GuildCollectRewardView = GuildCollectRewardView or BaseClass(BaseView)
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local GuildCollectRewardView = GuildCollectRewardView
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function GuildCollectRewardView:__init()
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self.base_file = "guild"
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self.layout_file = "GuildCollectRewardView"
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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.click_bg_toClose = true
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self.blur_activity_bg = true
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self.model = GuildModel:getInstance()
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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.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 GuildCollectRewardView: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 GuildCollectRewardView:LoadSuccess()
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local nodes = {
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"bg:raw", "bigTitle:raw",
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"tips2:tmp", "tips1:tmp",
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"ScrollView1", "ScrollView1/Viewport/Content1",
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"ScrollView2", "ScrollView2/Viewport/Content2",
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"ScrollView3", "ScrollView3/Viewport/Content3",
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}
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self:GetChildren(nodes)
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lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("default_result_bg1"))
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lua_resM:setOutsideRawImage(self,self.bigTitle_raw,GameResPath.GetGuildImage("guild_collect_reward_title"))
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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>"
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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>"
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end
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function GuildCollectRewardView:AddEvent()
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end
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function GuildCollectRewardView:OpenSuccess()
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local reward_list_1 = stringtotable(self.model:GetGuildCollectKvByKey("seal_reward").value)
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if not self.item_list_com1 then
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self.item_list_com1 = self:AddUIComponent(UI.ItemListCreator)
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end
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local info = {
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data_list = reward_list_1,
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item_con = self.Content1,
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obj_pool_type = UIObjPool.UIType.AwardItem,
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item_width = 78,
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space_x = 16,
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start_x = 5,
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start_y = -5,
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scroll_view = self.ScrollView1,
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-- create_frequency = 0.01,
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on_update_item = function(item, i, v)
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item:SetItemSize(78, 78)
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item:SetData(v[2], v[3])
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end,
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}
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self.item_list_com1:UpdateItems(info)
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local reward_list_2 = stringtotable(self.model:GetGuildCollectKvByKey("seal_boss_reward").value)
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if not self.item_list_com2 then
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self.item_list_com2 = self:AddUIComponent(UI.ItemListCreator)
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end
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local info = {
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data_list = reward_list_2,
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item_con = self.Content2,
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obj_pool_type = UIObjPool.UIType.AwardItem,
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item_width = 78,
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space_x = 16,
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start_x = 5,
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start_y = -5,
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scroll_view = self.ScrollView2,
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-- create_frequency = 0.01,
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on_update_item = function(item, i, v)
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item:SetItemSize(78, 78)
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item:SetData(v[2], v[3])
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end,
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}
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self.item_list_com2:UpdateItems(info)
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local reward_list_3 = stringtotable(self.model:GetGuildCollectKvByKey("seal_assist_reward").value)
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if not self.item_list_com3 then
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self.item_list_com3 = self:AddUIComponent(UI.ItemListCreator)
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end
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local info = {
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data_list = reward_list_3,
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item_con = self.Content3,
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obj_pool_type = UIObjPool.UIType.AwardItem,
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item_width = 78,
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space_x = 16,
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start_x = 5,
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start_y = -5,
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scroll_view = self.ScrollView3,
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-- create_frequency = 0.01,
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on_update_item = function(item, i, v)
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item:SetItemSize(78, 78)
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item:SetData(v[2], v[3])
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end,
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}
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self.item_list_com3:UpdateItems(info)
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end
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function GuildCollectRewardView:DestroySuccess( )
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end
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