CapsuleEggRewardPreview = CapsuleEggRewardPreview or BaseClass(BaseView)
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local CapsuleEggRewardPreview = CapsuleEggRewardPreview
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function CapsuleEggRewardPreview:__init()
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self.base_file = "capsuleEgg"
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self.layout_file = "CapsuleEggRewardPreview"
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self.layer_name = "Activity"
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self.destroy_imm = true
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self.use_background = true
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self.change_scene_close = true
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self.hide_maincancas = false --是否隐藏主界面
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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.is_set_zdepth = true
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self.model = CapsuleEggModel:getInstance()
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self.load_callback = function ()
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self:LoadSuccess()
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self:AddEvent()
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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.destroy_callback = function ( )
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self:DestroySuccess()
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end
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end
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function CapsuleEggRewardPreview:Open(pool_type)
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self.pool_type = pool_type
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BaseView.Open(self)
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end
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function CapsuleEggRewardPreview:LoadSuccess()
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local nodes = {
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"bg:raw", "close:obj",
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"ScrollView_1", "ScrollView_1/Viewport/Content_1",
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"ScrollView_2/Viewport/Content_2", "ScrollView_2",
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"ScrollView_3", "ScrollView_3/Viewport/Content_3",
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}
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self:GetChildren(nodes)
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lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("capsule_egg_reward_preview_bg"))
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end
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function CapsuleEggRewardPreview:AddEvent()
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local on_click = function ( click_obj )
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if self.close_obj == click_obj then
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self:Close()
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end
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end
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AddClickEvent(self.close_obj, on_click)
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end
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function CapsuleEggRewardPreview:OpenSuccess()
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-- 超级大奖对应档位0
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-- 豪华大奖对应档位1
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-- 欢乐大奖对应档位2
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local reward_list_1 = {}
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local reward_list_2 = {}
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local reward_list_3 = {}
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for i,v in pairs(Config.Capsuleeggreward) do
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if v.pool_type == self.pool_type then
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local reward_temp = stringtotable(v.reward)[1]
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if v.color == 0 then
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table.insert(reward_list_1,reward_temp)
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elseif v.color == 1 then
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table.insert(reward_list_2,reward_temp)
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elseif v.color == 2 then
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table.insert(reward_list_3,reward_temp)
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end
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end
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end
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local big_reward_cfg = self.model.capsule_egg_kv_cfg["giving_reward"]
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if big_reward_cfg then
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local big_reward_data = stringtotable(big_reward_cfg.value)[1]
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table.insert(reward_list_1,big_reward_data)
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end
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if not self.reward_list_com_1 then
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self.reward_list_com_1 = self:AddUIComponent(UI.ItemListCreator)
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end
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local info = {
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data_list = reward_list_1,
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item_con = self.Content_1,
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obj_pool_type = UIObjPool.UIType.AwardItem,
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item_width = 78,
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space_x = 38,
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start_x = 27.5,
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start_y = -11,
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scroll_view = self.ScrollView_1,
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create_frequency = 0.01,
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on_update_item = function(item, i, v)
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item:SetItemSize(78, 78)
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item:SetData(v[2])
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end,
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}
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self.reward_list_com_1:UpdateItems(info)
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if not self.reward_list_com_2 then
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self.reward_list_com_2 = self:AddUIComponent(UI.ItemListCreator)
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end
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local info = {
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data_list = reward_list_2,
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item_con = self.Content_2,
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obj_pool_type = UIObjPool.UIType.AwardItem,
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item_width = 78+10,
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space_x = 38-10,
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start_x = 11,
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start_y = -11,
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scroll_view = self.ScrollView_2,
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create_frequency = 0.01,
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on_update_item = function(item, i, v)
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item:SetItemSize(78, 78)
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item:SetData(v[2])
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end,
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}
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self.reward_list_com_2:UpdateItems(info)
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if not self.reward_list_com_3 then
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self.reward_list_com_3 = self:AddUIComponent(UI.ItemListCreator)
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end
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local info = {
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data_list = reward_list_3,
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item_con = self.Content_3,
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obj_pool_type = UIObjPool.UIType.AwardItem,
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item_width = 78+10,
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space_x = 38-10,
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start_x = 15,
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start_y = -11,
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scroll_view = self.ScrollView_3,
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create_frequency = 0.01,
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on_update_item = function(item, i, v)
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item:SetItemSize(78, 78)
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item:SetData(v[2])
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end,
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}
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self.reward_list_com_3:UpdateItems(info)
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end
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function CapsuleEggRewardPreview:DestroySuccess( )
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if self.tabWindowComponent then
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self.tabWindowComponent:DeleteMe()
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end
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self.tabWindowComponent = nil
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end
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