--虚像地平线招募公示 local XUiExpeditionPublicity = XLuaUiManager.Register(XLuaUi, "UiExpeditionPublicity") local XPublicityTitle = require("XUi/XUiExpedition/Recruit/XUiExpeditionPublicityTitle") local XDrawPR = require("XUi/XUiExpedition/Recruit/XUiExpeditionDrawPR") function XUiExpeditionPublicity:OnAwake() XTool.InitUiObject(self) self.BtnClose.CallBack = function() self:OnBtnCloseClick() end self:InitRecruitInfo() self:InitPanelDrawPR() end --================ --初始化招募信息 --================ function XUiExpeditionPublicity:InitRecruitInfo() self.TxtRecruitTime.text = XDataCenter.ExpeditionManager.GetRecruitNum() self.TxtLevel.text = XDataCenter.ExpeditionManager.GetRecruitLevel() end --================ --初始化招募表 --================ function XUiExpeditionPublicity:InitPanelDrawPR() self:InitTitle() self:InitDrawPR() end --================ --初始化招募表头 --================ function XUiExpeditionPublicity:InitTitle() self.GridTitle.gameObject:SetActiveEx(false) local drawStarCfg = XExpeditionConfig.GetDrawRankConfig() for i = 1, #drawStarCfg do if drawStarCfg[i] then local prefab = CS.UnityEngine.Object.Instantiate(self.GridTitle.gameObject) prefab.transform:SetParent(self.TitleContent, false) prefab.gameObject:SetActiveEx(true) local title = XPublicityTitle.New(prefab.gameObject) title:RefreshTitle(drawStarCfg[i].Rank) end end self:AddNeedTimesTitle() end --================ --添加需求招募次数表头 --================ function XUiExpeditionPublicity:AddNeedTimesTitle() local prefab = CS.UnityEngine.Object.Instantiate(self.GridTitle.gameObject) prefab.transform:SetParent(self.TitleContent, false) prefab.gameObject:SetActiveEx(true) local title = XPublicityTitle.New(prefab.gameObject) title:SetTitle(CS.XTextManager.GetText("ExpeditionDrawPRRecruitTimes")) end --================ --初始化招募概率条目 --================ function XUiExpeditionPublicity:InitDrawPR() self.GridPercents.gameObject:SetActiveEx(false) local drawPRCfg = XExpeditionConfig.GetDrawPRConfig() for i = 1, #drawPRCfg do if drawPRCfg[i] then local prefab = CS.UnityEngine.Object.Instantiate(self.GridPercents.gameObject) prefab.transform:SetParent(self.DrawPRContent, false) prefab.gameObject:SetActiveEx(true) local drawPR = XDrawPR.New(prefab.gameObject) drawPR:RefreshData(drawPRCfg[i]) end end end function XUiExpeditionPublicity:OnGetEvents() return { XEventId.EVENT_ACTIVITY_ON_RESET } end function XUiExpeditionPublicity:OnNotify(evt, ...) local args = { ... } if evt == XEventId.EVENT_ACTIVITY_ON_RESET then if args[1] ~= XDataCenter.FubenManager.StageType.Expedition then return end self:OnActivityReset() end end function XUiExpeditionPublicity:OnActivityReset() XLuaUiManager.RunMain() XUiManager.TipMsg(CS.XTextManager.GetText("ExpeditionOnClose")) end function XUiExpeditionPublicity:OnBtnCloseClick() self:Close() end