段位奖励添加奖励光效
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@ -33,9 +33,12 @@ function ArenaGradingRewardUI:onLoadRootComplete()
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self.scrollrectComp = uiMap["arena_grading_reward_ui.scrollrect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
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self.scrollrectContent = uiMap["arena_grading_reward_ui.scrollrect.viewport.content"]
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self.bannerCanvas = uiMap["arena_grading_reward_ui.banner"]:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS)
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self.btnClose = uiMap["arena_grading_reward_ui.banner.btn_close"]
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self.txTips = uiMap["arena_grading_reward_ui.banner.tx_tips"]
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self.bannerCanvas.overrideSorting = true
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self.bannerCanvas.sortingOrder = self:getUIOrder() + GConst.UI_EFFECT_ORDER.LEVEL5
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local cfg = DataManager.ArenaData:getGradingRewardCfg()
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self.txTips:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_39))
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@ -43,6 +46,7 @@ function ArenaGradingRewardUI:onLoadRootComplete()
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return "app/ui/arena/cell/arena_grading_reward_cell"
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end)
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self.scrollrectComp:addRefreshCallback(function(index, cell)
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cell:setUI(self)
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cell:refresh(index)
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end)
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self.scrollrectComp:clearCells()
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@ -1,5 +1,8 @@
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local ArenaGradingRewardCell = class("ArenaGradingRewardCell", BaseCell)
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-- 光效
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local EFFECT_LIGHT = "assets/prefabs/effects/ui/vfx_ui_arena_gift_b01.prefab"
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local COMMON_GRADING_POSY = 265
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local UNLOCK_GRADING_POSY = 375
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@ -22,6 +25,7 @@ function ArenaGradingRewardCell:init()
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self.commonReward = uiMap["arena_grading_reward_cell.common_reward"]
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self.txDesc = uiMap["arena_grading_reward_cell.common_reward.tx_desc"]
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self.maskReward = uiMap["arena_grading_reward_cell.common_reward.mask"]
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self.rootEffect = uiMap["arena_grading_reward_cell.common_reward.root_effect"]
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self.rewards = {}
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for i = 1, 4 do
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table.insert(self.rewards, uiMap["arena_grading_reward_cell.common_reward.rewards.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL))
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@ -42,6 +46,10 @@ function ArenaGradingRewardCell:init()
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end)
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end
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function ArenaGradingRewardCell:setUI(root)
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self.uiRoot = root
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end
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function ArenaGradingRewardCell:refresh(id)
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self.id = id
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local cfg = DataManager.ArenaData:getGradingRewardCfg()[self.id]
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@ -135,10 +143,19 @@ function ArenaGradingRewardCell:refresh(id)
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self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.COLLECTION_DESC_6))
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end
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self.rootEffect:removeAllChildren()
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if canGet and not isReceived then
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EffectManager:loadUIEffectAsync(EFFECT_LIGHT, self.uiRoot, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
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obj:setAnchoredPosition(0, 0)
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obj:play()
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end)
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end
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for idx, reward in ipairs(self.rewards) do
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if cfg.reward[idx] then
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reward:setVisible(true)
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reward:refreshByConfig(cfg.reward[idx], isReceived, isReceived)
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reward:showLight(canGet and not isReceived, self.uiRoot)
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else
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reward:setVisible(false)
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end
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@ -1,5 +1,7 @@
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local RewardCell = class("RewardCell", BaseCell)
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local EFFECT_LIGHT = "assets/prefabs/effects/ui/vfx_ui_arena_gift_b02.prefab"
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function RewardCell:init()
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local uiMap = self:getUIMap()
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self.icon = uiMap["reward_cell.item_bg.icon"]
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@ -19,6 +21,8 @@ function RewardCell:init()
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-- 皮肤
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self.skin = uiMap["reward_cell.skin"]
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self.skinQlt = uiMap["reward_cell.skin.img_qlt"]
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-- 特效
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self.rootEffect = uiMap["reward_cell.root_effect"]
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self:hideFrameAnimation()
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self.baseObject:addClickListener(function()
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@ -127,6 +131,8 @@ function RewardCell:_refreshItem(info, count)
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self.matchImg:setVisible(false)
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self.skin:setVisible(false)
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end
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self:showLight(false)
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end
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function RewardCell:setNumTx(str)
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@ -202,4 +208,15 @@ function RewardCell:showLock(show)
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self.lock:setVisible(show == true)
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end
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-- 展示光效
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function RewardCell:showLight(show, ui)
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self.rootEffect:removeAllChildren()
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if show and ui ~= nil then
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EffectManager:loadUIEffectAsync(EFFECT_LIGHT, ui, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
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obj:setAnchoredPosition(0, 0)
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obj:play()
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end)
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end
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end
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return RewardCell
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