icon.anchoredPosition.x + len1 + 2)
-- 剩余次数
self.roll_left_time_tmp.text = string.format("当前可转盘次数:%s次",
left_roll_time == 0 and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK,
left_roll_time)
-- 是否已经获得了所有转盘次数
local get_all_times = left_roll_time + self.roll_time_data.times >= self.fc_cfg.max_times
self.ad_img2_obj:SetActive(not get_all_times)
self.ad_img3_obj:SetActive(not get_all_times)
self.ad_img4_obj:SetActive(get_all_times)
-- 右下方条件文本
self.buy_condition_tmp.text = get_all_times and ""
or (need_dia and string.format("%s彩钻", need_dia > 0 and need_dia or 0) or "")
-- SetSizeDeltaX(self.ad_img2, self.buy_condition_tmp.preferredWidth + 112)
-- 做一个可抽奖的缓存,不可抽奖的时候不发协议
self.can_roll = left_roll_time > 0
self.recharge_cost = not is_finished and tonumber(time_cfg.cost) or nil
self.recharge_condi = not is_finished and tonumber(time_cfg.recharge) or nil
-- 添加特效
if not self.in_rolling_anim and self.can_roll
and self.recharge_cost and GoodsModel:getInstance():IsJinEnough(self.recharge_cost) then
if not self.roll_btn_has_effect then
self:AddUIEffect("ui_bianqiang", self.roll_btn_effect, self.layer_name, nil, {x=2.7,y=2.7}, true, nil, nil, nil, nil, nil)
self.roll_btn_has_effect = true
end
else
self:ClearUIEffect(self.roll_btn_effect)
self.roll_btn_has_effect = false
end
end
end
function FortuneCatMainView:ClearEventLeftTimeId( )
if self.event_left_time_id then
GlobalTimerQuest:CancelQuest(self.event_left_time_id)
self.event_left_time_id = nil
end
end
-- 创建招财猫抽奖用节点
function FortuneCatMainView:CreateRollItems( )
self.fc_cfg = self.fc_cfg or self.model:GetFortuneCatConfig(self.base_type, self.sub_type)
-- local function special_bg_callback(index, show)
-- if self.special_bg_list[index] then
-- self.special_bg_list[index].obj:SetActive(show)
-- end
-- end
if self.fc_cfg then
local item_data = self.fc_cfg.rebacks
local item_num = TableSize(item_data)
local angle_offset = 360 / item_num
local start_angle = 90 - angle_offset / 2
local rad_start_angle
local item
for k, v in ipairs(item_data) do
item = self.roll_item_list[k]
if not item then
item = FortuneCatRollItem.New(self.item_con)
self.roll_item_list[k] = item
end
rad_start_angle = rad(start_angle)
-- 坐标设置:y正向为起点顺时针分布
item:SetAnchoredPosition(self.item_pos_radius * cos(rad_start_angle), self.item_pos_radius * sin(rad_start_angle))
-- item:SetData(v, k, special_bg_callback)
item:SetData(v, k)
item._angle = start_angle
-- 变换角度
start_angle = ClampAngleType2(start_angle - angle_offset)
end
self.need_refresh_roll_item = false
else
self.need_refresh_roll_item = true
end
end
-- 创建招财猫服务器记录
function FortuneCatMainView:UpdateFcRecord( )
-- 创建的时候要暂停动画
self:StopRecordItemAction()
-- 追加字段,判断是否获取个人记录
local record_list = self.model:GetFortuneCatRollRecord(self.base_type, self.sub_type, self.tab_index == 2)
for k, v in pairs(self.record_item_list) do
v:SetVisible(false)
end
-- 节点高度
local max_item_num = 20 -- 最大节点数
local node_height = self.record_scroll.sizeDelta.y
local height = 0
local item
self.record_count = 0
for k, v in ipairs(record_list) do
if k > max_item_num then
break
end
item = self.record_item_list[k]
if not item then
item = FortuneCatRecordItem.New(self.record_con)
self.record_item_list[k] = item
end
item:SetAnchoredPosition(2, -height)
item:SetVisible(true)
height = height + item:SetData(v, self.sub_type)
self.record_count = self.record_count + 1
end
self.no_record_tmp.text = self.record_count == 0 and "暂无记录" or ""
SetSizeDeltaY(self.record_con, height)
-- 记录一下当前的节点数
-- 生成节点的高度超过了容器高度,就需要展示轮播
