local XUiGridStage = require("XUi/XUiFubenMainLineChapter/XUiGridStage") local XUiGridChapter = XClass(nil, "XUiGridChapter") local MAX_STAGE_COUNT = CS.XGame.ClientConfig:GetInt("MainLineStageMaxCount") function XUiGridChapter:Ctor(rootUi, ui, autoChangeBgArgs, isOnZhouMu) self.RootUi = rootUi self.GameObject = ui.gameObject self.Transform = ui.transform self.IsOnZhouMu = isOnZhouMu self.RectTransform = self.Transform:GetComponent("RectTransform") self.GridStageList = {} self.GridEggStageList = {} self.LineList = {} XTool.InitUiObject(self) self:InitAutoScript() -- 周目模式,记录当前周目章节最后一关的初始通关状态 if self.IsOnZhouMu then self.zhouMuChapterId = XDataCenter.FubenZhouMuManager.GetZhouMuChapterIdByZhouMuId(self.RootUi.ZhouMuId) local lastStage = XFubenZhouMuConfigs.GetZhouMuChapterLastStage(self.zhouMuChapterId) self.OriLastStageIsPass = XDataCenter.FubenManager.CheckStageIsPass(lastStage) end self:InitChangeBgPos(autoChangeBgArgs) -- --配置的格子位移超过某个阀值时,更换背景图片 -- if not XTool.IsTableEmpty(autoChangeBgArgs) then -- self.AutoChangeBgArgs = autoChangeBgArgs -- local behaviour = self.GameObject:AddComponent(typeof(CS.XLuaBehaviour)) -- if self.Update then -- behaviour.LuaUpdate = function() self:Update() end -- end -- end -- ScrollRect的点击和拖拽会触发关闭详细面板 self:RegisterClickEvent(self.ScrollRect, handler(self, self.CancelSelect)) local dragProxy = self.ScrollRect.gameObject:AddComponent(typeof(CS.XUguiDragProxy)) dragProxy:RegisterHandler(handler(self, self.OnDragProxy)) self:OnEnable() --读取自定义颜色数据 self.Colors = { TxtChapterNameColor = self.TxtChapterNameColor ~= nil and self.TxtChapterNameColor.color, TxtLeftTimeTipColor = self.TxtLeftTimeTipColor ~= nil and self.TxtLeftTimeTipColor.color, TxtLeftTimeColor = self.TxtLeftTimeColor ~= nil and self.TxtLeftTimeColor.color, StarColor = self.StarColor ~= nil and self.StarColor.color, StarDisColor = self.StarDisColor ~= nil and self.StarDisColor.color, ImageBottomColor = self.ImageBottomColor ~= nil and self.ImageBottomColor.color, TxtStarNumColor = self.TxtStarNumColor ~= nil and self.TxtStarNumColor.color, TxtDescrColor = self.TxtDescrColor ~= nil and self.TxtDescrColor.color, Triangle0Color = self.Triangle0Color ~= nil and self.Triangle0Color.color, Triangle1Color = self.Triangle1Color ~= nil and self.Triangle1Color.color, Triangle2Color = self.Triangle2Color ~= nil and self.Triangle2Color.color, Triangle3Color = self.Triangle3Color ~= nil and self.Triangle3Color.color } if self.PanelColors then self.PanelColors.gameObject:SetActiveEx(false) end end function XUiGridChapter:GetColors() return self.Colors end -- function XUiGridChapter:InitAutoChangeBgComponents() -- if XTool.IsTableEmpty(self.AutoChangeBgArgs) then return end -- local datumLinePrecent = self.AutoChangeBgArgs.DatumLinePrecent -- if not datumLinePrecent or datumLinePrecent == 0 then return end -- --阀值为滚动容器去掉自适应扩展的padding宽度之后的实际宽度/2 -- -- local padding = self.BoundSizeFitter.padding -- -- local contentWidth = self.PanelStageContent.rect.width -- -- local realWidth = contentWidth - padding.left - padding.right -- --阀值修改为可视区中心 -- local viewPortRect = XUiHelper.TryGetComponent(self.Transform, "PaneStageList/ViewPort", "RectTransform") -- if not viewPortRect then return end -- local realWidth = viewPortRect.rect.width -- -- self.LimitPosX = realWidth * datumLinePrecent -- self.LimitPosX = realWidth * 0.5 --hyxtest -- end -- function XUiGridChapter:RefreshAutoChangeBgStageIndex() -- if not self.LimitPosX then return end -- --关卡格子相对于阀值点的位置 -- local stageIndex = self.AutoChangeBgArgs.StageIndex -- if not stageIndex or stageIndex == 0 then return end -- local stageTransform = self.PanelStageContent.transform:Find("Stage" .. stageIndex) -- if XTool.UObjIsNil(stageTransform) then -- XLog.Error("XUiGridChapter:RefreshAutoChangeBgStageIndex error:stage not exist,stageIndex is:" .. stageIndex) -- return -- end -- local stageParent = stageTransform:GetComponent("RectTransform") -- if XTool.UObjIsNil(stageParent) then -- XLog.Error("XUiGridChapter:RefreshAutoChangeBgStageIndex error:stage parent not exist,stageIndex is:" .. stageIndex) -- return -- end -- if not stageParent.gameObject.activeSelf then self.FirstSetBg = true return end -- self.StagePosX = stageParent.anchoredPosition.x -- --滚动容器移动距离 -- local delta = self.PanelStageContent.anchoredPosition.x -- -- delta = self.StagePosX > self.LimitPosX and -delta or delta -- --标记是否满足超过阀值的条件 -- self.AutoChangeBgFlag = self.StagePosX + delta > self.LimitPosX -- self.FirstSetBg = self.AutoChangeBgFlag -- end function XUiGridChapter:InitChangeBgPos(autoChangeBgArgs) if not autoChangeBgArgs then return end --从配置获取需要切换bg的节点的indexList local changeBgIndexList = autoChangeBgArgs.StageIndexList if not changeBgIndexList or not next(changeBgIndexList) then return end self.autoChangeBgCb = autoChangeBgArgs.AutoChangeBgCb local behaviour = self.GameObject:AddComponent(typeof(CS.XLuaBehaviour)) if self.Update then behaviour.LuaUpdate = function() self:Update() end end local viewPortRect = XUiHelper.TryGetComponent(self.Transform, "PaneStageList/ViewPort", "RectTransform") if not viewPortRect then return end local realWidth = viewPortRect.rect.width self.ChangePosX = realWidth * (autoChangeBgArgs.DatumLinePrecent or 0.5) self.ChangeBgPosList = {} --value: stageIndex, pos.x for _, stageIndex in pairs(changeBgIndexList) do -- local stage = self.GridStageList[stageIndex] local stageTrans = self.PanelStageContent.transform:Find("Stage" .. stageIndex) if not XTool.UObjIsNil(stageTrans) then local stageParent = stageTrans:GetComponent("RectTransform") local stagePosX = stageParent.anchoredPosition.x table.insert(self.ChangeBgPosList, {stageIndex = stageIndex, stagePosX = stagePosX }) end end end function XUiGridChapter:GetCurrentChangePosStageIndex() local delta = self.PanelStageContent.anchoredPosition.x--滚动容器移动距离 local currPos = self.ChangePosX - delta local firstStageInfo = self.ChangeBgPosList[1] local lastStageInfo = self.ChangeBgPosList[#self.ChangeBgPosList] local seletChangeBgIndex = nil if currPos < firstStageInfo.stagePosX then seletChangeBgIndex = 1 elseif currPos > lastStageInfo.stagePosX then seletChangeBgIndex = #self.ChangeBgPosList + 1 else for index = 1, #self.ChangeBgPosList - 1 do if currPos > self.ChangeBgPosList[index].stagePosX and currPos < self.ChangeBgPosList[index + 1].stagePosX then local tempSele = index + 1 if tempSele < math.abs(self.SeletChangeBgIndex or #self.ChangeBgPosList) then --考虑到进入时自动滑动 seletChangeBgIndex = - tempSele else seletChangeBgIndex = tempSele end break end end end if math.abs(seletChangeBgIndex or 0) == math.abs(self.SeletChangeBgIndex or 0) or not seletChangeBgIndex then return self.SeletChangeBgIndex, false end self.SeletChangeBgIndex = seletChangeBgIndex return seletChangeBgIndex, true end --配置的格子滑动位移超过某个阀值时触发一次回调 function XUiGridChapter:Update() if not self.autoChangeBgCb then return end local seleBgIndex, changeEnable = self:GetCurrentChangePosStageIndex() if changeEnable then if not self.firstSetChangeBg then self.autoChangeBgCb(seleBgIndex, false) self.firstSetChangeBg = true else self.autoChangeBgCb(seleBgIndex, true) end end -- 之前的切换bg方法弃用 因为只兼容两个 -- if self.AutoChangeBgFlag == nil then return end -- local cbParamFlag = self.AutoChangeBgFlag--回调参数 -- local delta = self.PanelStageContent.anchoredPosition.x--滚动容器移动距离 -- local fitCondition = self.StagePosX + delta > self.LimitPosX--滑动距离条件判断 -- --配置的格子在阀值左边还是右边 -- local moveDirectLeft = self.StagePosX > self.LimitPosX -- if moveDirectLeft then -- cbParamFlag = not cbParamFlag -- --delta = -delta -- fitCondition = not fitCondition -- end -- --滑动距离条件判断 -- if fitCondition then -- if self.AutoChangeBgFlag then -- --位移正向超过阀值回调 -- self.AutoChangeBgArgs.AutoChangeBgCb(cbParamFlag) -- self.AutoChangeBgFlag = false -- end -- else -- if not self.AutoChangeBgFlag then -- --位移反向超过阀值回调 -- self.AutoChangeBgArgs.AutoChangeBgCb(cbParamFlag) -- self.AutoChangeBgFlag = true -- end -- end end function XUiGridChapter:OnDragProxy(dragType) if dragType == 0 then self:OnScrollRectBeginDrag() elseif dragType == 2 then self:OnScrollRectEndDrag() end end function XUiGridChapter:OnScrollRectBeginDrag() if self:CancelSelect() then self.ScrollRect.enabled = false end end function XUiGridChapter:OnScrollRectEndDrag() self.ScrollRect.enabled = true end -- auto -- Automatic generation of code, forbid to edit function XUiGridChapter:InitAutoScript() self:AutoInitUi() self:AutoAddListener() end function XUiGridChapter:AutoInitUi() self.PanelStageContent = XUiHelper.TryGetComponent(self.Transform, "PaneStageList/ViewPort/PanelStageContent", "RectTransform") self.BoundSizeFitter = XUiHelper.TryGetComponent(self.Transform, "PaneStageList/ViewPort/PanelStageContent", "XBoundSizeFitter") self.SViewStageList = XUiHelper.TryGetComponent(self.Transform, "SViewStageList", "ScrollRect") self.ScrollRect = XUiHelper.TryGetComponent(self.Transform, "PaneStageList", "ScrollRect") -- 连线 for i = 1, MAX_STAGE_COUNT do if not self.LineList[i] then local line = self.PanelStageContent.transform:Find("Line" .. i) self.LineList[i] = not XTool.UObjIsNil(line) and line end end end function XUiGridChapter:RegisterClickEvent(uiNode, func) if func == nil then XLog.Error("XUiGridChapter:RegisterClickEvent函数参数错误:参数func不能为空") return end if type(func) ~= "function" then XLog.Error("XUiGridChapter: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 XUiGridChapter:AutoAddListener() --self:RegisterClickEvent(self.SViewStageList, self.OnSViewStageListClick) end -- auto function XUiGridChapter:ScrollRectRollBack() -- 滚动容器回弹 local width = self.RectTransform.rect.width local innerWidth = self.PanelStageContent.rect.width innerWidth = innerWidth < width and width or innerWidth local diff = innerWidth - width local tarPosX if self.PanelStageContent.localPosition.x < -width / 2 - diff then tarPosX = -width / 2 - diff elseif self.PanelStageContent.localPosition.x > -width / 2 then tarPosX = -width / 2 else -- self.ScrollRect.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted self.ScrollRect.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Elastic return false end self:PlayScrollViewMoveBack(tarPosX) return true end function XUiGridChapter:PlayScrollViewMoveBack(tarPosX) local tarPos = self.PanelStageContent.localPosition tarPos.x = tarPosX XLuaUiManager.SetMask(true) XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function() -- self.ScrollRect.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted self.ScrollRect.