forked from endernon/PGRData
469 lines
No EOL
18 KiB
Lua
469 lines
No EOL
18 KiB
Lua
--大秘境主界面
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local XUiRiftCharacter = XLuaUiManager.Register(XLuaUi, "UiRiftCharacter")
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local XUiGridRiftCharacter = require("XUi/XUiRift/Grid/XUiGridRiftCharacter")
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local XUiRiftPluginGrid = require("XUi/XUiRift/Grid/XUiRiftPluginGrid")
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local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
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local TipCount = 0
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local TabBtnIndex = {
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Normal = 1, --构造体
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Isomer = 2, --授格者
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}
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function XUiRiftCharacter:OnAwake()
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self:InitButton()
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self:InitModel()
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self:InitDynamicTable()
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self:InitTimes()
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self.CurrSelectRole = nil
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self.SelectTabBtnIndex = 1
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self.CurrRoleListIndex = 1
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self.CurrGrid = nil
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self.GridPluginDic = {}
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self.GridRiftCore.gameObject:SetActiveEx(false)
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self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.RiftGold, XDataCenter.ItemManager.ItemId.RiftCoin)
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self.AssetPanel:HideBtnBuy()
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end
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function XUiRiftCharacter:OnStart(isMultiTeam, xTeam, teamPos, hideTeamPefabBtn)
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self.IsMultiTeam = isMultiTeam --是否是多队伍进入的
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self.XTeam = xTeam or XDataCenter.RiftManager.GetSingleTeamData()
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self.TeamPos = teamPos
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self.HideTeamPefabBtn = hideTeamPefabBtn
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if xTeam and teamPos then
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local roleId = xTeam:GetEntityIdByTeamPos(teamPos)
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local xRole = XDataCenter.RiftManager.GetEntityRoleById(roleId)
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if xRole then
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local charaType = xRole:GetCharacterType()
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self.InitCharacterType = charaType
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self.LastSelectNormalCharacter = charaType == TabBtnIndex.Normal and xRole or self.LastSelectNormalCharacter
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self.LastSelectIsomerCharacter = charaType == TabBtnIndex.Isomer and xRole or self.LastSelectIsomerCharacter
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end
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end
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end
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function XUiRiftCharacter:InitButton()
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XUiHelper.RegisterClickEvent(self, self.BtnBack, self.Close)
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XUiHelper.RegisterClickEvent(self, self.BtnMainUi, function() XLuaUiManager.RunMain() end)
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XUiHelper.RegisterClickEvent(self, self.BtnFashion, self.OnBtnFashionClick)
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XUiHelper.RegisterClickEvent(self, self.BtnPartner, self.OnBtnPartnerClick)
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XUiHelper.RegisterClickEvent(self, self.BtnConsciousness, self.OnBtnConsciousnessClick)
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XUiHelper.RegisterClickEvent(self, self.BtnWeapon, self.OnBtnWeaponClick)
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XUiHelper.RegisterClickEvent(self, self.BtnJoinTeam, self.OnBtnJoinTeamClick)
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XUiHelper.RegisterClickEvent(self, self.BtnQuitTeam, self.OnBtnQuitTeamClick)
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XUiHelper.RegisterClickEvent(self, self.BtnTeamPrefab, self.OnBtnTeamPrefabClick)
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XUiHelper.RegisterClickEvent(self, self.BtnFilter, self.OnBtnFilterClick)
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XUiHelper.RegisterClickEvent(self, self.BtnAdd, self.OnBtnAddClick)
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XUiHelper.RegisterClickEvent(self, self.BtnOwnedDetail, function() XLuaUiManager.Open("UiCharacterDetail", self.CurrSelectRole:GetCharacterId()) end)
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XUiHelper.RegisterClickEvent(self, self.BtnTeaching, function() XDataCenter.PracticeManager.OpenUiFubenPractice(self.CurrSelectRole:GetCharacterId()) end)
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local tabBtns = { self.BtnTabGouzaoti, self.BtnTabShougezhe }
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self.PanelCharacterTypeBtns:Init(tabBtns, function(index) self:OnSelectCharacterType(index) end)
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XEventManager.AddEventListener(XEventId.EVENT_TEAM_PREFAB_SELECT, self.RefreshTeamData, self)
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end
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function XUiRiftCharacter:OnSelectCharacterType(index)
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if index == TabBtnIndex.Isomer and not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.Isomer) then
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return
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end
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self.SelectTabBtnIndex = index
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if index == TabBtnIndex.Normal then
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self.ImgEffectHuanren.gameObject:SetActiveEx(false)
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self.ImgEffectHuanren.gameObject:SetActiveEx(true)
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self:UpdateCharacters(self.LastSelectNormalCharacter)
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elseif index == TabBtnIndex.Isomer then
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self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
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self.ImgEffectHuanren1.gameObject:SetActiveEx(true)
