--大秘境跃升 local XUiRiftJumpResults = XLuaUiManager.Register(XLuaUi, "UiRiftJumpResults") local XUiGridRiftJumpRes = require("XUi/XUiRift/Grid/XUiGridRiftJumpRes") function XUiRiftJumpResults:OnAwake() self.GridResList = {} self:InitButton() end function XUiRiftJumpResults:InitButton() self:RegisterClickEvent(self.BtnClose, self.Close) end --- func desc ---@param triggerJump 跃升领取的奖励层数 etc: 10 - 15 层没首通,但是解锁。此时pass = 10, 打了13,这时候jump = 13 - 10 = 3 function XUiRiftJumpResults:OnStart(triggerJump, closeCb) self.TriggerJumpNum = triggerJump self.CloseCb = closeCb end function XUiRiftJumpResults:OnEnable() local lastFightStage = XDataCenter.RiftManager.GetLastFightXStage() -- 领取了从 A层到B层的跃升奖励 local targetFightLayer = lastFightStage:GetParent():GetParent() local jumpToId = targetFightLayer:GetId() local jumpOrgId = jumpToId - self.TriggerJumpNum -- 所以这些层是跃升后领取奖励的层 for id = jumpOrgId + 1, jumpToId - 1 do local grid = self.GridResList[id] if not grid then local ui = CS.UnityEngine.Object.Instantiate(self.GridItem, self.GridItem.parent) local xFightLayer = XDataCenter.RiftManager.GetEntityFightLayerById(id) grid = XUiGridRiftJumpRes.New(ui, xFightLayer, self) self.GridResList[id] = grid end grid.GameObject:SetActive(true) end self.GridItem.gameObject:SetActive(false) -- 标题 self.TxtNum.text = CS.XTextManager.GetText("RiftJumpFromTo", jumpOrgId + 1, jumpToId - 1) end function XUiRiftJumpResults:OnDestroy() if self.CloseCb then self.CloseCb() end end return XUiRiftJumpResults