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GodActivityCommonView = GodActivityCommonView or BaseClass(BaseItem)
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local GodActivityCommonView = GodActivityCommonView
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-- GodActivityCommonView.Width = 200
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-- GodActivityCommonView.Height = 90
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function GodActivityCommonView:__init(parent_wnd,prefab_asset,layer_name)
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self.base_file = "godActivity"
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self.layout_file = "GodActivityCommonView"
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self.layer_name = layer_name
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self.model = GodModel:getInstance()
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self.full_screen = true
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-- self.ani_right = 400
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-- self.adjust_mid = {left = 300, right = 800}
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self.list_item = {}
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self:Load()
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self.model:Fire(GodConst.REQ_ACTIVITY_COMMON_INFO)
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CustomActivityModel:getInstance():SetGoodsCanFly(false)
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end
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function GodActivityCommonView:Load_callback()
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self.nodes = {
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"scroll_1", "scroll_1/Viewport/Content_1",
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"icon_money_one:img:obj", "lb_money_one:tmp", "lb_money_ten:tmp", "icon_money_ten:img",
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"btn_one/lb_btn_one:tmp", "btn_one:obj", "btn_ten:obj", "btn_ten/lb_btn_ten:tmp",
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"btn_tip:obj", "lb_all_time:tmp", "btn_one/free_red:obj",
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"bg_1:raw","bg_2:raw","bg_3:raw","bg_4:raw","click_mask:obj",
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"goods_show_4:img", "goods_show_6:img", "goods_show_3:img", "goods_show_5:img", "goods_show_1:img", "goods_show_2:img",
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-------------------------
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"con_item_5", "con_item_2", "con_item_4", "con_item_3", "con_item_1", "free_label:tmp",
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}
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self:GetChildren(self.nodes)
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self:AddEvents()
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self.lb_btn_one_tmp.text = "单次召唤"
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self.lb_btn_ten_tmp.text = "十回召唤"
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self:UpdateView()
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self:SetPoolReward()
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self:SetLeftReward()
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lua_resM:setOutsideRawImage(self,self.bg_1_raw,"/client/assets/icon/god/bg/god_draw_bg_1.png")
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lua_resM:setOutsideRawImage(self,self.bg_2_raw,"/client/assets/icon/god/bg/god_draw_bg_2.png")
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lua_resM:setOutsideRawImage(self,self.bg_3_raw,"/client/assets/icon/god/bg/god_draw_bg_3.png")
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lua_resM:setOutsideRawImage(self,self.bg_4_raw,"/client/assets/icon/god/bg/god_draw_bg_4.png")
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end
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function GodActivityCommonView:RefreshRed( )
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if self.is_loaded then
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--宠物生活技能 每日免费抽奖一次
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local left_free_draw_times = self.model:GetGodLeftFreeDrawTimes()
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local free_red = left_free_draw_times > 0
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local num = GoodsModel:getInstance():GetTypeGoodsNum(self.model.acitvity_cost_id)
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self.free_red_obj:SetActive(num > 0 or free_red)
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end
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end
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function GodActivityCommonView:AddEvents( )
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local function call_back( target )
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if target == self.btn_tip_obj then
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EventSystem.Fire(GlobalEventSystem,EventName.OPEN_INSTRUCTION_VIEW, 173 .. "@" .. 90)
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elseif target == self.btn_one_obj then
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self:StartGo(1)
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elseif target == self.btn_ten_obj then
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self:StartGo(10)
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end
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end
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AddClickEvent(self.btn_tip_obj,call_back,false)
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AddClickEvent(self.btn_one_obj,call_back,false)
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AddClickEvent(self.btn_ten_obj,call_back,false)
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local function ANS_ACTIVITY_COMMON_INFO( )
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self:UpdateView()
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end
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self:BindEvent(self.model, GodConst.ANS_ACTIVITY_COMMON_INFO, ANS_ACTIVITY_COMMON_INFO)
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local function on_update_red_dot( )
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self:RefreshRed()
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end
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self:BindEvent(self.model, GodConst.UpdateRedDot, on_update_red_dot)
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local function ANS_ACTIVITY_PLAY( pool_type, draw_type, result_data )
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--抽奖完成,显示抽奖特效
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if pool_type == GodConst.ActivityType.Common then
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self:ShowDrawEffect(pool_type, draw_type, result_data)
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self.click_mask_obj:SetActive(true)
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end
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end
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self:BindEvent(self.model, GodConst.ANS_ACTIVITY_PLAY, ANS_ACTIVITY_PLAY)
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end
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function GodActivityCommonView:StartGo( use_type )
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local conf_tag = use_type == 1 and "lottery_single" or "lottery_ten"
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local have_num = GoodsModel:getInstance():GetTypeGoodsNum(self.model.acitvity_cost_id)
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local one_cost_conf = Config.Godkv[conf_tag].value_content
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local need_num = stringtotable(one_cost_conf)[1][3]
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--宠物生活技能
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local left_free_draw_times = self.model:GetGodLeftFreeDrawTimes()
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if left_free_draw_times > 0 and use_type == 1 then
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self.model:Fire(GodConst.REQ_ACTIVITY_PLAY,GodConst.ActivityType.Common, use_type == 1 and 1 or 2,0)
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return
