ActEnterView = ActEnterView or BaseClass(BaseView) function ActEnterView:__init() self.base_file = "common" self.layout_file = "ActEnterView" self.layer_name = "Activity" -- self.use_local_view = true self.destroy_imm = true self.is_set_zdepth = true self.hide_maincancas = false self.change_scene_close = true self.is_hide_skill_black_bg = true self.load_callback = function () self:LoadSuccess() self:InitEvent() end self.open_callback = function () self:SetData() end self.close_callback = function () self:Remove() end end function ActEnterView:Remove() end function ActEnterView:Open( winId, subId ) self.winId = winId self.subId = subId if not winId or not subId then print("ActEnterView:Open winId",winId,"subId",subId) return end BaseView.Open(self) end function ActEnterView:LoadSuccess() self.btnEnter = GetChildGameObjects(self.transform, { "btnEnter" }) self.title_text, self.des_text = GetChildTexts(self.transform, { "Window/windowTitleCon/windowTitleText", "rect/text" }) self.des_text_tr = self.des_text.transform self.icon = GetChildImages(self.transform, { "icon" }) end function ActEnterView:InitEvent() AddClickEvent(self.btnEnter, function () self:Close() OpenFun.Open(self.winId,self.subId) end) end --des 是无的话就是没有配置 function ActEnterView:SetData( ) local key = self.winId.."@"..self.subId local info = OpenFun.LinkWin[key] local icon_res = "" local des = "" local title = "" if info then title = info.name icon_res = info.icon_res des = info.act_des or "无" else print("OpenFun 没有"..key.."配置") return end lua_resM:setImageSprite(self,self.icon,"activityIcon_asset",icon_res,false) self.title_text.text = title self.des_text.text = des self.des_text_tr.sizeDelta = Vector2(self.des_text_tr.sizeDelta.x,self.des_text.preferredHeight) end