require("game.common.CommonModel") --require("game.common.InstructionView") require("game.common.InstructionView2") require("game.common.ComposeInstructionView") --require("game.common.InstructionItem") require("game.common.InstructionItem2") require("game.common.InstructionSmallView") require("game.common.InstructionSmallItem") require("game.common.CalculatorView") require("game.common.RoleLevelItem") require("game.common.UpSuccessView") require("game.common.UpSuccessAttrItem") require("game.common.PropItem") require("game.common.CommonHuntResultView") require("game.common.CommonHuntResultView2") require("game.common.uiComToggleTipView")--通用提示消耗界面 require("game.common.AddTimeView")--通用续费界面 require("game.common.SpecialTipView")--通用特殊提醒界面 require("game.common.SpecialTipViewTwo")--通用特殊提醒界面 require("game.common.SceneSpecialTipView")--场景内美术字显示: 升级 /接受任务/完成任务 的美术字 require("game.common.SceneSpecialBuffTipView") require("game.common.EncourageTips")--通用鼓舞界面 require("game.common.ComAwardResultView")--通用奖励结算界面 require("game.common.BeenAttackTips")--通用受击tip界面 require("game.common.BuyTimeTips")--通用购买次数界面(和vip挂钩) require("game.common.CommonSkillTips")--通用技能tips require("game.common.CommonSkillTipsDesItem")--通用技能tips描述节点 require("game.common.ComDialogueShowView")--通用对话功能界面 require("game.common.CommonActivityIconTipView")--通用小提示界面(首充用过) require("game.common.RechargeTipView")--通用充值提醒(带快速充值) require("game.common.ActivityTipView")--活动提示界面 require("game.common.ExitTimeTip")--退出场景倒计时 require("game.common.StartTimeTip")--活动开始321倒计时 require("game.common.BossAlertView") -- 通用boss预警动画界面 require("game.common.CommonMultiKillCon")--通用连杀节点 require("game.common.CommonAwardFlyView")--通用奖励飞行界面(参考装备精炼) require("game.common.CommonInviteTipView")--通用邀请tip界面 require("game.common.ExitConView")--右上角按钮容器界面 require("game.common.ComSpecialTaskRewardView") -- 奖励展示界面(华丽) require("game.common.ComSpecialTaskRewardItem") -- 奖励展示item require("game.common.CommonActTipView") -- 通用活动特殊提示弹窗 require("game.common.ExitBtnView") --通用退出按钮界面 require("game.common.GotoComponent") --副本箭头 require("game.common.SpercificSceneActivityTipView") --特殊场景活动tips弹窗 require("game.common.PsionicArmorCircleItem") -- 圣物特殊处理的圆形awardItem require("game.common.ComActRemindTipView") -- require("game.common.CommonAuctionTips")--拍卖行竞价被超过的提示 require("game.common.CommonAlertInviteTipView") -- 组队提示二级弹窗 CommonController = CommonController or BaseClass(BaseController) function CommonController:__init() CommonController.Instance = self self.model = CommonModel:getInstance() self:InitEvent() end function CommonController:InitEvent() local function on_game_start() self.model:Reset() end GlobalEventSystem:Bind(EventName.GAME_START, on_game_start) local function chnage_day_func(type) if type == SettingModel.CHANGE_DAY.HOUR_0 then -- 跨0点 self.model.event_invite_cache = {} -- 清空活动邀请缓存 end end GlobalEventSystem:Bind(EventName.CHANE_DAY, chnage_day_func) local onCommonAwardFlyView = function(show, data)--通用奖励飞行界面 data = data or {} self:OpenView("CommonAwardFlyView", show, data) end GlobalEventSystem:Bind(EventName.OPEN_COM_AWARD_FLY_VIEW, onCommonAwardFlyView) local onOpenRechargeTipView = function(show, data) data = data or {} -- 如果外部有直接传足够彩钻的回调时,在这里一起判断了,不够再走通用的快充界面流程 if show and data.price and data.enough_callback then if GoodsModel:getInstance():IsJinEnough(data.price) then data.enough_callback() return end end self:OpenView("RechargeTipView", show, data) end GlobalEventSystem:Bind(EventName.OPEN_RECHARGE_TIP_VIEW, onOpenRechargeTipView) local onOpenuiComToggleTipView = function (data)--通用提示消耗界面--no_cost代表不是消耗钻石 是充值钻石提示(充值提示就不需要再弹一个这个了) -- 对于钻石消耗类型,做一个拦截,钻石不够,直接打开快速充值界面 if data and not data.no_cost and (not data.gold_res or data.gold_res == "ui_momey_icon_1") then local jin = RoleManager.Instance.mainRoleInfo.jin if jin < data.price then -- 彩钻不足,拦截提示消耗界面,打开快速充值界面 local rc_data = { price = data.price, qc_type = data.qc_type or 0, close_callback = data.jump_recharge_callback, } onOpenRechargeTipView(true, rc_data) return end end -- 正常的通用提示消耗界面 if self.uiComToggleTipView == nil then self.uiComToggleTipView = uiComToggleTipView.New() end if self.uiComToggleTipView:HasOpen() then self.uiComToggleTipView:UpdateView(data) else self.uiComToggleTipView:Open(data) end end GlobalEventSystem:Bind(EventName.OPEN_COM_TOGGLE_TIP_VIEW, onOpenuiComToggleTipView) local onOpenComAwardResultView = function (data)--通用奖励结算界面 -- data = { -- award = {{100,230001,1},{100,230001,1},}, -- title_ab_name = "common_asset", -- title_res = "com_award_result_title", -- } GiftModel:getInstance():Fire(GiftModel.CLOSE_NORMAL_VIEW) if self.ComAwardResultView == nil then self.ComAwardResultView = ComAwardResultView.New() end if self.ComAwardResultView:HasOpen() then self.ComAwardResultView:UpdateView(data) else self.ComAwardResultView:Open(data) end end GlobalEventSystem:Bind(EventName.OPEN_COM_AWARD_RESULT_VIEW, onOpenComAwardResultView) --关闭普通奖励界面 local function closeNormalView() if self.ComAwardResultView and self.ComAwardResultView:HasOpen() then self.ComAwardResultView:Close() end self.ComAwardResultView = nil end GlobalEventSystem:Bind(EventName.CLOSE_COM_AWARD_RESULT_VIEW, closeNormalView) -- 比通用的奖励展示 华丽一点的奖励展示界面 local onOpenComSpecialTaskRewardView = function (data)--通用奖励结算界面 local data = data or { award = {{100,230001,1},{100,230001,1},}, title_ab_name = "common_asset", title_res = "com_award_result_title", } GiftModel:getInstance():Fire(GiftModel.CLOSE_NORMAL_VIEW) if self.ComSpecialTaskRewardView == nil then self.ComSpecialTaskRewardView = ComSpecialTaskRewardView.New() end if self.ComSpecialTaskRewardView:HasOpen() then self.ComSpecialTaskRewardView:UpdateView(data) else self.ComSpecialTaskRewardView:Open(data) end end GlobalEventSystem:Bind(EventName.OPEN_SPECIAL_AWARD_RESULT_VIEW, onOpenComSpecialTaskRewardView) local function onOpenInstructionView(index,extra) if self.instruction_view == nil then self.instruction_view = InstructionView.New() end if not self.instruction_view:HasOpen() then self.instruction_view:Open(index,extra) else self.instruction_view:Close() end end self:Bind(EventName.OPEN_INSTRUCTION_VIEW,onOpenInstructionView) local function onOpenInstructionView2(index) do return end if self.instruction_view2 == nil then self.instruction_view2 = InstructionView2.New() end if not self.instruction_view2:HasOpen() then self.instruction_view2:Open(index) else