/****************************************************************** * * 奖励界面 * ******************************************************************/ const FxSVC = require( "nx.fx.sv.expand" ); const FxLay = require( "cmp.item.layout" ); const BridgeWindow = require( "bridge.window" ); cc.Class( { extends: BridgeWindow, properties: { lstSL: { default: null, type: FxLay, }, lstML: { default: null, type: FxSVC, }, nodOps: { default: null, type: cc.Node, }, }, // 重载:参数打开 onOpenConfigs: function( _params ) { this.source = _params.source; this.optype = _params.open_type; // 道具拆解 this.items = []; _params.list.forEach( _t => { this.items.push( [ _t.bid, _t.num || 1 ] ); } ); // 判空 if( nx.dt.arrEmpty( this.items ) ) { this.close(); nx.error( "[REWARD]无效的道具表!" ); return; } // 道具刷新 this.freshItems(); // 操作刷新 this.freshOps(); }, // 道具刷新 freshItems: function() { let ml = this.items.length > 5; let lst = ml ? this.lstML : this.lstSL; nx.gui.setActive( this.lstML, "", ml ); nx.gui.setActive( this.lstSL, "", !ml ); lst.rebuild( this.items ); }, // 操作刷新 freshOps: function() { // 无附加功能 if( !nx.dt.numGood( this.optype ) || this.optype <= 1 ) { nx.gui.setActive( this.nodOps, "func", false ); return; } // 其他 }, // 点击功能键 onTouchFunc: function() { }, } );