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-- <*
-- @Author: Saber
-- @Description: 圣物系统数据寻宝界面
-- *>
PsionicDrawView = PsionicDrawView or BaseClass(BaseItem)
local PsionicDrawView = PsionicDrawView
local math_random = math.random
local cc = cc
local SetAnchoredPositionY = SetAnchoredPositionY
function PsionicDrawView:__init(parent_wnd,prefab_asset,layer_name)
self.base_file = "psionic"
self.layout_file = "PsionicDrawView"
self.parent_wnd = parent_wnd
self.layer_name = layer_name
self.model = PsionicModel:getInstance()
self.goods_model = GoodsModel:getInstance()
-- 抽卡消耗缓存
self.cost_cache = {
[PsionicConst.DrawPoolType.Normal] = {},
[PsionicConst.DrawPoolType.Deep] = {}
}
-- 简化代码用
self.pool_type_str = {
[PsionicConst.DrawPoolType.Normal] = "normal",
[PsionicConst.DrawPoolType.Deep] = "deep"
}
self.anim_item_list = {} -- 参与动画的节点
self:Load()
end
function PsionicDrawView:SetVisible(state, force_hide)
local function visible_callback()
BaseItem.SetVisible(self, state, force_hide)
end
if state then
visible_callback()
self:StartTransCGAlphaAnim(true)
else
lua_resM:clearRoleMode(self)
self:StartTransCGAlphaAnim(false, visible_callback)
end
end
function PsionicDrawView:Load_callback()
local nodes = {
-- 普通寻宝
"normal_cost_icon1:img", "normal_cost_icon2:img",
"normal_one_btn:obj", "normal_ten_btn:obj",
"normal_cost1:tmp", "normal_cost2:tmp",
"normal_free_time:tmp",
"normal_one_red:obj", "normal_ten_red:obj",
"normal_model_con:obj:raw",
"normal_draw_tip:tmp",
"normal_tip_btn:obj",
-- 深度寻宝
"deep_cost_icon1:img", "deep_cost_icon2:img",
"deep_one_btn:obj", "deep_ten_btn:obj",
"deep_cost1:tmp", "deep_cost2:tmp",
"deep_free_time:tmp",
"deep_one_red:obj", "deep_ten_red:obj",
"deep_first_tip:obj",
"deep_model_con:obj:raw",
"deep_draw_tip:tmp",
"deep_tip_btn:obj",
}
self:GetChildren(nodes)
self.transform_cg = self.transform:GetComponent(typeof(UnityEngine.CanvasGroup))
self.normal_draw_tip_tmp.text = string.format("必得极品<color=%s>紫色品质</color>圣物", ColorUtil.PURPLE_DARK)
self.deep_draw_tip_tmp.text = string.format("必得极品<color=%s>橙色品质</color>圣物", ColorUtil.ORANGE_DARK)
SetLocalPositionZ(self.normal_tip_btn, -2000)
SetLocalPositionZ(self.deep_tip_btn, -2000)
-- 获取浮动节点
for i = 1, 8 do
self.anim_item_list[i] = self:GetChild("anim_con/anim_item"..i)
end
self:AddEvents()
self:StartTransCGAlphaAnim(true)
self:UpdateView()
self:CreateRewardsAnim()
self:UpdateRedByPoolType(PsionicConst.DrawPoolType.Normal)
self:UpdateRedByPoolType(PsionicConst.DrawPoolType.Deep)
end
function PsionicDrawView:AddEvents( )
local function click_event(target)
if target == self.normal_one_btn_obj then -- 普通单抽
self:OnDrawBtnClick(PsionicConst.DrawPoolType.Normal, PsionicConst.DrawNumType.OneDraw)
elseif target == self.normal_ten_btn_obj then -- 普通十连
self:OnDrawBtnClick(PsionicConst.DrawPoolType.Normal, PsionicConst.DrawNumType.TenDraw)
elseif target == self.deep_one_btn_obj then -- 深度单抽
self:OnDrawBtnClick(PsionicConst.DrawPoolType.Deep, PsionicConst.DrawNumType.OneDraw)
elseif target == self.deep_ten_btn_obj then -- 深度十连抽
self:OnDrawBtnClick(PsionicConst.DrawPoolType.Deep, PsionicConst.DrawNumType.TenDraw)
elseif target == self.normal_tip_btn_obj then -- 普通池奖励展示