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Elastic XLuaUiManager.SetMask(false) end) end function XUiGridChapter:GetGridByStageId(stageId) if self.NormalStageList then for k, v in pairs(self.NormalStageList) do if v == stageId then return self.GridStageList[k] end end end if self.EggStageList then for k, v in pairs(self.EggStageList) do if v == stageId then return self.GridEggStageList[k] end end end return nil end function XUiGridChapter:GoToStage(stageId) local grid = self:GetGridByStageId(stageId) if not grid then return end local gridTf = grid.Parent.gameObject:GetComponent("RectTransform") --local posX = self.PanelStageContent.localPosition.x local posX = gridTf.localPosition.x - self.RectTransform.rect.width / 2 self.ScrollRect.horizontalNormalizedPosition = 0 -- local diff = (self.ScrollRect.content.rect.width - self.RectTransform.rect.width) self.ScrollRect.horizontalNormalizedPosition = posX / (1 * self.ScrollRect.content.rect.width - self.RectTransform.rect.width) end -- chapter 组件内容更新 function XUiGridChapter:UpdateChapterGrid(data) self.Chapter = data.Chapter self.HideStageCb = data.HideStageCb self.ShowStageCb = data.ShowStageCb self.EggStageList = {} self.NormalStageList = {} for _, v in pairs(data.StageList) do local stageCfg = XDataCenter.FubenManager.GetStageCfg(v) if self:IsEggStage(stageCfg) then local eggNum = self:GetEggNum(data.StageList, stageCfg) if eggNum ~= 0 then local egg = { Id = v, Num = eggNum } table.insert(self.EggStageList, egg) end else table.insert(self.NormalStageList, v) end end self:SetStageList() -- self:InitAutoChangeBgComponents() -- CS.XTool.WaitForEndOfFrame(function() -- self:RefreshAutoChangeBgStageIndex() -- end) end -- 根据stageId选中 function XUiGridChapter:ClickStageGridByStageId(selectStageId) if not selectStageId then return end local IsEggStage = false local stageInfo = XDataCenter.FubenManager.GetStageInfo(selectStageId) if not stageInfo.IsOpen then return end local index = 0 for i = 1, #self.NormalStageList do local stageId = self.NormalStageList[i] if selectStageId == stageId then index = i break end end for i = 1, #self.EggStageList do local stageId = self.EggStageList[i] if selectStageId == stageId then index = i IsEggStage = true break end end if index ~= 0 then if IsEggStage then self:ClickEggStageGridByIndex(index) else self:ClickStageGridByIndex(index) end end end function XUiGridChapter:GetEggNum(stageList, eggStageCfg) for k, v in pairs(stageList) do if v == eggStageCfg.PreStageId[1] then --1为1号前置关卡 return k end end return 0 end function XUiGridChapter:SetStageList() if self.NormalStageList == nil then XLog.Error("Chapter have no id " .. self.Chapter.ChapterId) return end -- 初始化副本显示列表,i作为order id,从1开始 for i = 1, #self.NormalStageList do local stageId = self.NormalStageList[i] local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId) local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId) if stageInfo.IsOpen or self.IsOnZhouMu then local grid = self.GridStageList[i] if not grid then local uiName if stageInfo.Type == XDataCenter.FubenManager.StageType.ActivtityBranch then uiName = "GridBranchStage" elseif stageInfo.Type == XDataCenter.FubenManager.StageType.ActivityBossSingle then uiName = "GridActivityBossSingleStage" elseif stageInfo.Type == XDataCenter.FubenManager.StageType.RepeatChallenge then uiName = "GridRepeatChallengeStage" else uiName = "GridStage" end uiName = stageCfg.StageGridStyle and uiName .. stageCfg.StageGridStyle or uiName local parent = self.PanelStageContent.transform:Find("Stage" .. i) local prefabName = CS.XGame.ClientConfig:GetString(uiName) local prefab = parent:LoadPrefab(prefabName) grid = XUiGridStage.New(self.RootUi, prefab, handler(self, self.ClickStageGrid), XFubenConfigs.FUBENTYPE_NORMAL, false, self.IsOnZhouMu) grid.Parent = parent self.GridStageList[i] = grid end grid:UpdateStageMapGrid(stageCfg, self.Chapter.OrderId) grid.Parent.gameObject:SetActive(true) self:SetLineActive(i, true) --平行动画组Stage判断(主线18) if i > 1 