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self:UpdateCharacters(self.LastSelectIsomerCharacter)
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end
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end
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function XUiRiftCharacter:InitModel()
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local root = self.UiModelGo.transform
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self.PanelRoleModel = root:FindTransform("PanelRoleModel")
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self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren")
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self.ImgEffectHuanren1 = root:FindTransform("ImgEffectHuanren1")
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self.RoleModelPanel = XUiPanelRoleModel.New(self.PanelRoleModel, self.Name, nil, true, nil, true)
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end
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function XUiRiftCharacter:InitDynamicTable()
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self.DynamicTable = XDynamicTableNormal.New(self.SViewCharacterList)
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self.DynamicTable:SetProxy(XUiGridRiftCharacter, self)
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self.DynamicTable:SetDelegate(self)
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end
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function XUiRiftCharacter:OnEnable()
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self.Super.OnEnable(self)
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-- 进入默认选择泛用机体
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self.PanelCharacterTypeBtns:SelectIndex(self.InitCharacterType or TabBtnIndex.Normal)
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self:UpdateRightCharacterInfo()
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self:UpdateRoleModel()
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end
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function XUiRiftCharacter:RoleSortFun(list)
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local inTeamList = {}
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local unInTeamList = {}
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local inOtherTeamList = {}
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for k, xRole in pairs(list) do
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local isIn, xTeam
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if self.XTeam then
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if self.IsMultiTeam then
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isIn, xTeam = XDataCenter.RiftManager.CheckRoleInTeam(xRole:GetId())
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else
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xTeam = self.XTeam
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isIn = xTeam:GetEntityIdIsInTeam(xRole:GetId())
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end
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end
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if isIn and xTeam:GetId() == self.XTeam:GetId() then
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table.insert(inTeamList, xRole)
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elseif isIn and xTeam:GetId() ~= self.XTeam:GetId() then
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table.insert(inOtherTeamList, xRole)
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else
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table.insert(unInTeamList, xRole)
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end
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end
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table.sort(inTeamList, function (a, b)
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return a:GetFinalShowAbility() > b:GetFinalShowAbility()
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end)
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table.sort(inOtherTeamList, function (a, b)
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return a:GetFinalShowAbility() > b:GetFinalShowAbility()
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end)
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table.sort(unInTeamList, function (a, b)
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return a:GetFinalShowAbility() > b:GetFinalShowAbility()
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end)
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inTeamList = appendArray(inTeamList, unInTeamList)
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inTeamList = appendArray(inTeamList, inOtherTeamList)
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return inTeamList
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end
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-- 刷新左边角色列表
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function XUiRiftCharacter:UpdateCharacters(xRole)
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local characterType = self.SelectTabBtnIndex
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local filterList = XDataCenter.CommonCharacterFiltManager.GetSelectListData(characterType)
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local roleList = filterList or XDataCenter.RiftManager.GetEntityRoleListByCharaType(characterType)
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roleList = self:RoleSortFun(roleList)
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local index = 1
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if xRole then
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local isIn, curIndex = table.contains(roleList, xRole)
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index = isIn and curIndex or index
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end
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self.CurrRoleListIndex = index
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self:UpdateDynamicTable(roleList, index)
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end
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function XUiRiftCharacter:UpdateDynamicTable(list, index)
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self.CurrShowList = list
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self.DynamicTable:SetDataSource(list)
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self.DynamicTable:ReloadDataASync(index or 1)
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end
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-- 角色被选中
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function XUiRiftCharacter:OnRoleSelected(xRole)
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if xRole == self.CurrSelectRole then
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return
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end
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if xRole:GetCharacterType() == TabBtnIndex.Normal then
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self.LastSelectNormalCharacter = xRole
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else
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self.LastSelectIsomerCharacter = xRole
