local PeriodicQuestCtrl_02 = class("PeriodicQuestCtrl_02", BaseCtrl) PeriodicQuestCtrl_02._mapNodeConfig = { goCommon = { sNodeName = "---Common---" } } PeriodicQuestCtrl_02._mapEventConfig = { RefreshPeriodicAct = "OnEvent_RefreshPeriodicAct" } function PeriodicQuestCtrl_02:RefreshActInfo() if self.activityCtrl ~= nil then self.activityCtrl:RefreshQuestList() end end function PeriodicQuestCtrl_02:UnbindCtrl() if self.activityCtrl ~= nil then self:UnbindCtrlByNode(self.activityCtrl) self.activityCtrl = nil end end function PeriodicQuestCtrl_02:InitActData(actData, bResetGroup) if self.activityCtrl == nil then self.activityCtrl = self:BindCtrlByNode(self._mapNode.goCommon, "Game.UI.Activity.PeriodicQuest.PeriodicQuestCtrl") end self.actData = actData self.nActId = actData:GetActId() self.activityCtrl:InitActData(actData, bResetGroup) self:RefreshActInfo() end function PeriodicQuestCtrl_02:ClearActivity() self:UnbindCtrl() end function PeriodicQuestCtrl_02:Awake() end function PeriodicQuestCtrl_02:FadeIn() end function PeriodicQuestCtrl_02:FadeOut() end function PeriodicQuestCtrl_02:OnEnable() end function PeriodicQuestCtrl_02:OnDisable() self:UnbindCtrl() end function PeriodicQuestCtrl_02:OnDestroy() end function PeriodicQuestCtrl_02:OnRelease() end function PeriodicQuestCtrl_02:OnEvent_RefreshPeriodicAct(nActId) if nActId == self.nActId then self.bQuestAnim = false self:RefreshActInfo() end end return PeriodicQuestCtrl_02