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end
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if have_num >= need_num then
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self.model:Fire(GodConst.REQ_ACTIVITY_PLAY,GodConst.ActivityType.Common, use_type == 1 and 1 or 2,0)
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else
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local function yes_call( )
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self.model:Fire(GodConst.REQ_ACTIVITY_PLAY,GodConst.ActivityType.Common, use_type == 1 and 1 or 2,1)
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end
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local price = GoodsModel:getInstance():GetGoodsPrice(self.model.acitvity_cost_id)
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local need_cost = price * (need_num - have_num)
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local have_money = RoleManager.Instance.mainRoleInfo:GetRealJin()
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local good_name = GoodsModel:getInstance():getGoodsName(self.model.acitvity_cost_id,true)
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local content = string.format( "<color=#fdffc2>%s</color> 购买 %sx%d 召唤 %s 次神座", need_cost,good_name,need_num - have_num,use_type )
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if self.model.isAutoBuyActivityCommon then
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yes_call()
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else
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function toggle_function( flag )
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self.model.isAutoBuyActivityCommon = flag
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end
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--需要显示购买提示界面
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local data = {
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titleText = "温馨提示",
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nameText = "",
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price = need_cost,
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okText = "确定",
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gold_res = "ui_momey_icon_1",--货币类型
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priceText = content,
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ok_callback = yes_call,
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toggle_function = toggle_function,
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nameText = "是否花费",
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insufficientText = "",
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}
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GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, data)
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end
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end
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end
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function GodActivityCommonView:UpdateView( )
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local function call_backack( )
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if self._use_delete_method then return end
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self:UpdateBlessAwardList()
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self:RefreshMoney()
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self:RefreshRed()
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end
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TimeManager.GetInstance():StartTime("GodActivityCommonView_CheckRedDot", 0.2, call_backack)
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end
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function GodActivityCommonView:RefreshMoney( )
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local one_cost_conf = Config.Godkv["lottery_single"].value_content
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local ten_cost_conf = Config.Godkv["lottery_ten"].value_content
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one_cost_conf = stringtotable(one_cost_conf)[1]
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ten_cost_conf = stringtotable(ten_cost_conf)[1]
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local goods_id = one_cost_conf[2]
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local goods_num = GoodsModel:getInstance():GetTypeGoodsNum( goods_id )
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-- if goods_num > 0 then
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local goods_icon = GoodsModel:getInstance():GetGoodsBasicByTypeId( goods_id ).goods_icon
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lua_resM:setOutsideImageSprite(self,self.icon_money_ten_img,GameResPath.GetGoodsIcon(goods_icon),true)
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lua_resM:setOutsideImageSprite(self,self.icon_money_one_img,GameResPath.GetGoodsIcon(goods_icon),true)
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self.lb_money_one_tmp.text = "x" .. one_cost_conf[3]
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self.lb_money_ten_tmp.text = "x" .. ten_cost_conf[3]
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-- else
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-- local price = GoodsModel:getInstance():GetGoodsPrice(goods_id)
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-- local goods_icon = GoodsModel:getInstance():GetGoodsBasicByTypeId( 100000 ).goods_icon
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-- lua_resM:setOutsideImageSprite(self,self.icon_money_rest_img,GameResPath.GetGoodsIcon(goods_icon),true)
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-- lua_resM:setOutsideImageSprite(self,self.icon_money_ten_img,GameResPath.GetGoodsIcon(goods_icon),true)
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-- lua_resM:setOutsideImageSprite(self,self.icon_money_one_img,GameResPath.GetGoodsIcon(goods_icon),true)
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-- self.lb_money_ten_tmp.text = price * one_cost_conf[3]
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-- self.lb_money_one_tmp.text = price * ten_cost_conf[3]
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-- self.lb_money_rest_tmp.text = WordManager:ConvertNum(RoleManager.Instance.mainRoleInfo.jin)
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-- end
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--宠物生活技能 每日免费抽奖一次
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local left_free_draw_times = self.model:GetGodLeftFreeDrawTimes()
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if left_free_draw_times > 0 then
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self.icon_money_one_obj:SetActive(false)
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self.lb_money_one_tmp.text = ""
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self.free_label_tmp.text = "本次免费"
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else
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self.icon_money_one_obj:SetActive(true)
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self.free_label_tmp.text = ""
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end
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end
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--累计奖励
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function GodActivityCommonView:UpdateBlessAwardList( )
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if not self.is_loaded then return end
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local base_data = self.model:GetActivityCommonInfo()
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if not base_data then return end
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local conf = self.model:GetCommonConfByPhase(base_data.phase)
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if not conf then return end
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-------------------------
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local blessing_award = stringtotable(conf.awards)--累计奖励
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-------------------------
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for i,v in ipairs(blessing_award) do