if height > node_height then
self:StartRecordItemAction()
end
end
-- 招财记录动画相关
-- 招财记录动画相关
-- 招财记录动画相关
-- 开始轮播招财记录动画
function FortuneCatMainView:StartRecordItemAction()
self:StopRecordItemAction()
local time = FortuneCatModel.RecordAnimDuration
local function func()
self:UpdateRecordItemPos()
self:MoveRecordItem()
end
self.auto_record_item_anim_id = GlobalTimerQuest:AddPeriodQuest(func, time, -1)
end
function FortuneCatMainView:StopRecordItemAction()
if self.auto_record_item_anim_id then
GlobalTimerQuest:CancelQuest(self.auto_record_item_anim_id)
self.auto_record_item_anim_id = nil
end
self:StopRecordItemAnim()
end
-- 播放招财记录节点的动画
function FortuneCatMainView:MoveRecordItem()
local first_text = self.record_item_list[1]
local move_height = first_text:GetAnchoredPosition().y
move_height = move_height > 0 and 0 or move_height
for k,text in pairs(self.record_item_list) do
text:StartAction(move_height)
end
end
-- 停止招财记录节点的动画
function FortuneCatMainView:StopRecordItemAnim()
for k,text in pairs(self.record_item_list) do
text:StopAction()
end
end
function FortuneCatMainView:UpdateRecordItemPos()
local delete_index = {}
local height = 0
local count = 0
for i = 1, self.record_count do
local text = self.record_item_list[i]
if text then
local vis = text:GetVisible()
local h = text:GetRecordHeight()
local y = text:GetAnchoredPosition().y
height = height + (vis and h or 0)
if y + h > 0.1 and vis then -- 将超出屏幕并显示中的节点保存到移动临时队列 0.1 由于浮点误差有可能出现不该隐藏的节点也添加到队列中,做加大误差处理
table.insert(delete_index, i)
end
end
end
local del_num = 0
local t = {}
for i,v in ipairs(delete_index) do
local index = v - del_num
local text = table.remove(self.record_item_list, index)
t[#t+1] = text
del_num = del_num + 1
end
-- 将临时队列的节点存回去
for i = 1, #t do
t[i]:SetAnchoredPosition(2, -height)
table.insert(self.record_item_list, t[i])
end
end
-- 玩家招财动画相关
-- 玩家招财动画相关
-- 玩家招财动画相关
-- 开启抽奖随机闪烁动画
function FortuneCatMainView:StartRollItemAnim(target_id)
cc.ActionManager:getInstance():removeAllActionsFromTarget(self.roll_spin)
-- print("Saber:FortuneCatMainView [391] target_id: ",target_id)
local angel = self:AnimRotateAngle(target_id)
local anim_end_fun = function()
self.in_rolling_anim = false
self.roll_spin.localRotation = Quaternion.Euler(0, 0, angel)
local spin_angel = math.ceil(ClampAngleType2(angel) / 45) * 45
self.spin_selected_obj:SetActive(true)
self.spin_selected.localRotation = Quaternion.Euler(0, 0, spin_angel)
self.model:ShowDrawRewardEffect(self.fc_cfg, target_id, self.temp_roll_cost)
self.model:Fire(FortuneCatModel.REQUEST_CCMD_EVENT, 33220, self.base_type, self.sub_type)
self.temp_target_id = nil
self.temp_roll_cost = nil
self:UpdateFcRollInfo()
-- 恢复货币更新
if self.ui_money_view then
self.ui_money_view:ReBindValueUpdate()
end
end
self.spin_selected_obj:SetActive(false)
local start_angel = self.roll_spin.localEulerAngles.z
start_angel = ClampAngleType2(start_angel)
-- 跳过动画
if self.skip_anim then
anim_end_fun()
else
-- local spin_selected_angel = self.spin_selected.localEulerAngles.z
-- 播放动画
local spin_action_callback = function(percent)
-- local ratio = TweenFunc.easeInOut(percent)
local ratio = self:AnimPercentageAmount(percent)
local temp_angle = angel * ratio
local temp_angle2 = start_angel * (1-ratio)
self.roll_spin.localRotation = Quaternion.Euler(0, 0, temp_angle2 + temp_angle)
-- 更新选中节点的旋转角度
-- local temp_spin_angel = ClampAngleType2(temp_angle2 + temp_angle)
-- temp_spin_angel = math.ceil(temp_spin_angel / 45) * 45
-- if temp_spin_angel ~= spin_selected_angel then
