local TurntableCell = class("TurntableCell", BaseCell) function TurntableCell:init() local uiMap = self:getUIMap() self.reawrdBg = uiMap["turntable_cell.reward_bg"] self.rewardCell = uiMap["turntable_cell.reward_bg.reward_cell"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) self.txBig = uiMap["turntable_cell.reward_bg.tx_big"] self.selectEffect = uiMap["turntable_cell.effect_node.vfx_b10_ui_hhzp_b01"] self.imgSelect = uiMap["turntable_cell.effect_node.img_select"] self.itemEffect = uiMap["turntable_cell.reward_bg.vfx_b10_ui_xnzp_b02"] if self.selectEffect == nil then self.selectEffect = uiMap["turntable_cell.effect_node.vfx_b10_ui_mfzp_b01"] end if self.itemEffect == nil then self.itemEffect = uiMap["turntable_cell.effect_node.vfx_b10_ui_mfzp_b02"] end end function TurntableCell:refresh(parentUI, dataKey, id) local data = DataManager[dataKey] local uiOrder = parentUI:getUIOrder() local cfgInfo = data:getTurntableCfg(id) local isBig = cfgInfo.color_x == 1 local reward = cfgInfo.reward -- 特殊处理 if dataKey == "ActSailingData" and self.selectEffect ~= nil then self.bigEffect = self.selectEffect self.selectEffect = nil end if dataKey == "ActValentineData" then self.selectEffect = nil end if self.txBig then if isBig then self.txBig:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_MAGIC_DESC_17)) else self.txBig:setText(GConst.EMPTY_STRING) end end if self.bigEffect then if isBig then self.bigEffect:setActive(true) self.bigEffect:play() self.bigEffect:setSortingOrder(uiOrder, 10) else self.bigEffect:setActive(false) end end self.rewardCell:refreshByConfig(reward) -- 奖励摆正 local rotationZ = self:getBaseObject():getLocalEulerAnglesZ() self.reawrdBg:setLocalEulerAnglesZ(-rotationZ) -- 默认不选中 self:setSelectEffect(false) self:setSelectFlowEffect(false) self:setItemEffect(false) end function TurntableCell:setSelectEffect(isSelect, uiOrder) if self.selectEffect then if isSelect then self.selectEffect:setActive(true) self.selectEffect:play() self.selectEffect:setSortingOrder(uiOrder, 10) else self.selectEffect:setActive(false) end end if self.imgSelect then if isSelect then self.imgSelect:setActive(true) self.imgSelect:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS).overrideSorting = true self.imgSelect:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS).sortingOrder = uiOrder + 10 else self.imgSelect:setActive(false) end end end function TurntableCell:setSelectFlowEffect(isSelect, uiOrder) end function TurntableCell:setItemEffect(isSelect, uiOrder) self.itemEffect:setActive(isSelect) if isSelect then self.itemEffect:play() self.itemEffect:setSortingOrder(uiOrder, 13) end end return TurntableCell