local BountyRewardCell = class("BountyRewardCell", BaseCell) function BountyRewardCell:init() local uiMap = self:getUIMap() self.uiMap = uiMap self.rewardCell1 = uiMap["cell.bg.reward_cell_1"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) self.rewardCell2 = uiMap["cell.bg.reward_cell_2"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) self.maskImg = uiMap["cell.mask_img"] self.rewardCell1:addClickListener(function() if self.idx == nil then return end local iCslaimed = DataManager.BountyData:getLevelState(self.idx) local lv = DataManager.BountyData:getLevel() if not iCslaimed and lv >= self.idx then ModuleManager.BountyManager:claimReward(self.idx, false) else local bountyInfo = DataManager.BountyData:getSeasonInfoByLevel(self.idx) ModuleManager.TipsManager:showRewardTips(bountyInfo.reward.id, bountyInfo.reward.type, self.rewardCell1:getBaseObject()) end end) self.rewardCell2:addClickListener(function() if self.idx == nil then return end local isBought = DataManager.BountyData:getBought() local iCslaimed = DataManager.BountyData:getProLevelState(self.idx) local lv = DataManager.BountyData:getLevel() if isBought and not iCslaimed and lv >= self.idx then ModuleManager.BountyManager:claimReward(self.idx, true) else local bountyInfo = DataManager.BountyData:getSeasonInfoByLevel(self.idx) ModuleManager.TipsManager:showRewardTips(bountyInfo.reward_pro.id, bountyInfo.reward_pro.type, self.rewardCell2:getBaseObject()) end end) end function BountyRewardCell:refresh(idx) self.idx = idx local bountyInfo = DataManager.BountyData:getSeasonInfoByLevel(idx) local lv = DataManager.BountyData:getLevel() local state = DataManager.BountyData:getLevelState(idx) local proState = DataManager.BountyData:getProLevelState(idx) local isBought = DataManager.BountyData:getBought() self.rewardCell1:refreshByConfig(bountyInfo.reward, state, state) self.rewardCell2:refreshByConfig(bountyInfo.reward_pro, proState, proState) if lv >= idx then self.maskImg:setVisible(false) if state then -- 已经领过了 self.rewardCell1:hideFrameAnimation() else self.rewardCell1:showFrameAnimation(bountyInfo.reward) end if isBought and not proState then self.rewardCell2:showFrameAnimation(bountyInfo.reward_pro.type) else self.rewardCell2:hideFrameAnimation() end else self.maskImg:setVisible(true) self.rewardCell1:hideFrameAnimation() self.rewardCell2:hideFrameAnimation() end -- self.lockImg:setVisible(not isBought, 1.5) -- self.rewardBg:setVisible(false) -- self.bg:setSprite(GConst.ATLAS_PATH.UI_BOUNTY, "bounty_board_7") -- if lv >= idx then -- self.lvBg:setSprite(GConst.ATLAS_PATH.UI_BOUNTY, "bounty_board_5", function () -- self.lvBg:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize() -- end) -- else -- self.lvBg:setSprite(GConst.ATLAS_PATH.UI_BOUNTY, "bounty_board_6", function () -- self.lvBg:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize() -- end) -- end -- self.rewardCell1:setLocalScale(0.65, 0.65, 1) -- self.rewardCell2:setLocalScale(0.65, 0.65, 1) end function BountyRewardCell:setVisible(visible) self.baseObject:setVisible(visible) end return BountyRewardCell