-- spin_selected_angel = temp_spin_angel
-- self.spin_selected.localRotation = Quaternion.Euler(0, 0, spin_selected_angel)
-- end
end
local spin_action = cc.CustomUpdate.New(FortuneCatModel.AnimTime, spin_action_callback)
spin_action = cc.Sequence.New(spin_action, cc.CallFunc.New(anim_end_fun))
cc.ActionManager:getInstance():addAction(spin_action, self.roll_spin)
end
end
function FortuneCatMainView:AnimPercentageAmount(ratio)
local div = FortuneCatModel.AnimAmountDiv
if ratio < div then
return div * TweenFunc.easeInQuint(ratio/div)
else
return (1-div) * TweenFunc.easeOutQuint((ratio-div)/(1-div)) + div
end
end
function FortuneCatMainView:ClearRollItemDelay( )
if self.rollItem_anim_delay_id then
GlobalTimerQuest:CancelQuest(self.rollItem_anim_delay_id)
self.rollItem_anim_delay_id = nil
end
end
-- 获取抽中道具所在的角度,并推算出一个n圈的终点角度
function FortuneCatMainView:AnimRotateAngle(target_id)
local target_angle
for k, v in ipairs(self.roll_item_list) do
if v.sort and v.sort == target_id then -- 获取抽中档位所在的节点的角度,并做一个减少90度的偏移,求得旋转指针最后的角度
target_angle = v._angle - 90
end
end
target_angle = target_angle + math.random(-15, 15) -- 在节点范围内进行一个合理的偏移
-- 起始角度必须先将指针的角度归零
-- 默认转10圈,然后停在目标角度范围内
local angle = FortuneCatModel.AnimRollTime * -360 + target_angle
return angle
end
-- 点击招财按钮
function FortuneCatMainView:OnRollBtnClicked( )
if self.in_rolling_anim then
Message.show("正在转盘中...", "falut")
return
end
if self.can_roll then -- 可抽,弹出tips界面
local function ok_callback()
self.model:Fire(FortuneCatModel.REQUEST_CCMD_EVENT, 33221, self.base_type, self.sub_type)
self.has_update_record = false
-- 停用货币更新
if self.ui_money_view then
self.ui_money_view:UnBindAllValueUpdate()
end
end
if GoodsModel:getInstance():IsJinEnough(self.recharge_cost) then -- 这边需要特殊处理,彩钻够了就直接发协议
ok_callback()
else
local function use_function( toggle_tip_data, call_fun_sum )
if tab_cfg.price ~= 0 then
GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, toggle_tip_data)
else
call_fun_sum()
end
end
local data = {
gold_type = 1,
cost_price = self.recharge_cost,
ok_callback = ok_callback,
togglePriceStr = string.format("%s 彩钻进行一次彩钻星轮?", ColorUtil.ORANGE_DARK, self.recharge_cost),
use_function = use_function,
no_need_toggle = true,
qc_type = 0,
}
CustomActivityModel:getInstance():BuyTips(data)
end
else
if self.recharge_cost then -- 不可抽,但是存在抽奖充值条件,则代表还有次数需飘字提示
-- local function ok( ... )
-- OpenFun.Open(158, 0)
-- -- self:Close()
-- end
-- local ask_str = string.format("还需充值 %s%s,才能转动彩钻星轮哦~", WordManager:GetMoneyFaceStr(1),
-- ColorUtil.ORANGE_DARK, self.recharge_condi - self.roll_time_data.recharge)
-- Alert.show(ask_str,Alert.Type.Two,ok,nil,"前往充值","取消")
local qc_data = {
price = self.recharge_condi - self.roll_time_data.recharge,
close_callback = ok,
qc_type = 2,
}
GlobalEventSystem:Fire(EventName.OPEN_RECHARGE_TIP_VIEW, true, qc_data)
else
Message.show("已完成本期彩钻星轮", "fault")
end
end
end
function FortuneCatMainView:DestroySuccess( )
self:ClearEventLeftTimeId()
self:ClearRollItemDelay()
self:StopRecordItemAction()
self:ClearUIEffect(self.roll_btn_effect)
cc.ActionManager:getInstance():removeAllActionsFromTarget(self.roll_spin)
cc.ActionManager:getInstance():removeAllActionsFromTarget(self.light_con_r)
if self.ui_money_view then
self.ui_money_view:DeleteMe()
self.ui_money_view = nil
end
for k, v in pairs(self.roll_item_list) do
v:DeleteMe()
v = nil
end
self.roll_item_list = nil
for k, v in pairs(self.record_item_list) do
v:DeleteMe()
v = nil
end
self.record_item_list = nil
end