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132 lignes
3.4 KiB

CSMainMilitaryRanksBaseView = CSMainMilitaryRanksBaseView or BaseClass(BaseView)
local CSMainMilitaryRanksBaseView = CSMainMilitaryRanksBaseView
function CSMainMilitaryRanksBaseView:__init()
self.base_file = "csMain"
self.layout_file = "CSMainMilitaryRanksBaseView"
self.layer_name = "Activity"
self.destroy_imm = true
self.use_background = true
self.change_scene_close = true
self.hide_maincancas = true --是否隐藏主界面
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
self.is_set_zdepth = true
self.model = CSMainModel:getInstance()
self.tab_item_list = {}
self.current_index = nil
self.load_callback = function ()
self:LoadSuccess()
self:AddEvent()
end
self.open_callback = function ( )
self:OpenSuccess()
end
self.switch_callback = function(index)
self:SwitchTab(index)
end
self.close_win_callback = function ( )
self:Close()
end
self.destroy_callback = function ( )
self:DestroySuccess()
end
end
function CSMainMilitaryRanksBaseView:Open(index)
self.current_index = index or 1
BaseView.Open(self)
end
function CSMainMilitaryRanksBaseView:LoadSuccess()
local nodes = {
"closeBtn:obj", "bg:raw", "tabCon", "subCon",
}
self:GetChildren(nodes)
end
function CSMainMilitaryRanksBaseView:AddEvent()
local on_click = function ( click_obj )
if self.closeBtn_obj == click_obj then
self:Close()
end
end
AddClickEvent(self.closeBtn_obj, on_click)
local function CLICK_GET_WAY_ITEM( )
self:Close()
end
self:BindEvent(GlobalEventSystem, EventName.CLICK_GET_WAY_ITEM, CLICK_GET_WAY_ITEM)
end
function CSMainMilitaryRanksBaseView:OpenSuccess()
-- self:InitTab()
self:SwitchTab(1)
end
function CSMainMilitaryRanksBaseView:InitTab( )
local tab_data = {
[1] = {name = "军衔详情"},
[2] = {name = "军衔排行"},
}
local function call_back(tab_index)
self:SwitchTab(tab_index)
end
for k,v in pairs(self.tab_item_list) do
v:SetVisible(false)
end
for i,v in ipairs(tab_data) do
local item = self.tab_item_list[i]
if not item then
item = CSMainMilitaryRanksTab.New(self.tabCon)
self.tab_item_list[i] = item
end
item:SetVisible(true)
item:SetData(v,i,call_back)
item:SetAnchoredPosition(-2, 41-(i-1)*(74-5))
end
for k,v in pairs(self.tab_item_list) do
v:OnClick(self.current_index)
end
end
function CSMainMilitaryRanksBaseView:SwitchTab( index )
self.current_index = index
if index == 1 then
lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("cs_main_military_ranks_bg_1"))
if self.details_view == nil then
self.details_view = CSMainMilitaryRanksDetailsView.New(self.subCon)
end
self.details_view:SetData()
self:PopUpChild(self.details_view)
elseif index == 2 then
lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("cs_main_military_ranks_bg_2"))
if self.rank_view == nil then
self.rank_view = CSMainMilitaryRanksRankView.New(self.subCon)
end
self.rank_view:SetData()
self:PopUpChild(self.rank_view)
end
end
function CSMainMilitaryRanksBaseView:DestroySuccess( )
for i, v in ipairs(self.tab_item_list) do
v:DeleteMe()
end
self.tab_item_list = {}
if self.details_view then
self.details_view:DeleteMe()
end
self.details_view = nil
if self.rank_view then
self.rank_view:DeleteMe()
end
self.rank_view = nil
end