self.model:Fire(PsionicConst.OPEN_DRAW_PREVIEW_VIEW, true, PsionicConst.DrawPoolType.Normal)
elseif target == self.deep_tip_btn_obj then -- 深度池奖励展示
self.model:Fire(PsionicConst.OPEN_DRAW_PREVIEW_VIEW, true, PsionicConst.DrawPoolType.Deep)
end
end
AddClickEvent(self.normal_one_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
AddClickEvent(self.normal_ten_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
AddClickEvent(self.deep_one_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
AddClickEvent(self.deep_ten_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
AddClickEvent(self.normal_tip_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
AddClickEvent(self.deep_tip_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
local function update_dig_data(pool_type, opty_type) -- 抽卡结果需要指定类型,其他的情况则刷新整个界面
if pool_type and opty_type then
if pool_type == PsionicConst.DrawPoolType.Normal then
self:UpdateDrawCostDataByType(PsionicConst.DrawPoolType.Normal)
self:UpdateNormalFreeTimer(PsionicConst.DrawPoolType.Normal)
elseif pool_type == PsionicConst.DrawPoolType.Deep then
self:UpdateDrawCostDataByType(PsionicConst.DrawPoolType.Deep)
self:UpdateNormalFreeTimer(PsionicConst.DrawPoolType.Deep)
end
else
self:UpdateView()
end
end
self:BindEvent(self.model, PsionicConst.UPDATE_DIG_DATA, update_dig_data)
local function update_draw_red(pool_type)
self:UpdateRedByPoolType(pool_type)
end
self:BindEvent(self.model, PsionicConst.UPDATE_DATADIG_RED_BY_TYPE, update_draw_red)
-- 通过更新红点的方式更新抽奖道具表现
local function update_draw_items(tab_id)
if tab_id and tab_id == PsionicConst.TabId.PDataDig then
self:UpdateDrawCostDataByType(PsionicConst.DrawPoolType.Normal)
self:UpdateDrawCostDataByType(PsionicConst.DrawPoolType.Deep)
end
end
self:BindEvent(self.model, PsionicConst.UPDATE_RED_BY_TABID, update_draw_items)
end
function PsionicDrawView:StartTransCGAlphaAnim(show, close_callback)
if not self.is_loaded then return end
self:StopTransCFAlphaAnim()
local target_alpha = show and 1 or 0
self.transform_cg.interactable = false
if show then
self:UpdateDrawModel(PsionicConst.DrawPoolType.Normal)
self:UpdateDrawModel(PsionicConst.DrawPoolType.Deep)
end
local function alpha_anim_callback()
if show then
self.transform_cg.interactable = true
end
end
-- 关闭回调覆盖
if not show and close_callback then
alpha_anim_callback = close_callback
end
self.alpha_anim_id = TweenLite.to(self, self.transform_cg, TweenLite.UiAnimationType.ALPHA_ALL, target_alpha, 0.2, alpha_anim_callback)
end
function PsionicDrawView:StopTransCFAlphaAnim( )
if self.alpha_anim_id then
TweenLite.Stop(self.alpha_anim_id)
self.alpha_anim_id = nil
end
end
function PsionicDrawView:UpdateView( )
-- 加载普通寻宝配置
self.normal_cfg = Config.Nucleonpool[1]
-- 加载深度寻宝配置
self.deep_cfg = Config.Nucleonpool[2]
self:UpdateDrawCostDataByType(PsionicConst.DrawPoolType.Normal)
self:UpdateDrawCostDataByType(PsionicConst.DrawPoolType.Deep)
self:UpdateNormalFreeTimer(PsionicConst.DrawPoolType.Normal)
self:UpdateNormalFreeTimer(PsionicConst.DrawPoolType.Deep)
end
function PsionicDrawView:UpdateDrawModel(pool_type)
local pt = self.pool_type_str[pool_type]
local data = {
father_node = self,
transform = self[pt.."_model_con"],
fashion_type = FuncOpenModel.TypeId.OtherGoods,
figure_id = PsionicConst.DrawShowModel[pool_type],
