PGRData/Script/matrix/xui/xuiactivitybranch/XUiGridActivityBranchReward.lua

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Lua
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local CsXTextManager = CS.XTextManager
local XUiGridActivityBranchReward = XClass(nil, "XUiGridActivityBranchReward")
function XUiGridActivityBranchReward:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self:InitAutoScript()
self.GridList = {}
end
function XUiGridActivityBranchReward:SetRootUi(rootUi)
self.RootUi = rootUi
end
function XUiGridActivityBranchReward:Refresh(sectionCfg, curSectionId)
local sectionId = sectionCfg.Id
self.TxtSection.text = sectionCfg.Name
self.TxtLevel.text = CsXTextManager.GetText("ActivityBranchCurLevelDes", sectionCfg.MinLevel, sectionCfg.MaxLevel)
self.TxtCur.gameObject:SetActive(curSectionId == sectionId)
self.RootUi:SetUiSprite(self.ImgIcon, sectionCfg.Icon)
--显示的奖励
local rewards = XRewardManager.GetRewardList(sectionCfg.ShowRewardId)
local start = 0
for i, item in ipairs(rewards) do
start = i
local grid
if self.GridList[i] then
grid = self.GridList[i]
else
local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon)
grid = XUiGridCommon.New(self.RootUi, ui)
grid.Transform:SetParent(self.PanelRewards, false)
self.GridList[i] = grid
end
grid:Refresh(item)
grid.GameObject:SetActive(true)
end
for j = start + 1, #self.GridList do
self.GridList[j].GameObject:SetActive(false)
end
end
-- auto
-- Automatic generation of code, forbid to edit
function XUiGridActivityBranchReward:InitAutoScript()
XTool.InitUiObject(self)
self:AutoAddListener()
end
function XUiGridActivityBranchReward:RegisterClickEvent(uiNode, func)
if func == nil then
XLog.Error("XUiGridActivityBranchReward:RegisterClickEvent函数参数错误参数func不能为空")
return
end
if type(func) ~= "function" then
XLog.Error("XUiGridActivityBranchReward:RegisterClickEvent函数错误, 参数func需要是function类型, func的类型是" .. type(func))
end
local listener = function(...)
func(self, ...)
end
CsXUiHelper.RegisterClickEvent(uiNode, listener)
end
function XUiGridActivityBranchReward:AutoAddListener()
end
-- auto
return XUiGridActivityBranchReward