local XUiSimulatedCombatTaskReward = XLuaUiManager.Register(XLuaUi, "UiSimulatedCombatTaskReward") local XUiGridTask = require("XUi/XUiFubenSimulatedCombat/ChildItem/XUiGridTask") function XUiSimulatedCombatTaskReward:OnAwake() self.DynamicTable = XDynamicTableNormal.New(self.PanelTaskList) self.DynamicTable:SetDelegate(self) self.DynamicTable:SetProxy(XUiGridTask) CsXUiHelper.RegisterClickEvent(self.BtnBg, handler(self, self.Close)) self.BtnClose.CallBack = function() self:Close() end self.GridTask.gameObject:SetActiveEx(false) end function XUiSimulatedCombatTaskReward:OnStart(rootUi) self.RootUi = rootUi end --停止计时器 function XUiSimulatedCombatTaskReward:StopTimer() if self.Timer then XScheduleManager.UnSchedule(self.Timer) self.Timer = nil end end --活动时间倒计时 function XUiSimulatedCombatTaskReward:SetTimer() local endTimeSecond = XTime.GetSeverTomorrowFreshTime() local now = XTime.GetServerNowTimestamp() if now <= endTimeSecond then self:StopTimer() if now <= endTimeSecond then self.TxtTime.text = string.format("%s", XUiHelper.GetTime(endTimeSecond - now, XUiHelper.TimeFormatType.DAILY_TASK)) else self.TxtTime.text = "" end self.Timer = XScheduleManager.ScheduleForever(function() now = XTime.GetServerNowTimestamp() if now > endTimeSecond then self:StopTimer() return end if now <= endTimeSecond then self.TxtTime.text = string.format("%s", XUiHelper.GetTime(endTimeSecond - now, XUiHelper.TimeFormatType.DAILY_TASK)) else self.TxtTime.text = "" end end, XScheduleManager.SECOND, 0) end end function XUiSimulatedCombatTaskReward:OnDisable() self:StopTimer() end function XUiSimulatedCombatTaskReward:SetupStarReward() local taskList = XDataCenter.TaskManager.GetSimulatedCombatTaskList() if not taskList then return end table.sort(taskList, function(a, b) local priorityA = 0 local priorityB = 0 local taskA = a local taskB = b if taskA.State == XDataCenter.TaskManager.TaskState.Achieved then priorityA = priorityA + 2 end if taskA.State == XDataCenter.TaskManager.TaskState.Finish then priorityA = priorityA - 3 end if taskB.State == XDataCenter.TaskManager.TaskState.Achieved then priorityB = priorityB + 2 end if taskB.State == XDataCenter.TaskManager.TaskState.Finish then priorityB = priorityB - 3 end if priorityA > priorityB then return true elseif priorityA == priorityB then return a.Id < b.Id end return false end) self.TaskList = taskList self.DynamicTable:SetDataSource(self.TaskList) self.DynamicTable:ReloadDataSync() end function XUiSimulatedCombatTaskReward:OnDynamicTableEvent(event, index, grid) if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then grid.RootUi = self elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then local task = self.TaskList[index] grid:ResetData(task) end end function XUiSimulatedCombatTaskReward:OnEnable() self:SetupStarReward() self:SetTimer() end function XUiSimulatedCombatTaskReward:OnNotify(evt, ...) if evt == XEventId.EVENT_TASK_SYNC then self:SetupStarReward() self:SetTimer() end end function XUiSimulatedCombatTaskReward:OnGetEvents() return { XEventId.EVENT_TASK_SYNC } end