GodActivityEffectView = GodActivityEffectView or BaseClass(BaseView) local GodActivityEffectView = GodActivityEffectView function GodActivityEffectView:__init() self.base_file = "godActivity" self.layout_file = "GodActivityEffectView" self.layer_name = "Top" self.destroy_imm = true self.change_scene_close = true self.append_to_ctl_queue = false --是否要添加进界面堆栈 self.is_set_zdepth = true -- self.blur_activity_bg = true self.click_bg_toClose = false ------------------------ -- 一级全屏界面: self.hide_maincancas = false --隐藏主界面 self.use_background = true --不一定显示遮罩 -- 二级界面: -- self.hide_maincancas = false --是否需要隐藏主界面,看策划需求 -- self.use_background = true --需要遮罩 ------------------------ self.load_callback = function () self:LoadSuccess() 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 GodActivityEffectView:Open( data ) self.data = data BaseView.Open(self) end function GodActivityEffectView:LoadSuccess() local nodes = { "con_effect","skipBtn:obj", } self:GetChildren(nodes) self:AddEvent() end function GodActivityEffectView:AddEvent() local on_click = function ( click_obj ) if self.skipBtn_obj == click_obj then self:Close() end end AddClickEvent(self.skipBtn_obj, on_click) end function GodActivityEffectView:OpenSuccess() self:UpdateView() end function GodActivityEffectView:UpdateView() if not self.data then self:Close() end local function close_call( ) self:Close() end self.time_close_id = self.time_close_id or setTimeout(close_call,self.data.time or 1) self:AddUIEffect(self.data.name, self.con_effect, self.layer_name, self.data.pos, self.data.scale, false, nil, nil, nil, nil, 5) end function GodActivityEffectView:DestroySuccess( ) if self.time_close_id then GlobalTimerQuest:CancelQuest(self.time_close_id) self.time_close_id = nil end self:ClearUIEffect(self.con_effect.transform) if self.data.end_func then self.data.end_func() end end