self.instruction_view2:Close() end end self:Bind(EventName.OPEN_INSTRUCTION_VIEW_2,onOpenInstructionView2) local function onOpenComposeInstructionView(data) if self.compose_instruction_view == nil then self.compose_instruction_view = ComposeInstructionView.New() end if not self.compose_instruction_view:HasOpen() then self.compose_instruction_view:Open(data) else self.compose_instruction_view:Close() end end self:Bind(EventName.OPEN_COMPOSE_INSTRUCTION_VIEW, onOpenComposeInstructionView) local function onOpenInstructionSmallView(index,x,y) if self.instruction_small_view == nil then self.instruction_small_view = InstructionSmallView.New() end if not self.instruction_small_view:HasOpen() then self.instruction_small_view:Open(index,x,y) else self.instruction_small_view:Close() end end self:Bind(EventName.OPEN_INSTRUCTION_SMALL_VIEW,onOpenInstructionSmallView) local function onOpenCalculatorView(max_count,call_back,pos,type, min_price) if self.CalculatorView == nil then self.CalculatorView = CalculatorView.New() end if pos then self.CalculatorView.localPos = pos end if not self.CalculatorView:HasOpen() then self.CalculatorView:Open(max_count,call_back,type, min_price) else self.CalculatorView:Close() end end self:Bind(EventName.OPEN_CALCULATOR_VIEW,onOpenCalculatorView) local function onOpenUpSuccessView(data) if not data then return end if self.upsuccessview == nil then self.upsuccessview = UpSuccessView.New() end if not self.upsuccessview:HasOpen() then self.upsuccessview:Open(data) else self.upsuccessview:Close() end end self:Bind(EventName.OPEN_UPGRADE_SHOW_VIEW,onOpenUpSuccessView) local function onOpenCommonHuntResultView(target_list, close_call, btn1_call, btn2_call, maskBtn_call, animEnd_call, parm_list) if self.CommonHuntResultView == nil then self.CommonHuntResultView = CommonHuntResultView.New() end if not self.CommonHuntResultView:HasOpen() then self.CommonHuntResultView:Open(target_list, close_call, btn1_call, btn2_call, maskBtn_call, animEnd_call, parm_list) else self.CommonHuntResultView:Close() end end self:Bind(EventName.OPEN_HUNT_RESULT_VIEW, onOpenCommonHuntResultView) local function onOpenCommonHuntResultView2(target_list, close_call, btn1_call, btn2_call, maskBtn_call, animEnd_call, parm_list) if self.CommonHuntResultView2 == nil then self.CommonHuntResultView2 = CommonHuntResultView2.New() end if not self.CommonHuntResultView2:HasOpen() then self.CommonHuntResultView2:Open(target_list, close_call, btn1_call, btn2_call, maskBtn_call, animEnd_call, parm_list) else self.CommonHuntResultView2:Close() end end self:Bind(EventName.OPEN_HUNT_RESULT_VIEW2, onOpenCommonHuntResultView2) local function on_open_add_time_view( data ) if self.AddTimeView == nil then self.AddTimeView = AddTimeView.New() end self.AddTimeView:Open(data) end GlobalEventSystem:Bind(EventName.OPEN_ADD_TIME_VIEW, on_open_add_time_view) local function OPEN_SPECIALTIPVIEW(data,layout_file_type, layer_name) data = data or false if data == false then if self.special_tip_view ~= nil and self.special_tip_view:HasOpen() then self.special_tip_view:Close() end return end local layout_file_type = layout_file_type or 1 --默认为1 local layer_name = layer_name or "Main" data.type = data.type or SpecialTipType.Normal if self.special_tip_view == nil then self.special_tip_view = SpecialTipView.New(layout_file_type,layer_name) end if not self.special_tip_view:HasOpen() then self.special_tip_view:Open(data,layout_file_type,layer_name) else self.special_tip_view:UpdateTips(data,layout_file_type,layer_name) end end self:Bind(EventName.OPEN_SPECIALTIPVIEW, OPEN_SPECIALTIPVIEW) local function CLOSE_SPECIALTIPVIEW() if self.special_tip_view then self.special_tip_view:Close() self.special_tip_view = nil end end self:Bind(EventName.CLOSE_SPECIALTIPVIEW, CLOSE_SPECIALTIPVIEW) local function ON_OPEN_SPECIALTIPVIEW_TWO(data) if self.special_tip_view2 == nil then self.special_tip_view2 = SpecialTipViewTwo.New() end if not self.special_tip_view2:HasOpen() then self.special_tip_view2:Open(data) else self.special_tip_view2:UpdateTips(data) end end self:Bind(EventName.OPEN_SPECIALTIPVIEW_TWO, ON_OPEN_SPECIALTIPVIEW_TWO) local function ON_CLOSE_SPECIALTIPVIEW_TWO() if self.special_tip_view2 then self.special_tip_view2:Close() self.special_tip_view2 = nil end end self:Bind(EventName.CLOSE_SPECIALTIPVIEW_TWO, ON_CLOSE_SPECIALTIPVIEW_TWO) --场景表现/场景内美术字.psd :升级 /接受任务/完成任务 的美术字 local function func_OPEN_SCENESPECIALTIPVIEW(data) if self.scene_special_tip_view == nil then self.scene_special_tip_view = SceneSpecialTipView.New() end if not self.scene_special_tip_view:HasOpen() then self.scene_special_tip_view:Open(data) else self.scene_special_tip_view:UpdateTips(data) end end self:Bind(EventName.OPEN_SCENESPECIALTIPVIEW, func_OPEN_SCENESPECIALTIPVIEW) local function CLOSE_SCENESPECIALTIPVIEW() if self.scene_special_tip_view then self.scene_special_tip_view:Close() self.scene_special_tip_view = nil end end self:Bind(EventName.CLOSE_SCENESPECIALTIPVIEW, CLOSE_SCENESPECIALTIPVIEW) local function func_OPEN_SCENESPECIALBUFFTIPVIEW(data) if self.scene_special_buff_tip_view == nil then self.scene_special_buff_tip_view = SceneSpecialBuffTipView.New() end if not self.scene_special_buff_tip_view:HasOpen() then self.scene_special_buff_tip_view:Open(data) else self.scene_special_buff_tip_view:UpdateTips(data) end end self:Bind(EventName.OPEN_SCENESPECIALBUFFTIPVIEW, func_OPEN_SCENESPECIALBUFFTIPVIEW) local function CLOSE_SCENESPECIALBUFFTIPVIEW() if self.scene_special_buff_tip_view then self.scene_special_buff_tip_view:Close() self.scene_special_buff_tip_view = nil end end self:Bind(EventName.CLOSE_SCENESPECIALBUFFTIPVIEW, CLOSE_SCENESPECIALBUFFTIPVIEW) --通用鼓舞界面 local function SHOW_ENCOURAGE_TIPS(show_type,data,encourageType,extra_param_list) show_type = show_type or EncourageTips.ShowType.Open ------------------------- if show_type == EncourageTips.ShowType.Close then if self.encourage_tips then self.encourage_tips:Close() self.encourage_tips = nil end else if self.encourage_tips == nil then if show_type == EncourageTips.ShowType.Update then return end self.encourage_tips = EncourageTips.New(encourageType) end if not self.encourage_tips:HasOpen() then self.encourage_tips:Open(data) else self.encourage_tips:UpdateTips(data,extra_param_list) end end end self:Bind(EventName.SHOW_ENCOURAGE_TIPS, SHOW_ENCOURAGE_TIPS) local