scale = 300,
can_rotate = false,
action_name_list = {"idle"},
position = Vector3(0, -130, 0),
rotate = Vector3(15,180,0),
ui_model_type = UIModelCommon.ModelType.Model,
}
FuncOpenModel:getInstance():SetModelRes(data)
end
-- 新版调整 根据池子类型不同,直接更新对应池子的消耗物品信息,并缓存每种情况所需要的花费
function PsionicDrawView:UpdateDrawCostDataByType(pool_type)
local cfg_data = pool_type == PsionicConst.DrawPoolType.Normal and self.normal_cfg or self.deep_cfg
local pt = self.pool_type_str[pool_type]
local pool_data = self.model:GetPsionicDigData(pool_type)
-- 当前是否能免费
local can_free = pool_data and pool_data.remain > 0 and pool_data.rtime - TimeUtil:getServerTime() < 0 or false
-- 获取抽奖券数
local single_ticket_num = self.goods_model:GetTypeGoodsNum(cfg_data.one)
local ten_ticket_num = self.goods_model:GetTypeGoodsNum(cfg_data.ten)
local one_cost = stringtotable(cfg_data.cost)[1]
local ten_cost = stringtotable(cfg_data.pay)[1]
-- 单抽券价格
local single_ticket_price = tonumber(one_cost[3])
local single_ticket_price_type = tonumber(one_cost[1])
local one_cost_icon_asset, one_cost_icon_name = WordManager:GetCommonMoneyIcon(single_ticket_price_type)
local ten_cost_icon_asset, ten_cost_icon_name = WordManager:GetCommonMoneyIcon(ten_cost[1])
if pool_type == PsionicConst.DrawPoolType.Normal then -- 普通池子默认展示红钻,有单抽券时显示单抽券
-- 单抽
-- 没有抽奖券的情况
if can_free then
lua_resM:setImageSprite(self, self[pt .. "_cost_icon1_img"], "psionic_asset", "psionic_dig_icon"..pool_type.."_1", true)
self[pt .. "_cost1_tmp"].text = "免费"
self.cost_cache[pool_type][PsionicConst.DrawNumType.OneDraw] = {free = true} -- 免费,可以直接抽
-- 有抽奖券,则加载为抽奖券的图标
elseif single_ticket_num > 0 then
lua_resM:setImageSprite(self, self[pt .. "_cost_icon1_img"], "psionic_asset", "psionic_dig_icon"..pool_type.."_1", true)
self[pt .. "_cost1_tmp"].text = string.format("<color=%s>%s</color>/1",
single_ticket_num > 0 and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK,
single_ticket_num)
self.cost_cache[pool_type][PsionicConst.DrawNumType.OneDraw] = {goods_id = cfg_data.one} -- 构造数据,扣除道具
else -- 显示为钻石付费
lua_resM:setImageSprite(self, self[pt .. "_cost_icon1_img"], one_cost_icon_asset, one_cost_icon_name, true)
self[pt .. "_cost1_tmp"].text = single_ticket_price
self.cost_cache[pool_type][PsionicConst.DrawNumType.OneDraw] = {price_type = single_ticket_price_type, cost = single_ticket_price} -- 构造数据,扣除金额
end
-- 十连
-- 有十连券,则加载为十连券的图标
if ten_ticket_num > 0 then
lua_resM:setImageSprite(self, self[pt .. "_cost_icon2_img"], "psionic_asset", "psionic_dig_icon"..pool_type.."_2", true)
self[pt .. "_cost2_tmp"].text = string.format("<color=%s>%s</color>/1", ColorUtil.GREEN_DARK, ten_ticket_num)
self.cost_cache[pool_type][PsionicConst.DrawNumType.TenDraw] = {goods_id = cfg_data.ten} -- 构造数据,表现为扣除道具
-- 有单抽券,则加载为单抽券,并显示出所需个数相关表现
elseif single_ticket_num > 0 then
lua_resM:setImageSprite(self, self[pt .. "_cost_icon2_img"], "psionic_asset", "psionic_dig_icon"..pool_type.."_1", true)
self[pt .. "_cost2_tmp"].text = string.format("<color=%s>%s</color>/9",
single_ticket_num >= 9 and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK,
single_ticket_num)
if single_ticket_num >= 9 then -- 单抽券数量足够,表现为扣除道具
self.cost_cache[pool_type][PsionicConst.DrawNumType.TenDraw] = {goods_id = cfg_data.one} -- 构造数据,表现为扣除道具