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end
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self.CurrSelectRole = xRole
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self:UpdateRightCharacterInfo()
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self:UpdateRoleModel()
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end
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-- 刷新右边角色信息
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function XUiRiftCharacter:UpdateRightCharacterInfo()
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if not self.CurrSelectRole then
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return
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end
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local characterId = self.CurrSelectRole:GetCharacterId()
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local charConfig = XCharacterConfigs.GetCharacterTemplate(characterId)
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self.TxtName.text = charConfig.Name
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self.TxtNameOther.text = charConfig.TradeName
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self.RImgTypeIcon:SetRawImage(self.CurrSelectRole:GetCareerIcon())
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-- 负载信息
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self.TxtLoadNum.text = CS.XTextManager.GetText("RiftPluginLoad", self.CurrSelectRole:GetCurrentLoad(), XDataCenter.RiftManager.GetMaxLoad())
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self.ImgLoadProgress.fillAmount = self.CurrSelectRole:GetCurrentLoad() / XDataCenter.RiftManager.GetMaxLoad()
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-- 倾向
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self.TxtAttribute.text = self.CurrSelectRole:GetAttrTypeName()
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-- 插件信息
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-- 刷新插件前先隐藏
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for k, grid in pairs(self.GridPluginDic) do
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grid.GameObject:SetActiveEx(false)
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end
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for k, xPlugin in pairs(self.CurrSelectRole:GetPlugIns()) do
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local grid = self.GridPluginDic[k]
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if not grid then
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local uiGo = CS.UnityEngine.Object.Instantiate(self.GridRiftCore, self.GridRiftCore.parent)
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grid = XUiRiftPluginGrid.New(uiGo)
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grid:Init(function ()
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self:OnBtnAddClick()
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end) -- 加号和格子点击功能一致
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self.GridPluginDic[k] = grid
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end
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grid:Refresh(xPlugin)
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grid.GameObject:SetActiveEx(true)
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end
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self.BtnAdd.transform:SetAsLastSibling()
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self.BtnAdd:ShowReddot(self.CurrSelectRole:CheckHasUpgradePluginRedpoint())
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-- 按钮状态
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local isRobot = self.CurrSelectRole:GetIsRobot()
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self.BtnFashion:SetDisable(isRobot)
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self.BtnPartner:SetDisable(isRobot)
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self.BtnConsciousness:SetDisable(isRobot)
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self.BtnWeapon:SetDisable(isRobot)
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if self.TeamPos then
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local isInTeam = self.XTeam:GetEntityIdIsInTeam(self.CurrSelectRole:GetId())
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self.BtnJoinTeam.gameObject:SetActiveEx(not isInTeam)
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self.BtnQuitTeam.gameObject:SetActiveEx(isInTeam)
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else
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self.BtnTeamPrefab.gameObject:SetActiveEx(false)
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self.BtnJoinTeam.gameObject:SetActiveEx(false)
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self.BtnQuitTeam.gameObject:SetActiveEx(false)
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end
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if self.HideTeamPefabBtn then
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self.BtnTeamPrefab.gameObject:SetActiveEx(false)
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end
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end
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-- 刷新3D模型
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function XUiRiftCharacter:UpdateRoleModel()
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if not self.CurrSelectRole then
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return
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end
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self.ImgEffectHuanren.gameObject:SetActiveEx(false)
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self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
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local cb = function(model)
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self.PanelDrag.Target = model.transform
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if not self.CurrSelectRole:CheckIsIsomer() then
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self.ImgEffectHuanren.gameObject:SetActiveEx(true)
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else
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self.ImgEffectHuanren1.gameObject:SetActiveEx(true)
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end
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end
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if self.CurrSelectRole:GetIsRobot() then
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local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(self.CurrSelectRole:GetCharacterId())
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if XRobotManager.CheckUseFashion(self.CurrSelectRole:GetId()) and isOwn then
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local character = XDataCenter.CharacterManager.GetCharacter(self.CurrSelectRole:GetCharacterId())
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local robot2CharViewModel = character:GetCharacterViewModel()
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self.RoleModelPanel:UpdateRobotModel(self.CurrSelectRole:GetId(), self.CurrSelectRole:GetCharacterId(), nil, robot2CharViewModel:GetFashionId(), self.CurrSelectRole:GetUsingWeaponId(), cb)