and XDataCenter.FubenMainLineManager.CheckStageIsParallelAnimeGroup(self.Chapter, i) then local stageTrans = grid.Parent local bindLineTrans = self.LineList[i-1] local clearBlueImgTrans = grid.Transform:Find("PanelKillParent") local clearRedImgTrans = grid.Parent:Find("Image") if stageInfo.Passed then --如果通关 --将原有的Clear图标替换成动画显示的 clearBlueImgTrans.gameObject:SetActive(false) clearRedImgTrans.gameObject:SetActive(true) clearRedImgTrans:SetAsLastSibling() -- 首通 Stage动画 判断动画是否播放过 if not XSaveTool.GetData(string.format("%d%dStageAnime", XPlayer.Id, stageId)) and not self.StageAnimFun then clearRedImgTrans.gameObject:SetActive(false) self.StageAnimFun = function () clearRedImgTrans.gameObject:SetActive(true) local stageAnimeTrans = self.Transform:Find(string.format("Animation/Stage%dImageEnable",i)) stageAnimeTrans:PlayTimelineAnimation() XSaveTool.SaveData(string.format("%d%dStageAnime", XPlayer.Id, stageId), 1) self.StageAnimFun = nil end end else -- 没通关 clearRedImgTrans.gameObject:SetActive(false) -- 首次解锁 line动画 判断动画是否播过 if not XSaveTool.GetData(string.format("%d%dLineAnime", XPlayer.Id, stageId)) and not self.LineAnimFun then stageTrans.gameObject:SetActive(false) bindLineTrans.gameObject:SetActive(false) self.LineAnimFun = function () stageTrans.gameObject:SetActive(true) bindLineTrans.gameObject:SetActive(true) local lineAnimeTrans = self.Transform:Find(string.format("Animation/Line%dEnable",i-1)) lineAnimeTrans:PlayTimelineAnimation() XSaveTool.SaveData(string.format("%d%dLineAnime", XPlayer.Id, stageId), 1) self.LineAnimFun = nil end end end end end end for i = 1, #self.EggStageList do local stageId = self.EggStageList[i].Id local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId) local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId) if stageInfo.IsOpen then if XDataCenter.FubenManager.GetUnlockHideStageById(stageId) then local grid = self.GridEggStageList[i] if not grid then local uiName = "GridStageSquare" local parentsParent = self.PanelStageContent.transform:Find("Stage" .. self.EggStageList[i].Num) local parent = self.PanelStageContent.transform:Find("Stage" .. self.EggStageList[i].Num .. "/EggStage") local prefabName = CS.XGame.ClientConfig:GetString(uiName) local prefab = parent:LoadPrefab(prefabName) grid = XUiGridStage.New(self.RootUi, prefab, handler(self, self.ClickStageGrid), XFubenConfigs.FUBENTYPE_NORMAL) grid.Parent = parentsParent self.GridEggStageList[i] = grid end grid:UpdateStageMapGrid(stageCfg, self.Chapter.OrderId) end end end local activeStageCount = #self.GridStageList for i = activeStageCount + 1, MAX_STAGE_COUNT do local parent = self.PanelStageContent.transform:Find("Stage" .. i) if parent then parent.gameObject:SetActive(false) end self:SetLineActive(i, false) end -- 移动至ListView正确的位置 if self.BoundSizeFitter then self.BoundSizeFitter:SetLayoutHorizontal() end end function XUiGridChapter:SetLineActive(index, active) local line = self.LineList[index - 1] if line then line.gameObject:SetActive(active) end end -- 选中一个 stage grid function XUiGridChapter:ClickStageGrid(grid) local curGrid = self.CurStageGrid if curGrid and curGrid.Stage.StageId == grid.Stage.StageId then return end local stageInfo = XDataCenter.FubenManager.GetStageInfo(grid.Stage.StageId) if not stageInfo.Unlock then XUiManager.TipMsg(XDataCenter.FubenManager.GetFubenOpenTips(grid.Stage.StageId)) return end -- 选中回调 if self.ShowStageCb then self.ShowStageCb(grid.Stage, grid.ChapterOrderId) end if stageInfo.Type == XDataCenter.FubenManager.StageType.ActivityBossSingle then return end -- 取消上一个选择 if curGrid then curGrid:SetStageActive() curGrid:SetStoryStageActive() end -- 选中当前选择 grid:SetStageSelect() grid:SetStoryStageSelect() if not self.IsOnZhouMu then -- 滚动容器自由移动 self.ScrollRect.