else -- 单抽不足,算出差价,表现为补齐单抽
local need_cost = single_ticket_price * (9 - single_ticket_num)
self.cost_cache[pool_type][PsionicConst.DrawNumType.TenDraw] = {price_type = single_ticket_price_type, cost = need_cost} -- 构造数据,扣除金额
end
-- 普通池子没抽奖券展示红钻
else
lua_resM:setImageSprite(self, self[pt .. "_cost_icon2_img"], ten_cost_icon_asset, ten_cost_icon_name, true)
local need_cost = single_ticket_price * 9
self[pt .. "_cost2_tmp"].text = need_cost
self.cost_cache[pool_type][PsionicConst.DrawNumType.TenDraw] = {price_type = single_ticket_price_type, cost = need_cost} -- 构造数据,表现为扣除金额
end
else -- 高级池子默认展示道具
-- 单抽
lua_resM:setImageSprite(self, self[pt .. "_cost_icon1_img"], "psionic_asset", "psionic_dig_icon"..pool_type.."_1", true)
-- 免费单抽
if can_free then
self[pt .. "_cost1_tmp"].text = "免费"
self.cost_cache[pool_type][PsionicConst.DrawNumType.OneDraw] = {free = true} -- 构造数据,表现为扣除金额
-- 有抽奖券,则加载为抽奖券的图标
else
self[pt .. "_cost1_tmp"].text = string.format("<color=%s>%s</color>/1",
single_ticket_num > 0 and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK,
single_ticket_num)
if single_ticket_num > 0 then
self.cost_cache[pool_type][PsionicConst.DrawNumType.OneDraw] = {goods_id = cfg_data.one} -- 构造数据,扣除道具
else
self.cost_cache[pool_type][PsionicConst.DrawNumType.OneDraw] = {price_type = single_ticket_price_type, cost = single_ticket_price} -- 构造数据,扣除金额
end
end
-- 十连
-- 有十连券,就展示十连券的表现
if ten_ticket_num > 0 then
lua_resM:setImageSprite(self, self[pt .. "_cost_icon2_img"], "psionic_asset", "psionic_dig_icon"..pool_type.."_2", true)
self[pt .. "_cost2_tmp"].text = string.format("<color=%s>%s</color>/1", ColorUtil.GREEN_DARK, ten_ticket_num)
self.cost_cache[pool_type][PsionicConst.DrawNumType.TenDraw] = {goods_id = cfg_data.ten} -- 构造数据,表现为扣除道具
-- 有单抽券,则加载为单抽券,并显示出所需个数相关表现
else
lua_resM:setImageSprite(self, self[pt .. "_cost_icon2_img"], "psionic_asset", "psionic_dig_icon"..pool_type.."_1", true)
self[pt .. "_cost2_tmp"].text = string.format("<color=%s>%s</color>/9",
single_ticket_num >= 9 and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK,
single_ticket_num)
if single_ticket_num >= 9 then -- 单抽券满足
self.cost_cache[pool_type][PsionicConst.DrawNumType.TenDraw] = {goods_id = cfg_data.one} -- 构造数据,表现为扣除道具
else
local need_cost = single_ticket_price * (9 - single_ticket_num)
self.cost_cache[pool_type][PsionicConst.DrawNumType.TenDraw] = {price_type = single_ticket_price_type, cost = need_cost} -- 构造数据,扣除金额
end
end
end
end
function PsionicDrawView:UpdateNormalFreeTimer(pool_type)
local pool_data = self.model:GetPsionicDigData(pool_type)
local cfg_data = pool_type == PsionicConst.DrawPoolType.Normal and self.normal_cfg or self.deep_cfg
local tmp_component = pool_type == PsionicConst.DrawPoolType.Normal and self.normal_free_time_tmp or self.deep_free_time_tmp
if pool_data and cfg_data then
self:ClearFreeTimerByType(pool_type)
-- 今日免费次数
if pool_data.remain > 0 then
-- 免费文本额外内容
local extra_str = string.format("(<color=%s>%s</color>/%s)", ColorUtil.GREEN_DARK, pool_data.remain, cfg_data.free)
if pool_data.rtime <= TimeUtil:getServerTime() then -- 已经过了冷却时间
tmp_component.text = string.format("本日免费%s", extra_str)
else
local function free_timer()