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else
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self.RoleModelPanel:UpdateRobotModel(self.CurrSelectRole:GetId(), self.CurrSelectRole:GetCharacterId(), nil, self.CurrSelectRole:GetFashionId(), self.CurrSelectRole:GetUsingWeaponId(), cb)
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end
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else
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--MODEL_UINAME对应UiModelTransform表,设置模型位置
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self.RoleModelPanel:UpdateCharacterModel(self.CurrSelectRole:GetCharacterId(), self.PanelRoleModel, XModelManager.MODEL_UINAME.XUiSuperSmashBrosCharacter, cb)
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end
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end
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function XUiRiftCharacter:OnDynamicTableEvent(event, index, grid)
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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local isCurrSelected = self.CurrRoleListIndex == index
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grid:Refresh(self.CurrShowList[index], self.IsMultiTeam)
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grid:SetSelect(isCurrSelected)
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if isCurrSelected then
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self.CurrGrid = grid
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end
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
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self.CurrGrid:SetSelect(false)
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grid:SetSelect(true)
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self.CurrGrid = grid
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self.CurrRoleListIndex = index
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end
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end
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function XUiRiftCharacter:CheckLimitBeforeChangeTeam(roleId, pos)
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local isTip = false
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local isInTeam, seleRoleTeam, seleRolePos = XDataCenter.RiftManager.CheckRoleInTeam(roleId)
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if self.XTeam ~= XDataCenter.RiftManager.GetSingleTeamData() then -- 多队伍需要进行的检测
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-- 多队伍压制锁定
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local isMultiEditLock = XDataCenter.RiftManager.CheckRoleInMultiTeamLock(seleRoleTeam)
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if isInTeam and isMultiEditLock then
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XUiManager.TipError(CS.XTextManager.GetText("StrongholdElectricDeployInTeamLock"))
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return true
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end
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-- 多队伍其他队伍已持有同角色id锁定(不是roleId)
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for k, xTeam in pairs(XDataCenter.RiftManager.GetMultiTeamData()) do
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if xTeam ~= self.XTeam and xTeam:CheckHasSameCharacterIdButNotEntityId(roleId) then
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XUiManager.TipError(CS.XTextManager.GetText("StrongholdElectricDeploySameCharacter"))
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return true
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end
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end
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end
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-- 本队伍已持有同角色id锁定(不是roleId)
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local isHasSameCharid, sameCharIdInPos = self.XTeam:CheckHasSameCharacterIdButNotEntityId(roleId)
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if isHasSameCharid then
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if sameCharIdInPos ~= self.TeamPos then --不是替换就拦截,替换不管
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XUiManager.TipError(CS.XTextManager.GetText("StrongholdElectricDeploySameCharacter"))
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return true
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end
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end
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-- 确认是否把在其他队伍的角色替换了
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if self.IsMultiTeam and isInTeam and seleRoleTeam ~= self.XTeam then
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-- 弹提示
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isTip = true
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local inTeamId = seleRoleTeam:GetId()
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local title = CsXTextManagerGetText("StrongholdDeployTipTitle")
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local targetSeleRoleId = seleRoleTeam:GetEntityIdByTeamPos(seleRolePos)
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local characterName = XCharacterConfigs.GetCharacterName(XDataCenter.RiftManager.GetEntityRoleById(targetSeleRoleId):GetCharacterId())
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local content = CsXTextManagerGetText("StrongholdDeployTipContent", characterName, inTeamId, self.XTeam:GetId())
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local CloseTeamPrefabCb = function ()
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if XLuaUiManager.IsUiShow("UiRoomTeamPrefab") and TipCount == 0 then
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XLuaUiManager.Close("UiRoomTeamPrefab")
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end
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end
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TipCount = TipCount + 1
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XUiManager.DialogTip(
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title,
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content,
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XUiManager.DialogType.Normal,
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function ()
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TipCount = TipCount - 1
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CloseTeamPrefabCb()
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end,
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function ()
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TipCount = TipCount - 1
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-- 在别的队伍中,可以交换
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XDataCenter.RiftManager.SwapMultiTeamMember(seleRoleTeam:GetId(), seleRolePos, self.XTeam:GetId(), pos)
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CloseTeamPrefabCb()
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end
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)
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end
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if isTip then
