local XUiRpgMakerGamePlayTask = XLuaUiManager.Register(XLuaUi, "UiRpgMakerGamePlayTask") function XUiRpgMakerGamePlayTask:OnAwake() self:AutoAddListener() end function XUiRpgMakerGamePlayTask:OnStart() self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin) self.GridTask.gameObject:SetActive(false) self.DynamicTable = XDynamicTableNormal.New(self.SViewTask.transform) self.DynamicTable:SetProxy(XDynamicGridTask) self.DynamicTable:SetDelegate(self) end function XUiRpgMakerGamePlayTask:OnEnable() self:Refresh() end function XUiRpgMakerGamePlayTask:OnGetEvents() return { XEventId.EVENT_FINISH_TASK, XEventId.EVENT_TASK_SYNC, XEventId.EVENT_RPG_MAKER_GAME_ACTIVITY_END, } end function XUiRpgMakerGamePlayTask:OnNotify(event) if event == XEventId.EVENT_FINISH_TASK or event == XEventId.EVENT_TASK_SYNC then self:Refresh() elseif event == XEventId.EVENT_RPG_MAKER_GAME_ACTIVITY_END then XUiManager.TipText("ActivityAlreadyOver") XLuaUiManager.RunMain() end end function XUiRpgMakerGamePlayTask:AutoAddListener() self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick) self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainUiClick) end function XUiRpgMakerGamePlayTask:OnBtnBackClick() self:Close() end function XUiRpgMakerGamePlayTask:OnBtnMainUiClick() XLuaUiManager.RunMain() end --动态列表事件 function XUiRpgMakerGamePlayTask:OnDynamicTableEvent(event, index, grid) if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then local data = self.Tasks[index] grid.RootUi = self grid:ResetData(data) end end function XUiRpgMakerGamePlayTask:Refresh() if not self.GameObject:Exist() then return end self.Tasks = XDataCenter.RpgMakerGameManager.GetTimeLimitTask() self.DynamicTable:SetDataSource(self.Tasks) self.DynamicTable:ReloadDataASync() end