Update - 1.15.0.134
EN: 1.15.0.134 CN: 1.15.0.133 JP: 1.15.0.137 KR: 1.15.0.139
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local EventReminderCtrl = class("EventReminderCtrl", BaseCtrl)
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EventReminderCtrl._mapNodeConfig = {
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Topbar = {
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sNodeName = "TopBarPanel",
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sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
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},
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templateItem = {
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sNodeName = "rtList",
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sComponentName = "RectTransform"
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},
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waitingList = {
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sComponentName = "RectTransform"
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},
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finishList = {
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sComponentName = "RectTransform"
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},
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destroyRoot = {
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sComponentName = "RectTransform"
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},
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txtWaitingTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "EventReminder_Waiting_Title"
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},
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txtFinishTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "EventReminder_Finish_Title"
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}
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}
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EventReminderCtrl._mapEventConfig = {}
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EventReminderCtrl._mapRedDotConfig = {}
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function EventReminderCtrl:OnEnable()
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self:RefreshList()
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end
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function EventReminderCtrl:OnDisable()
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self:ClearList()
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end
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function EventReminderCtrl:RefreshList()
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self:ClearList()
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PlayerData.EventReminder:UpdateAllData()
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local tbEventReminderDataList, tbFinishList = PlayerData.EventReminder:GetEventReminderDataList()
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for _, v in ipairs(tbEventReminderDataList) do
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local go = instantiate(self._mapNode.templateItem, self._mapNode.waitingList)
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local ctrl = self:BindCtrlByNode(go, "Game.UI.EventReminder.EventReminderCellCtrl")
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table.insert(self.tbCellCtrl, ctrl)
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ctrl:SetData(v)
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go.gameObject:SetActive(true)
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end
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for _, v in ipairs(tbFinishList) do
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local go = instantiate(self._mapNode.templateItem, self._mapNode.finishList)
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local ctrl = self:BindCtrlByNode(go, "Game.UI.EventReminder.EventReminderCellCtrl")
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table.insert(self.tbCellCtrl, ctrl)
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ctrl:SetData(v)
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go.gameObject:SetActive(true)
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end
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self._mapNode.waitingList.gameObject:SetActive(0 < #tbEventReminderDataList)
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self._mapNode.finishList.gameObject:SetActive(0 < #tbFinishList)
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end
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function EventReminderCtrl:ClearList()
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if self.tbCellCtrl ~= nil then
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for _, v in ipairs(self.tbCellCtrl) do
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self:UnbindCtrlByNode(v)
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end
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end
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self.tbCellCtrl = {}
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if self._mapNode.waitingList.childCount > 1 then
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for i = self._mapNode.waitingList.childCount, 2, -1 do
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local tr = self._mapNode.waitingList:GetChild(i - 1)
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tr.gameObject:SetActive(false)
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tr:SetParent(self._mapNode.destroyRoot)
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end
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end
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if 1 < self._mapNode.finishList.childCount then
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for i = self._mapNode.finishList.childCount, 2, -1 do
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local tr = self._mapNode.finishList:GetChild(i - 1)
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tr.gameObject:SetActive(false)
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tr:SetParent(self._mapNode.destroyRoot)
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end
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end
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delChildren(self._mapNode.destroyRoot)
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end
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return EventReminderCtrl
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