function loadComplete() local is_show = SceneManager:getInstance():IsShowBeenAttackTips( ) if is_show then self.beenattacktips = self.beenattacktips or BeenAttackTips.New() if not self.beenattacktips:HasOpen() then self.beenattacktips:Open() end else if self.beenattacktips then self.beenattacktips:Close() end end end GlobalEventSystem:Bind(EventName.SCENE_LOAD_VIEW_COMPLETE, loadComplete) local function OPEN_BUY_TIME_TIPS(show_data) if not show_data then return end ------------------------- self.buytimetips = self.buytimetips or BuyTimeTips.New() if not self.buytimetips:HasOpen() then self.buytimetips:Open(show_data) else self.buytimetips:SetShow(show_data) end end self:Bind(EventName.OPEN_BUY_TIME_TIPS, OPEN_BUY_TIME_TIPS) --通用技能tips local function OPEN_COMMON_SKILL_TIPS(show_data) -- self.data = { -- skill_id = 0,--(必填) -- skill_lv = 1, -- title_name = "界面标题",--界面标题 -- skill_name = "技能名", -- active_des = "激活状态", -- name_extra = "技能名下面那里的描述", -- ------------------------- -- tab_title_1 = "技能效果", -- tab_title_2 = "内容标题栏2(激活条件)", -- content_1 = "技能描述1(技能效果描述)", -- content_2 = "技能描述2(技能激活条件)", -- } if not show_data then return end ------------------------- self.commonskilltips = self.commonskilltips or CommonSkillTips.New() if not self.commonskilltips:HasOpen() then self.commonskilltips:Open(show_data) else self.commonskilltips:SetShow(show_data) end end self:Bind(EventName.OPEN_COMMON_SKILL_TIPS, OPEN_COMMON_SKILL_TIPS) local function onOpenActivityIconTipView(str,x,y) if self.common_activity_icon_tip_view == nil then self.common_activity_icon_tip_view = CommonActivityIconTipView.New() end if not self.common_activity_icon_tip_view:HasOpen() then self.common_activity_icon_tip_view:Open(str,x,y) else self.common_activity_icon_tip_view:UpdateView(str,x,y) end end self:Bind(EventName.OPEN_ACTIVITY_ICON_TIP_VIEW, onOpenActivityIconTipView) local function CLOSE_ACITVITY_TIP( module_id,sub_id ) sub_id = sub_id or 0 --关闭活动提示界面 ------------------------- --把缓存列表的拿出来 self.model:GetActivityNotictOneInfo(module_id,sub_id) if self.ActivityTipView and (self.ActivityTipView.module_id == module_id) and (self.ActivityTipView.sub_id == sub_id) then self.ActivityTipView:CloseBtnCall() end end self:Bind(EventName.CLOSE_ACITVITY_TIP, CLOSE_ACITVITY_TIP) local function openAcitvityTipCall( module_id,sub_id,need_clock,fixed_str,is_loading, open_from_click ) sub_id = sub_id or 0 --open_from_click 防止自己点图标被下面过滤不弹的情况 if (not open_from_click) and self.model:MaskOpenActTip( module_id,sub_id ) then CLOSE_ACITVITY_TIP(module_id,sub_id) return end --module_id,sub_id对应活动日历表Config.Ac,sub_id不传会默认设为0 --need_clock,只有活动已经开启的自动弹窗需要传true,显示10秒倒计时进入玩法 --fixed_str,在ActivityIcon的点击回调要传值,传值参考温泉418,用来显示按钮文本例如:18:00开启 --is_loading,场景加载检查用的,被迫加了个参数,这个参数外部调用不需要处理传值 ------------------------- local data = ActivityTipView.Data[module_id .. "@" .. sub_id] if data and data.open_module then if not GetModuleIsOpen(data.open_module[1],data.open_module[2]) then --活动未开放 return end end ------------------------- local is_loading = is_loading or (not Scene.Instance:IsProgressLoadFinish())--0说明是刚上线 local function open_call( module_id,sub_id,need_clock,fixed_str ) if not