源战役客户端
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CSMainAppointAllRoleListItem = CSMainAppointAllRoleListItem or BaseClass(BaseItem)
local CSMainAppointAllRoleListItem = CSMainAppointAllRoleListItem
function CSMainAppointAllRoleListItem:__init()
self.base_file = "csMain"
self.layout_file = "CSMainAppointAllRoleListItem"
self.model = CSMainModel:getInstance()
self.role_item_list = {}
self:Load()
end
function CSMainAppointAllRoleListItem:Load_callback()
self.nodes = {
"bg2:img", "bg1:img", "roleCon", "time:tmp",
}
self:GetChildren(self.nodes)
lua_resM:setOutsideImageSprite(self, self.bg1_img, GameResPath.GetCSMainImage("cs_main_appoint_bottom_2_short"))
lua_resM:setOutsideImageSprite(self, self.bg2_img, GameResPath.GetCSMainImage("cs_main_appoint_bottom_1"))
self:AddEvents()
if self.need_refreshData then
self:UpdateView()
end
end
function CSMainAppointAllRoleListItem:AddEvents( )
end
function CSMainAppointAllRoleListItem:UpdateView( )
self.time_tmp.text = string.format("[%s]",TimeUtil:timeConversion(self.data.issue, "yyyy.mm.dd"))
local role_list = {}
local my_ser_num = RoleManager.Instance.mainRoleInfo.server_num
for i,v in ipairs(self.data.servers) do
if v.ser_num == my_ser_num then
for k,v in pairs(v.directors) do
role_list[v.pos] = v
end
end
end
for k,v in pairs(self.role_item_list) do
v:SetVisible(false)
end
for i=1,7 do
local item = self.role_item_list[i]
if not item then
item = CSMainAppointRoleItem.New(self.roleCon)
self.role_item_list[i] = item
end
if i == 1 then
item:SetAnchoredPosition(-130 , 92)
elseif i == 2 then
item:SetAnchoredPosition(0 , 92)
elseif i == 3 then
item:SetAnchoredPosition(130 , 92)
elseif i == 4 then
item:SetAnchoredPosition(-195 , -88)
elseif i == 5 then
item:SetAnchoredPosition(-65 , -88)
elseif i == 6 then
item:SetAnchoredPosition(65 , -88)
elseif i == 7 then
item:SetAnchoredPosition(195 , -88)
end
item:SetVisible(true)
item:SetData(role_list[i],i)
end
end
function CSMainAppointAllRoleListItem:SetData( data )
self.data = data
if self.is_loaded then
self.need_refreshData = false
self:UpdateView()
else
self.need_refreshData = true
end
end
function CSMainAppointAllRoleListItem:__delete( )
for i, v in ipairs(self.role_item_list) do
v:DeleteMe()
end
self.role_item_list = {}
end