local FundLevelCell = class("FundLevelCell", BaseCell) function FundLevelCell:init() local uiMap = self:getUIMap() self.progNode = uiMap["fund_level_cell.prog"] self.imgProg = uiMap["fund_level_cell.prog.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER) self.lvNode = uiMap["fund_level_cell.level"] self.txLv = uiMap["fund_level_cell.level.tx_lv"] self.freeRewardCells = {} for i = 1, 2 do table.insert(self.freeRewardCells, uiMap["fund_level_cell.rewards_free.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)) end self.proRewardCells = {} for i = 1, 2 do table.insert(self.proRewardCells, uiMap["fund_level_cell.rewards_pro.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)) end -- self.colorLight = BF.Color(0.6235294, 0.3137255, 0.1764706, 1) -- self.colorGray = BF.Color(0.3568628, 0.3568628, 0.3568628, 1) end function FundLevelCell:refresh(id, isLast) -- 刷新进度 local helf = self:getBaseObject():getSizeDeltaY() / 2 if self:getIndex() == 1 then self.progNode:setAnchoredPositionY(-helf / 2) self.progNode:setSizeDeltaY(helf) elseif isLast then self.progNode:setAnchoredPositionY(helf / 2) self.progNode:setSizeDeltaY(helf) else self.progNode:setAnchoredPositionY(0) self.progNode:setSizeDeltaY(self:getBaseObject():getSizeDeltaY()) end local needLevel = DataManager.FundLevelData:getNeedLevel(id) local stage = DataManager.FundLevelData:getStageById(id) local value = DataManager.PlayerData:getLv() >= needLevel and 1 or 0 self.imgProg.value = value self.txLv:setText(needLevel) -- if value == 1 then -- self.txLv:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).color = self.colorLight -- else -- self.txLv:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).color = self.colorGray -- end local freeRewards = DataManager.FundLevelData:getFreeRewards(id) local freeReceived = DataManager.FundLevelData:getFreeGot(id) local canGet = DataManager.FundLevelData:getFreeCanGet(id) for i, cell in ipairs(self.freeRewardCells) do if freeRewards and freeRewards[i] then cell:setActive(true) cell:refreshByConfig(freeRewards[i], freeReceived, freeReceived) if canGet then cell:addClickListener(function() ModuleManager.FundLevelManager:getReward(stage) end) cell:showFrameAnimation() else cell:hideFrameAnimation() end else cell:setActive(false) end end local proRewards = DataManager.FundLevelData:getProRewards(id) local proReceived = DataManager.FundLevelData:getProGot(id) local locked = not DataManager.FundLevelData:getProBought(stage) local canGet = DataManager.FundLevelData:getProCanGet(id) for i, cell in ipairs(self.proRewardCells) do if proRewards and proRewards[i] then cell:setActive(true) cell:refreshByConfig(proRewards[i], proReceived, proReceived) cell:showLock(locked) if canGet then cell:addClickListener(function() ModuleManager.FundLevelManager:getReward(stage) end) cell:showFrameAnimation() else cell:hideFrameAnimation() end else cell:setActive(false) end end end return FundLevelCell