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return true
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end
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return false
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end
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-- 通过队伍预设换人
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function XUiRiftCharacter:RefreshTeamData(teamdata)
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if XTool.IsTableEmpty(teamdata) then
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return
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end
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local isLimit = false -- 被拦截了
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for k, id in pairs(teamdata.TeamData) do
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if XTool.IsNumberValid(id) and self:CheckLimitBeforeChangeTeam(id, k) then
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isLimit = true
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end
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end
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if not isLimit then
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self.XTeam:UpdateFromTeamData(teamdata)
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end
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self:Close()
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end
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function XUiRiftCharacter:OnBtnJoinTeamClick()
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if self:CheckLimitBeforeChangeTeam(self.CurrSelectRole:GetId(), self.TeamPos) then
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return
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end
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self.XTeam:UpdateEntityTeamPos(self.CurrSelectRole:GetId(), self.TeamPos, true)
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self:Close()
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end
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function XUiRiftCharacter:OnBtnQuitTeamClick()
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local curRolePos = self.XTeam:GetEntityIdPos(self.CurrSelectRole:GetId())
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self.XTeam:UpdateEntityTeamPos(nil, curRolePos, true)
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self:Close()
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end
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function XUiRiftCharacter:OnBtnConsciousnessClick()
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if self.CurrSelectRole:GetIsRobot() then return end
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XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipAwareness(self.CurrSelectRole:GetCharacterId())
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end
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function XUiRiftCharacter:OnBtnWeaponClick()
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if self.CurrSelectRole:GetIsRobot() then return end
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XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipReplace(self.CurrSelectRole:GetCharacterId(), nil, true)
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end
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function XUiRiftCharacter:OnBtnFashionClick()
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if self.CurrSelectRole:GetIsRobot() then return end
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XLuaUiManager.Open("UiFashion", self.CurrSelectRole:GetCharacterId())
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end
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function XUiRiftCharacter:OnBtnPartnerClick()
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if self.CurrSelectRole:GetIsRobot() then return end
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XDataCenter.PartnerManager.GoPartnerCarry(self.CurrSelectRole:GetCharacterId(), false)
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end
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-- 队伍预设
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function XUiRiftCharacter:OnBtnTeamPrefabClick()
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local stageId = XDataCenter.RiftManager.GetCurrSelectRiftStageGroup():GetAllEntityStages()[1].StageId
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local characterLimitType = XTool.IsNumberValid(stageId) and XFubenConfigs.GetStageCharacterLimitType(stageId)
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local limitBuffId = XTool.IsNumberValid(stageId) and XFubenConfigs.GetStageCharacterLimitBuffId(stageId)
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local stageInfo = XTool.IsNumberValid(stageId) and XDataCenter.FubenManager.GetStageInfo(stageId) or {}
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local stageType = stageInfo.Type
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local closeCb = function()
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self:Close()
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end
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XLuaUiManager.Open("UiRoomTeamPrefab",
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self.XTeam:GetCaptainPos(),
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self.XTeam:GetFirstFightPos(),
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characterLimitType,
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nil,
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stageType,
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nil,
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closeCb,
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stageId,
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self.XTeam)
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end
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function XUiRiftCharacter:OnBtnAddClick()
|
||
XLuaUiManager.Open("UiRiftChoosePlugin", self.CurrSelectRole)
|
||
self.CurrSelectRole:ClearUpgradePluginRedpoint()
|
||
end
|
||
|
||
function XUiRiftCharacter:OnBtnFilterClick()
|
||
local characterType = self.SelectTabBtnIndex
|
||
local characterList = XDataCenter.RiftManager.GetEntityRoleListByCharaType(characterType)
|
||
XLuaUiManager.Open("UiCommonCharacterFilterTipsOptimization", characterList, characterType, function (afterFiltList)
|
||
self.CurrRoleListIndex = 1
|
||
self:UpdateDynamicTable(afterFiltList)
|
||
end, characterType)
|
||
end
|
||
|
||
function XUiRiftCharacter:OnDisable()
|
||
self.Super.OnDisable(self)
|
||
end
|
||
|
||
function XUiRiftCharacter:OnDestroy()
|
||
XDataCenter.CommonCharacterFiltManager.ClearCacheData() --清除筛选缓存数据
|
||
XEventManager.RemoveEventListener(XEventId.EVENT_TEAM_PREFAB_SELECT, self.RefreshTeamData, self)
|
||
end
|
||
|
||
function XUiRiftCharacter:InitTimes()
|
||
self:SetAutoCloseInfo(XDataCenter.RiftManager.GetActivityEndTime(), function(isClose)
|
||
if isClose then
|
||
XLuaUiManager.RunMain()
|
||
XUiManager.TipMsg(XUiHelper.GetText("ActivityAlreadyOver"))
|
||
end
|
||
end)
|
||
end
|
||
|
||
return XUiRiftCharacter |