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 = "点击裂隙可进行封印,封印成功可获得丰富奖励" self.tips2_tmp.text = "点击宝箱可进行攻击,成功击破可获得丰富奖励" 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