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83 行
2.2 KiB

GodActivityEffectView = GodActivityEffectView or BaseClass(BaseView)
local GodActivityEffectView = GodActivityEffectView
function GodActivityEffectView:__init()
self.base_file = "godActivity"
self.layout_file = "GodActivityEffectView"
self.layer_name = "Top"
self.destroy_imm = true
self.change_scene_close = true
self.append_to_ctl_queue = false --是否要添加进界面堆栈
self.is_set_zdepth = true
-- self.blur_activity_bg = true
self.click_bg_toClose = false
------------------------
-- 一级全屏界面:
self.hide_maincancas = false --隐藏主界面
self.use_background = true --不一定显示遮罩
-- 二级界面:
-- self.hide_maincancas = false --是否需要隐藏主界面,看策划需求
-- self.use_background = true --需要遮罩
------------------------
self.load_callback = function ()
self:LoadSuccess()
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 GodActivityEffectView:Open( data )
self.data = data
BaseView.Open(self)
end
function GodActivityEffectView:LoadSuccess()
local nodes = {
"con_effect","skipBtn:obj",
}
self:GetChildren(nodes)
self:AddEvent()
end
function GodActivityEffectView:AddEvent()
local on_click = function ( click_obj )
if self.skipBtn_obj == click_obj then
self:Close()
end
end
AddClickEvent(self.skipBtn_obj, on_click)
end
function GodActivityEffectView:OpenSuccess()
self:UpdateView()
end
function GodActivityEffectView:UpdateView()
if not self.data then self:Close() end
local function close_call( )
self:Close()
end
self.time_close_id = self.time_close_id or setTimeout(close_call,self.data.time or 1)
self:AddUIEffect(self.data.name, self.con_effect, self.layer_name, self.data.pos, self.data.scale, false,
nil, nil, nil, nil, 5)
end
function GodActivityEffectView:DestroySuccess( )
if self.time_close_id then
GlobalTimerQuest:CancelQuest(self.time_close_id)
self.time_close_id = nil
end
self:ClearUIEffect(self.con_effect.transform)
if self.data.end_func then
self.data.end_func()
end
end