local left_time = pool_data.rtime - TimeUtil:getServerTime()
if left_time > 0 then
tmp_component.text = string.format("%s后免费%s", TimeUtil:convertTime(left_time), extra_str)
else
tmp_component.text = string.format("本日免费%s", extra_str)
self:UpdateDrawCostDataByType(pool_type) -- 更新单抽花费信息
self:ClearFreeTimerByType(pool_type)
end
end
self["free_timer_id" .. pool_type] = GlobalTimerQuest:AddPeriodQuest(free_timer, 0.5, -1)
free_timer()
end
else
tmp_component.text = "今日免费次数已用完"
end
-- 终生免费相关
if pool_type == PsionicConst.DrawPoolType.Deep then
self.deep_first_tip_obj:SetActive(pool_data.isfirst == 0)
end
end
end
function PsionicDrawView:ClearFreeTimerByType(pool_type)
if self["free_timer_id" .. pool_type] then
GlobalTimerQuest:CancelQuest(self["free_timer_id" .. pool_type])
self["free_timer_id" .. pool_type] = nil
end
end
-- 创建画面中的奖励浮动动画
function PsionicDrawView:CreateRewardsAnim( )
local function create_anim(index, node)
cc.ActionManager:getInstance():removeAllActionsFromTarget(node)
local node_pos = node.anchoredPosition
-- 获取配置
local anim_cfg = PsionicConst.DrawAnimData[index]
-- 随机抽取一个进度百分数和方向,然后从这个百分数开始播动画,制造错乱的感觉
local random_percentage = math_random(200, 800) * 0.001
local dir = math_random(0, 10) > 5 -- true为初始朝上,否则朝下
local pos_offset = (anim_cfg.end_pos - anim_cfg.start_pos)
local pos_offset_per = pos_offset * random_percentage
-- 设置起点
SetAnchoredPositionY(node, (dir and anim_cfg.start_pos or anim_cfg.end_pos) + (dir and pos_offset_per or -pos_offset_per))
local function begin_action_up_func(percent)
SetAnchoredPositionY(node, anim_cfg.start_pos + (percent * (1 - random_percentage) + random_percentage) * pos_offset)
end
local function begin_action_down_func(percent)
SetAnchoredPositionY(node, anim_cfg.end_pos - (percent * (1 - random_percentage) + random_percentage) * pos_offset)
end
-- 从随机点到目标点的动画
local action1 = cc.CustomUpdate.New(anim_cfg.anim_time * (1 - random_percentage), dir and begin_action_up_func or begin_action_down_func)
-- 循环动画
local function action_begin_func()
local function action_up_func(percent)
SetAnchoredPositionY(node, anim_cfg.start_pos + percent * pos_offset)
end
local function action_down_func(percent)
SetAnchoredPositionY(node, anim_cfg.end_pos - percent * pos_offset)
end
cc.ActionManager:getInstance():removeAllActionsFromTarget(node)
local action_up = cc.CustomUpdate.New(anim_cfg.anim_time, action_up_func)
local action_down = cc.CustomUpdate.New(anim_cfg.anim_time, action_down_func)
local action_rep
if dir then -- 初始方向是朝上的,循环动画就要从向下开始
action_rep = cc.RepeatForever.New(cc.Sequence.New(action_down, action_up))
else
action_rep = cc.RepeatForever.New(cc.Sequence.New(action_up, action_down))
end
cc.ActionManager:getInstance():addAction(action_rep, node)
end
local action_begin = cc.Sequence.New(action1, cc.CallFunc.New(action_begin_func))
cc.ActionManager:getInstance():addAction(action_begin, node)
end
for k, v in ipairs(self.anim_item_list) do
create_anim(k, v)
end
end
-- 抽奖按钮点击逻辑 pool_type:奖池类型 opty:次数类型
-- 消耗顺序:免费次数(单抽)> 单抽/十连券 > 红钻/彩钻
function PsionicDrawView:OnDrawBtnClick(pool_type, opty)
local cost_data = self.cost_cache[pool_type][opty]
if not cost_data then return end
local price_asset, price_icon, price_color