self.ActivityTipView then self.ActivityTipView = ActivityTipView.New() self.ActivityTipView:Open( module_id,sub_id,need_clock,fixed_str ) AdvertisementModel:getInstance():AddConflictViewState( AdvertisementModel.CONFLICT_VIEW.BEACH, true ) else --如果已经开了一个界面,那就继续存着先 self.model:AddActivityNotice(module_id,sub_id,need_clock,fixed_str,is_loading) end end ------------------------- if Scene.Instance:IsProgressLoadFinish() and (SceneManager:getInstance():IsMainCityAndFieldScene() or (not need_clock)) then --主城或者野外 --只有活动开启弹出的要检查场景,其它都是玩家自己点击弹的 open_call(module_id,sub_id,need_clock,fixed_str) else self.model:AddActivityNotice(module_id,sub_id,need_clock,fixed_str,is_loading) end end self:Bind(EventName.OPEN_ACITVITY_TIP,openAcitvityTipCall) local function scene_start_func( ) --切场景检查一下要不要提示活动信息 if SceneManager:getInstance():IsMainCityAndFieldScene() then local notice_info = self.model:GetActivityNotictOneInfo() if notice_info then --如果玩法开启时玩家不处于大世界,待回到大世界同样需要自动弹出玩法界面,但无需倒计时 if SceneManager:getInstance():GetLastSceneId() ~= 0 then --普通切场景的触发,就不需要倒计时了 openAcitvityTipCall(notice_info.module_id,notice_info.sub_id, nil,nil,notice_info.is_loading) else --断线重连或者刚登陆的情况要倒计时 openAcitvityTipCall(notice_info.module_id,notice_info.sub_id, notice_info.is_loading,nil,notice_info.is_loading) end end end end GlobalEventSystem:Bind(EventName.SCENE_LOAD_VIEW_COMPLETE, scene_start_func) local function onOpenExitTipView(data,show) if show == nil then show = true end self:OpenView("ExitTimeTip", show, data) end self:Bind(EventName.OPEN_EXIT_TIME_TIP, onOpenExitTipView) -- local function onOpenExitBtnView(show,data) -- if show == nil then -- show = true -- end -- self:OpenView("ExitBtnView", show, data) -- end -- self:Bind(EventName.OPEN_EXIT_BTN_VIEW, onOpenExitBtnView) local function onOpenStartTipView(data,show) if show == nil then show = true end self:OpenView("StartTimeTip", show, data) end self:Bind(EventName.OPEN_START_TIME_TIP, onOpenStartTipView) -- 打开boss预警动画界面 local function open_boss_alert_view(show, sub_res, time_data) self:OpenView("BossAlertView", show, sub_res, time_data) end self:Bind(EventName.OPEN_BOSS_ALERT_VIEW, open_boss_alert_view) local function openCommonInviteTipView(data) if data then self.model:PushInviteDataCache(data) end if self.CommonActTipView and self.CommonActTipView:HasOpen() then--活动tips存在则关掉活动tips GlobalEventSystem:Fire(EventName.CLOSE_COMMON_ACT_TIPS) return end -- 缓存需数量大于0 local cache_count = self.model:GetInviteDataCacheCount() if cache_count > 0 then local pop_data = self.model:PopInviteDataCache(true) local temp_layer_name = pop_data.layer_name or "Main" -- 存在界面且层级不同且等待中时,需要立即关闭一次界面并重新创建 if self.CommonInviteTipView and self.CommonInviteTipView.waiting and self.CommonInviteTipView.layer_name ~= temp_layer_name then self.CommonInviteTipView:Close() self.CommonInviteTipView = nil end if not self.CommonInviteTipView then self.CommonInviteTipView = CommonInviteTipView.New() end if pop_data.invite_type == CommonModel.InviteTipsType.Team and SceneManager:getInstance():IsBossMoneyScene() then -- 商品幻魔中的组队邀请tip需要特殊二级界面 self:OpenAlertInviteTipView() return end if not self.CommonInviteTipView:HasOpen() then