源战役客户端
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-- <*
-- @Author: Saber
-- @Description: 跨服社团排行玩法右侧信息节点
-- *>
GuildCSGRSceneRankItem = GuildCSGRSceneRankItem or BaseClass(BaseItem)
local GuildCSGRSceneRankItem = GuildCSGRSceneRankItem
function GuildCSGRSceneRankItem:__init(parent_wnd,prefab_asset,layer_name)
self.base_file = "guildCSGR"
self.layout_file = "GuildCSGRSceneRankItem"
self.parent_wnd = parent_wnd
self.layer_name = layer_name
self.model = GuildModel:getInstance()
self:Load()
end
function GuildCSGRSceneRankItem:Load_callback()
local nodes = {
-- 排行信息节点
"rank_icon:img",
"rank_server_num:tmp",
"rank_gname:tmp",
"rank_percentage:tmp",
}
self:GetChildren(nodes)
SetLocalScale(self.rank_icon, 1)
self:AddEvents()
if self.need_refreshData then
self:UpdateView()
end
end
function GuildCSGRSceneRankItem:AddEvents( )
end
function GuildCSGRSceneRankItem:SetData( data, rank )
self.data = data
self.rank = rank
if self.is_loaded then
self.need_refreshData = false
self:UpdateView()
else
self.need_refreshData = true
end
end
function GuildCSGRSceneRankItem:UpdateView( )
self.rank_icon_img.enabled = self.rank <= 3
if self.rank <= 3 then
-- lua_resM:setImageSprite(self, self.rank_icon_img, "guildCSGR_asset", "csgr_rank"..self.rank, true)
lua_resM:setImageSprite(self, self.rank_icon_img, "guildCSGR_asset", "csgr_rank_icon"..self.rank, true)
end
self.rank_server_num_tmp.text = ""
if self.data.is_empty then -- 没数据就展示为空白占位
-- self.rank_server_num_tmp.text = ""
self.rank_gname_tmp.text = " 暂无信息"
self.rank_percentage_tmp.text = "0"
else
self.rank_gname_tmp.text = string.format("s%s.%s", self.data.server_num, self.data.guild_name)
-- self.rank_gname_tmp.text = self.data.guild_name
self.rank_percentage_tmp.text = WordManager:ConvertNum(self.data.val, true)
end
end
function GuildCSGRSceneRankItem:__delete( )
end