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156 строки
4.6 KiB

ExitConView = ExitConView or BaseClass(BaseView)
local ExitConView = ExitConView
function ExitConView:__init()
self.base_file = "common"
self.layout_file = "ExitConView"
self.layer_name = "Main"
self.destroy_imm = true
self.change_scene_close = false
self.append_to_ctl_queue = false --是否要添加进界面堆栈
self.need_show_money = false --是否要显示顶部的金钱栏
------------------------
-- 一级全屏界面:
self.hide_maincancas = false --隐藏主界面
self.use_background = false --不一定显示遮罩
self.load_callback = function ()
self:LoadSuccess()
end
self.open_callback = function ( )
self:OpenSuccess()
end
self.close_win_callback = function ( )
self:Close()
end
self.destroy_callback = function ( )
self:DestroySuccess()
end
self.wait_add_list = {}
self.cur_node_list = {}
end
function ExitConView:Open( )
BaseView.Open(self)
end
function ExitConView:LoadSuccess()
self:AddEvent()
SetAnchoredPosition( self.transform, -ClientConfig.iphone_x_offset_right, 0 )
self.wait_add_list = StartToEnd(self.wait_add_list)
for i=#self.wait_add_list ,1 ,-1 do
local temp = table.remove(self.wait_add_list,i)
self:AddNode( temp.node,temp.parent_node,temp.tag_str,temp.off_x, temp.off_y )
end
self:LittleMove(false)
end
function ExitConView:AddEvent()
local function onOrientationChange()
SetAnchoredPosition( self.transform, -ClientConfig.iphone_x_offset_right, 0 )
end
self:BindEvent(GlobalEventSystem, EventName.ORIENTATION_DID_CHANGE, onOrientationChange)
local function activity_icon_changeFunc(is_hide)
if self.gameObject then
self.gameObject:SetActive(is_hide)
end
end
self:BindEvent(GlobalEventSystem, EventName.NOTIFY_ACTIVITY_ICON_HIDE_STATE, activity_icon_changeFunc)
local function onSceneStartHandler( )
--场景加载完之后,没内容就关界面吧
if (TableSize(self.wait_add_list) == 0) and (TableSize(self.cur_node_list) == 0) then
self:Close()
end
end
self:BindEvent(GlobalEventSystem, EventName.SCENE_LOAD_VIEW_COMPLETE, onSceneStartHandler)
local function onLittleMove(is_out)
self:LittleMove(is_out)
end
self:BindEvent(GlobalEventSystem, EventName.PLAY_MAINUI_MOVIE_EVENT, onLittleMove)
end
function ExitConView:LittleMove( is_out)
if self.tween_lite_id_1 then
TweenLite.Stop(self.tween_lite_id_1)
self.tween_lite_id_1 = nil
end
if is_out then
self.transform.anchoredPosition = Vector2(-ClientConfig.iphone_x_offset_right, 0)
self.tween_lite_id_1 = TweenLite.to(self, self.transform, TweenLite.UiAnimationType.ANCHORED_POSY, MainUIModel.LITTLE_MOVE_OUT_DIST, MainUIModel.LITTLE_MOVE_OUT_TIME)
else
self.transform.anchoredPosition = Vector2( -ClientConfig.iphone_x_offset_right, MainUIModel.LITTLE_MOVE_DIST)
self.tween_lite_id_1 = TweenLite.to(self, self.transform, TweenLite.UiAnimationType.ANCHORED_POSY, 0, MainUIModel.LITTLE_MOVE_TIME)
end
end
function ExitConView:OpenSuccess()
self:UpdateView()
end
function ExitConView:UpdatePosition( )
for i,v in ipairs(self.cur_node_list) do
SetAnchoredPosition( v.node.transform, - 67 * (i-1) -249.5 + v.off_x,-31.5 + v.off_y )
end
end
function ExitConView:AddNode( node,parent_node,tag_str,off_x,off_y )
local data = {tag_str = tag_str,node = node,parent_node = parent_node,off_x = off_x or 0,off_y = off_y or 0}
if not self.is_loaded then
for k,v in pairs(self.wait_add_list) do
if v.tag_str == tag_str then
print('---- ExitConView.lua -- 预备队列重复添加节点,请检查')
return
end
end
table.insert( self.wait_add_list, data )
else
for k,v in pairs(self.cur_node_list) do
if v.tag_str == tag_str then
print('---- ExitConView.lua -- 重复添加节点,请检查')
return
end
end
node.transform:SetParent(self.transform)
table.insert( self.cur_node_list, data )
self:UpdatePosition()
end
end
function ExitConView:RemoveNode( node,tag_str )
if not self.is_loaded then
self.wait_add_list[tag_str] = nil
for k,v in pairs(self.wait_add_list) do
if v.tag_str == tag_str then
table.remove(self.wait_add_list,k)
break
end
end
else
--节点不见了??
for k,v in pairs(self.cur_node_list) do
if v.tag_str == tag_str then
--送回父节点去
local data = table.remove(self.cur_node_list,k)
data.node.transform:SetParent(data.parent_node.transform)
return
end
end
self:UpdatePosition()
end
end
function ExitConView:UpdateView()
end
function ExitConView:DestroySuccess( )
if self.tween_lite_id_1 then
TweenLite.Stop(self.tween_lite_id_1)
self.tween_lite_id_1 = nil
end
end