self.CommonInviteTipView:Open(self.model:PopInviteDataCache()) elseif self.CommonInviteTipView.waiting then self.CommonInviteTipView:ReOpen(self.model:PopInviteDataCache()) end else local cache_count = self.model:GetActTipDataCacheCount() if cache_count > 0 then GlobalEventSystem:Fire(EventName.SHOW_COMMON_ACT_TIPS) end end end self:Bind(EventName.SHOW_COMMON_INVITE_TIPS, openCommonInviteTipView) local function openCommonActTipView(data)--通用活动特殊提示弹窗 if data then self.model:PushActTipDataCache(data) end if self.CommonInviteTipView and self.CommonInviteTipView:HasOpen() then--如果邀请界面正在持续中 这个就不要再弹了 return end local cache_count = self.model:GetActTipDataCacheCount() if cache_count > 0 then if not self.CommonActTipView then self.CommonActTipView = CommonActTipView.New() end if not self.CommonActTipView:HasOpen() then self.CommonActTipView:Open(self.model:PopActTipDataCache()) end end end self:Bind(EventName.SHOW_COMMON_ACT_TIPS, openCommonActTipView) local function openComActRemindTipView(data)--通用活动特殊提醒小弹窗 if data then self.model:PushActRemindTipDataCache(data) end if self.ComActRemindTipView and self.ComActRemindTipView:HasOpen() then--如果邀请界面正在持续中 这个就不要再弹了 return end local cache_count = self.model:GetActRemindTipDataCacheCount() if cache_count > 0 then if not self.ComActRemindTipView then self.ComActRemindTipView = ComActRemindTipView.New() end if not self.ComActRemindTipView:HasOpen() then self.ComActRemindTipView:Open() end end end self:Bind(EventName.SHOW_COMMON_ACT_REMIND_TIPS, openComActRemindTipView) local function MOVE_NODE_EXIT_CON( node,parent_node,tag_str,op_type,off_x,off_y ) -- node 传入的节点 -- parent_node 节点来源界面 -- tag_str 标记字符串 -- op_type 操作类型1:添加,2移除 -- off_x 偏移,可不传 -- off_y 偏移,可不传 if (not tag_str) or (not node) then return end if tag_str == 1 and (not parent_node) then return end if not self.ExitConView then self.ExitConView = ExitConView.New() self.ExitConView:Open() end if op_type == 1 then self.ExitConView:AddNode(node,parent_node,tag_str,off_x,off_y) else self.ExitConView:RemoveNode(node,tag_str) end end self:Bind(EventName.MOVE_NODE_EXIT_CON, MOVE_NODE_EXIT_CON) local function open_spercific_scene_act_tipview(show, ac_data) if (show and ac_data) or not show then self:OpenView("SpercificSceneActivityTipView", show, ac_data) end end self.model:Bind(EventName.OPEN_SPERCIFIC_SCENE_ACT_TIPVIEW, open_spercific_scene_act_tipview) local function onOpenCommonAuctionTips(data) if data and data.goods_id and GoodsModel:getInstance():GetGoodsBasicByTypeId(data.goods_id) ~= nil then--有数据才可以进行操作 if not self.CommonAuctionTips then self.CommonAuctionTips = CommonAuctionTips.New() end if not self.CommonAuctionTips:HasOpen() then self.CommonAuctionTips:Open(data) else self.CommonAuctionTips:ReOpen(data) end end end GlobalEventSystem:Bind(EventName.OPEN_COMMON_AUCTION_VIEW, onOpenCommonAuctionTips) end function CommonController:OpenAlertInviteTipView() if not self.CommonAlertInviteTipView then self.CommonAlertInviteTipView = CommonAlertInviteTipView.New() end if not self.CommonAlertInviteTipView:HasOpen() then self.CommonAlertInviteTipView:Open(self.model:PopInviteDataCache()) else self.CommonAlertInviteTipView:ReOpen(self.model:PopInviteDataCache()) end end