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