CSGWarInstructionView = CSGWarInstructionView or BaseClass(BaseView)
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local CSGWarInstructionView = CSGWarInstructionView
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--[[
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CSGWarInstructionView.TabData = {
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[1] = {name = "人物", level = MainRoleModel.TabOpenLevel[1]},
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}
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--]]
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function CSGWarInstructionView:__init()
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self.base_file = "CSGWar"
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self.layout_file = "CSGWarInstructionView"
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self.layer_name = "Activity"
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self.destroy_imm = true
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self.use_background = true --全屏界面默认使用这个参数
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--self.hide_maincancas = true --全屏界面需要放开隐藏主UI
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self.change_scene_close = true
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self.append_to_ctl_queue = false --是否要添加进界面堆栈
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self.need_show_money = false --是否要显示顶部的金钱栏
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self.ignore_use_anim = true
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self.hide_time = 15
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self.model = CSGWarModel:getInstance()
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self.load_callback = function ()
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self:LoadSuccess()
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end
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self.open_callback = function ( )
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self:OpenSuccess()
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end
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self.switch_callback = function(index)
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self:SwitchTab(index)
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end
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self.destroy_callback = function ( )
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self:DestroySuccess()
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end
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end
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function CSGWarInstructionView:Open(need_auto_close)
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self.need_auto_close = need_auto_close
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BaseView.Open(self)
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end
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function CSGWarInstructionView:LoadSuccess()
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local nodes = {
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"text2:tmp", "text4:tmp", "text1:tmp", "text3:tmp", "close_text:tmp",
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}
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self:GetChildren(nodes)
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self:AddEvent()
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local closeWin_callback = function()
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self:CloseAnimation()
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-- self:Close()
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end
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self.tabWindowComponent = UITabWindow.New(self.transform,nil,self.switch_callback,closeWin_callback,self.background_wnd,self.container, UITabWindow.SizeSmallNoTab, false,nil,false)
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self.tabWindowComponent:SetBackgroundRes("csgwar_instruction_bg")
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self.tabWindowComponent:SetTitleText("玩法教学")
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-- lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("csgwar_instruction_bg"),false)
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end
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function CSGWarInstructionView:AddEvent()
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end
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function CSGWarInstructionView:CloseAnimation( )
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self.background_wnd:SetActive(false)
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if self.pos_id then
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TweenLite.Stop(self.pos_id)
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self.pos_id = nil
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end
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local function callback1( )
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self:Close()
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end
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self.pos_id = TweenLite.to(self, self.transform, TweenLite.UiAnimationType.ANCHORED_POS, Vector2(360,320), 0.3, callback1)
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if self.scale_id then
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TweenLite.Stop(self.scale_id)
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self.scale_id = nil
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end
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local function callback2( )
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self:Close()
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end
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self.scale_id = TweenLite.to(self, self.transform, TweenLite.UiAnimationType.SCALE, Vector3(0.1,0.1,0.1), 0.3, callback1)
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end
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function CSGWarInstructionView:StopCloseAnimation( )
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if self.scale_id then
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TweenLite.Stop(self.scale_id)
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self.scale_id = nil
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end
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if self.pos_id then
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TweenLite.Stop(self.pos_id)
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self.pos_id = nil
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end
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end
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function CSGWarInstructionView:StartCloseTimer( )
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local end_time = self.hide_time + TimeUtil:getServerTime()
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local function close_timer()
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local left_time = end_time - TimeUtil:getServerTime()
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self.close_text_tmp.text = left_time >= 0 and string.format("(%s秒后自动关闭)", HtmlColorTxt(math.ceil(left_time+1), ColorUtil.GREEN_DARK)) or ""
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if left_time < 0 then
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self:StopCloseTimer()
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self:CloseAnimation()
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end
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end
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close_timer()
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self.close_timer_id = GlobalTimerQuest:AddPeriodQuest(close_timer, 0.1, -1)
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end
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function CSGWarInstructionView:StopCloseTimer( )
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if self.close_timer_id then
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GlobalTimerQuest:CancelQuest(self.close_timer_id)
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self.close_timer_id = nil
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end
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end
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function CSGWarInstructionView:OpenSuccess()
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self:UpdateView()
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end
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function CSGWarInstructionView:UpdateView()
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local cfg = CSGWarConst.INSTRUCTION_VIEW_DESC
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for i=1,4 do
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self["text"..i.."_tmp"].text = cfg[i]
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end
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if self.need_auto_close then
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self:StartCloseTimer()
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end
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end
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function CSGWarInstructionView:SwitchTab( index )
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end
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function CSGWarInstructionView:DestroySuccess( )
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GlobalEventSystem:Fire(EventName.STARTAUTOFIGHT)
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if self.tabWindowComponent then
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self.tabWindowComponent:DeleteMe()
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self.tabWindowComponent = nil
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end
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self:StopCloseTimer()
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self:StopCloseAnimation()
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end
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