local price_type, cost_price
local priceText = ""
local insufficientText = nil
local special_icon_data = nil
local cfg_data = pool_type == PsionicConst.DrawPoolType.Normal and self.normal_cfg or self.deep_cfg
local function ok_callback()
self.model:Fire(PsionicConst.REQUEST_CCMD_EVENT, 13911, pool_type, opty)
end
if cost_data.free then -- 免费抽,直接冲
ok_callback()
return
end
local cost_goods_name = self.goods_model:getGoodsName(cfg_data.one, true)
-- 使用抽奖券的情况,提示后直接使用
if cost_data.goods_id then
special_icon_data = true
price_asset = "psionic_asset"
price_icon = "psionic_dig_icon" .. pool_type .. "_" .. opty
price_type = 0
if cost_data.goods_id == cfg_data.one then -- 单抽券需要区分抽奖次数,十连券每次消耗1张
cost_price = opty == PsionicConst.DrawNumType.TenDraw and 9 or 1
else
cost_price = 1
end
price_color = self.goods_model:GetGoodsColor(cost_data.goods_id)
priceText = string.format("<color=%s>%s</color> %s %s寻宝%s次?", price_color, cost_price, cost_goods_name,
pool_type == PsionicConst.DrawPoolType.Deep and "深度" or "普通",
opty == PsionicConst.DrawNumType.TenDraw and 10 or 1)
else -- 需要使用钻石补足的情况
price_type = cost_data.price_type
cost_price = cost_data.cost
price_asset, price_icon = WordManager:GetCommonMoneyIcon(price_type)
-- price_color = WordManager.GetGoodsColor(pool_type == PsionicConst.DrawPoolType.Deep and 4 or 3)
price_color = ColorUtil.YELLOW_DARK
if pool_type == PsionicConst.DrawPoolType.Deep then -- 统一用抽奖券表现
insufficientText = string.format("%s 不足", cost_goods_name)
priceText = string.format("<color=%s>%s</color> 补齐 %s %s寻宝%s次?", price_color, cost_price, cost_goods_name,
pool_type == PsionicConst.DrawPoolType.Deep and "深度" or "普通",
opty == PsionicConst.DrawNumType.TenDraw and 10 or 1)
else
priceText = string.format("<color=%s>%s</color> %s寻宝%s次?", price_color, cost_price,
pool_type == PsionicConst.DrawPoolType.Deep and "深度" or "普通",
opty == PsionicConst.DrawNumType.TenDraw and 10 or 1)
end
end
local function use_function( toggle_tip_data, call_fun_sum )
if not self.model._dont_check_psionic_draw_tip[pool_type] then
GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, toggle_tip_data)
else
call_fun_sum()
end
end
local data = {
insufficientText = insufficientText,
special_icon_data = special_icon_data,
gold_type = price_type,
cost_price = cost_price,
ok_callback = ok_callback,
togglePriceStr = priceText,
use_function = use_function,
toggle_function = function(flag)
self.model._dont_check_psionic_draw_tip[pool_type] = flag
end,
}
CustomActivityModel:getInstance():BuyTips(data)
end
function PsionicDrawView:UpdateRedByPoolType(pool_type)
local pt = self.pool_type_str[pool_type]
local red_cache = self.model:GetPsionicDataDigPoolRedCache(pool_type)
local single_red, ten_red
if red_cache then
single_red = red_cache.free_red or red_cache.single_red or false
ten_red = red_cache.ten_red or false
end
self[pt.."_one_red_obj"]:SetActive(single_red)
self[pt.."_ten_red_obj"]:SetActive(ten_red)
end
function PsionicDrawView:__delete( )
self:ClearFreeTimerByType(PsionicConst.DrawPoolType.Normal)
self:ClearFreeTimerByType(PsionicConst.DrawPoolType.Deep)
self:StopTransCFAlphaAnim()
-- 销毁动画
for k, v in pairs(self.anim_item_list) do
cc.ActionManager:getInstance():removeAllActionsFromTarget(v)
end
end