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134 行
3.7 KiB

GuildCollectRewardView = GuildCollectRewardView or BaseClass(BaseView)
local GuildCollectRewardView = GuildCollectRewardView
function GuildCollectRewardView:__init()
self.base_file = "guild"
self.layout_file = "GuildCollectRewardView"
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.click_bg_toClose = true
self.blur_activity_bg = true
self.model = GuildModel:getInstance()
self.current_index = nil
self.load_callback = function ()
self:LoadSuccess()
self:AddEvent()
end
self.open_callback = function ( )
self:OpenSuccess()
end
self.close_win_callback = function ( )
self:Close()
end
self.destroy_callback = function ( )
self:DestroySuccess()
end
end
function GuildCollectRewardView:Open(index)
self.current_index = index or 1
BaseView.Open(self)
end
function GuildCollectRewardView:LoadSuccess()
local nodes = {
"bg:raw", "bigTitle:raw",
"tips2:tmp", "tips1:tmp",
"ScrollView1", "ScrollView1/Viewport/Content1",
"ScrollView2", "ScrollView2/Viewport/Content2",
"ScrollView3", "ScrollView3/Viewport/Content3",
}
self:GetChildren(nodes)
lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("default_result_bg1"))
lua_resM:setOutsideRawImage(self,self.bigTitle_raw,GameResPath.GetGuildImage("guild_collect_reward_title"))
self.tips1_tmp.text = "<color=#fdffc2>点击裂隙</color>可进行封印,封印成功可获得<color=#2CF86F>丰富奖励</color>"
self.tips2_tmp.text = "<color=#fdffc2>点击宝箱</color>可进行攻击,成功击破可获得<color=#2CF86F>丰富奖励</color>"
end
function GuildCollectRewardView:AddEvent()
end
function GuildCollectRewardView:OpenSuccess()
local reward_list_1 = stringtotable(self.model:GetGuildCollectKvByKey("seal_reward").value)
if not self.item_list_com1 then
self.item_list_com1 = self:AddUIComponent(UI.ItemListCreator)
end
local info = {
data_list = reward_list_1,
item_con = self.Content1,
obj_pool_type = UIObjPool.UIType.AwardItem,
item_width = 78,
space_x = 16,
start_x = 5,
start_y = -5,
scroll_view = self.ScrollView1,
-- create_frequency = 0.01,
on_update_item = function(item, i, v)
item:SetItemSize(78, 78)
item:SetData(v[2], v[3])
end,
}
self.item_list_com1:UpdateItems(info)
local reward_list_2 = stringtotable(self.model:GetGuildCollectKvByKey("seal_boss_reward").value)
if not self.item_list_com2 then
self.item_list_com2 = self:AddUIComponent(UI.ItemListCreator)
end
local info = {
data_list = reward_list_2,
item_con = self.Content2,
obj_pool_type = UIObjPool.UIType.AwardItem,
item_width = 78,
space_x = 16,
start_x = 5,
start_y = -5,
scroll_view = self.ScrollView2,
-- create_frequency = 0.01,
on_update_item = function(item, i, v)
item:SetItemSize(78, 78)
item:SetData(v[2], v[3])
end,
}
self.item_list_com2:UpdateItems(info)
local reward_list_3 = stringtotable(self.model:GetGuildCollectKvByKey("seal_assist_reward").value)
if not self.item_list_com3 then
self.item_list_com3 = self:AddUIComponent(UI.ItemListCreator)
end
local info = {
data_list = reward_list_3,
item_con = self.Content3,
obj_pool_type = UIObjPool.UIType.AwardItem,
item_width = 78,
space_x = 16,
start_x = 5,
start_y = -5,
scroll_view = self.ScrollView3,
-- create_frequency = 0.01,
on_update_item = function(item, i, v)
item:SetItemSize(78, 78)
item:SetData(v[2], v[3])
end,
}
self.item_list_com3:UpdateItems(info)
end
function GuildCollectRewardView:DestroySuccess( )
end