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self.list_item[i] = self.list_item[i] or self:CreateItem(GodActivityRewardItem, self["con_item_" .. i], self.layer_name)
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self.list_item[i]:SetData("common",v)
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end
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self.lb_all_time_tmp.text = string.format("累计次数:<color=#2CF86F>%d</color>",base_data.blessing)
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-------------------------
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end
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function GodActivityCommonView:SetPoolReward( )
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if not self.is_loaded then return end
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local base_data = self.model:GetActivityCommonInfo()
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if not base_data then return end
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-------------------------
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local show_list = {}
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local lv = RoleManager.Instance.mainRoleInfo.level
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for k,v in pairs(Config.Godnormalpool) do
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if (v.phase == base_data.phase or v.phase == 0) and v.need_lv <= lv and v.show ~= 0 then
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local temp = stringtotable(v.awards)[1]
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temp[4] = v.show
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table.insert( show_list, temp )
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end
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end
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local function sort_call( a,b )
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return a[4] < b[4]
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end
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table.sort( show_list, sort_call )
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self.award_item_con_1 = self.award_item_con_1 or self:AddUIComponent(UI.ItemListCreator)
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local item_data_list = {
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data_list = show_list,
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item_con = self.Content_1,
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scroll_view = self.scroll_1,
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obj_pool_type = UIObjPool.UIType.AwardItem,
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item_width = 88,
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item_height = 88,
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start_x = 15,
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start_y = -11,
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space_x = 6,
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space_y = 1,
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create_frequency = 0.01,
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alignment = UnityEngine.TextAnchor.UpperLeft,
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on_update_item = function(item, i, v)
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item:IsNeedShowSeries(true)
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item:SetDataWithMapId(v[2], 0, v[1])
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item:SetItemSize(84, 84)
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end,
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}
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self.award_item_con_1:UpdateItems(item_data_list)
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end
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function GodActivityCommonView:SetLeftReward( )
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local conf = GodConst.ActivityCommonShowConf
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for i=1,#conf do
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local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId( conf[i].id )
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if basic then
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lua_resM:setOutsideImageSprite(self,self["goods_show_" .. i .. "_img"],GameResPath.GetGoodsIcon(basic.goods_icon),true)
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end
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end
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end
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function GodActivityCommonView:SetData( data )
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self.data = data
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if self.is_loaded then
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self.need_refreshData = false
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self:UpdateView()
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else
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self.need_refreshData = true
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end
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end
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function GodActivityCommonView:ShowDrawEffect( pool_type, draw_type, result_data )
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if not self.is_loaded then return end
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self.delay_show_reward = function()
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if self.delay_result_id then
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GlobalTimerQuest:CancelQuest(self.delay_result_id)
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self.delay_result_id = nil
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end
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self.model:Fire(GodConst.OPEN_ACTIVITY_RESULT_VIEW, result_data )
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self.model.draw_ing = false
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if self._use_delete_method then return end
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self.click_mask_obj:SetActive(false)
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end
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self.model.draw_ing = true
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self.delay_result_id = setTimeout(self.delay_show_reward,3.5)
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local data = {
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name = "ui_shenzuochoujiang",
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scale = 1.5,
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pos = co.TempVector2(80, 95),
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-- pos = co.TempVector2(135, 95),
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time = 3.25,
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}
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self.model:Fire(GodConst.OPEN_ACTIVITY_EFFECT_VIEW,data)
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end
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function GodActivityCommonView:__delete( )
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self.model.draw_ing = false
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CustomActivityModel:getInstance():SetGoodsCanFly(true)
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if self.delay_result_id then
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GlobalTimerQuest:CancelQuest(self.delay_result_id)
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self.delay_result_id = nil
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-------------------------
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if self.delay_show_reward then
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local function delay( )
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self.delay_show_reward()
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end
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setTimeout(delay,0.2)
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end
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end
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end
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