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@@ -8,16 +8,23 @@ namespace GFGGame
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public class SuitItemView : BaseWindow
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{
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private UI_SuitItemUI _ui;
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- private EffectUI _effectUI1;
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private int suitID;
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private int countSuitId;//当前获得的物品还有多少个相同套装的部件需要展示
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private int count = 0;//套装当前拥有的部件数量
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private int totalCount = 1;
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+ //private EffectUI _effectUI1;
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+ //private EffectUI _effectUI2;
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+ //private EffectUI _effectUI3;
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+
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public override void Dispose()
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{
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- EffectUIPool.Recycle(_effectUI1);
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- _effectUI1 = null;
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+ //EffectUIPool.Recycle(_effectUI1);
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+ //_effectUI1 = null;
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+ //EffectUIPool.Recycle(_effectUI2);
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+ //_effectUI2 = null;
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+ //EffectUIPool.Recycle(_effectUI3);
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+ //_effectUI3 = null;
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if (_ui != null)
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{
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_ui.Dispose();
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@@ -34,6 +41,10 @@ namespace GFGGame
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this.viewCom = _ui.target;
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isfullScreen = true;
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_ui.m_loaBg.onTouchBegin.Add(OnClickBg);
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+
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+ //_effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_topEffect, "ui_LuckyBox", "SJJD_CradUp");
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+ //_effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_probarEffect, "ui_LuckyBox", "SJJD_CradUP_once");
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+ //_effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_downEffect, "ui_LuckyBox", "SJJD_CradDown");
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}
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protected override void OnShown()
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{
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@@ -57,10 +68,7 @@ namespace GFGGame
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_ui.m_probar.max = totalCount;
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_ui.m_probar.value = count;
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_ui.m_t_open.Play();
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- if (GetSuitItemController.isAuto)
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- {
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- Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 1, WaitAutoEnd);
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- }
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+
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}
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private void OnClickBg()
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{
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@@ -70,10 +78,6 @@ namespace GFGGame
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{
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ViewManager.Show<GetSuitItemVIew>(suitID);
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}
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- else
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- {
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- EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_ANIMATION_WAIT);
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- }
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this.Hide();
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}
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}
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@@ -82,19 +86,5 @@ namespace GFGGame
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{
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}
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-
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- private void WaitAutoEnd(object param = null)
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- {
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- this.Hide();
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- if (count == totalCount)
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- {
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- ViewManager.Show<GetSuitItemVIew>(suitID);
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- }
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- else
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- {
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- EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_ANIMATION_WAIT);
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- }
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- Timers.inst.Remove(WaitAutoEnd);
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- }
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}
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}
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