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted -- 面板移动 self:PlayScrollViewMove(grid) end self.CurStageGrid = grid end -- 返回滚动容器是否动画回弹 function XUiGridChapter:CancelSelect() if not self.CurStageGrid then return false end self.CurStageGrid:SetStageActive() self.CurStageGrid:SetStoryStageActive() self.CurStageGrid = nil if self.HideStageCb then self.HideStageCb() end return self:ScrollRectRollBack() end function XUiGridChapter:PlayScrollViewMove(grid) -- 动画 local gridTf = grid.Parent.gameObject:GetComponent("RectTransform") local diffX = gridTf.localPosition.x + self.PanelStageContent.localPosition.x if diffX < XDataCenter.FubenMainLineManager.UiGridChapterMoveMinX or diffX > XDataCenter.FubenMainLineManager.UiGridChapterMoveMaxX then local tarPosX = XDataCenter.FubenMainLineManager.UiGridChapterMoveTargetX - gridTf.localPosition.x local tarPos = self.PanelStageContent.localPosition tarPos.x = tarPosX XLuaUiManager.SetMask(true) XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function() XLuaUiManager.SetMask(false) end) end end function XUiGridChapter:IsEggStage(stageCfg) return stageCfg.StageType == XFubenConfigs.STAGETYPE_STORYEGG or stageCfg.StageType == XFubenConfigs.STAGETYPE_FIGHTEGG end -- 模拟点击一个关卡 function XUiGridChapter:ClickStageGridByIndex(index) local grid = self.GridStageList[index] self:ClickStageGrid(grid) end function XUiGridChapter:ClickEggStageGridByIndex(index) local grid = self.GridEggStageList[index] self:ClickStageGrid(grid) end function XUiGridChapter:Show() if self.GameObject.activeSelf == true then return end self.GameObject:SetActive(true) end function XUiGridChapter:Hide() if not self.GameObject:Exist() or self.GameObject.activeSelf == false then return end self.GameObject:SetActive(false) end function XUiGridChapter:PlayParallelAnime() if self.StageAnimFun then self.StageAnimFun() end if self.LineAnimFun then --平行动画 self.LineAnimFun() end end function XUiGridChapter:OnEnable() if self.IsOnZhouMu then local animaState = XDataCenter.FubenZhouMuManager.CheckPlayTipAnima(self.RootUi.ZhouMuId, self.zhouMuChapterId, self.OriLastStageIsPass) if animaState == XFubenZhouMuConfigs.EnumZhouMuTipAnima.PlayStart then -- 新周目开启动画 self.RootUi:PlayAnimation("MultipleWeekBegin") elseif animaState == XFubenZhouMuConfigs.EnumZhouMuTipAnima.PlayEndStart then -- 先播放当前周目结束动画,然后切换到新周目,再播放新周目开启动画 self.RootUi:PlayAnimation("MultipleWeekEnd", function() self.RootUi:OnBtnSwitch1MultipleWeeksClick() self.RootUi:PlayAnimation("MultipleWeekBegin") end) elseif animaState == XFubenZhouMuConfigs.EnumZhouMuTipAnima.PlayEnd then -- 周目结束动画 self.RootUi:PlayAnimation("MultipleWeekEnd") end -- 在检查完是否播放动画后更新标志 self.zhouMuChapterId = XDataCenter.FubenZhouMuManager.GetZhouMuChapterIdByZhouMuId(self.RootUi.ZhouMuId) local lastStage = XFubenZhouMuConfigs.GetZhouMuChapterLastStage(self.zhouMuChapterId) self.OriLastStageIsPass = XDataCenter.FubenManager.CheckStageIsPass(lastStage) end if self.Enabled then return end if self.GridStageList then for _, v in pairs(self.GridStageList) do v:OnEnable() end end if self.GridEggStageList then for _, v in pairs(self.GridEggStageList) do v:OnEnable() end end self.Enabled = true end function XUiGridChapter:OnDisable() if not self.Enabled then return end if self.GridStageList then for _, v in pairs(self.GridStageList) do v:OnDisable() end end if self.GridEggStageList then for _, v in pairs(self.GridEggStageList) do v:OnDisable() end end self.Enabled = false end return XUiGridChapter