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tianrunCRM/Assets/trCRM/upgradeRes4Dev/priority/lua/ui/panel/CLLPSceneManager.lua
2020-07-04 14:41:25 +08:00

71 lines
1.8 KiB
Lua
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-- xx界面
do
CLLPSceneManager = {}
local csSelf = nil;
local transform = nil;
local mData;
local progressBar
-- 初始化,只会调用一次
function CLLPSceneManager.init(csObj)
csSelf = csObj;
transform = csObj.transform;
progressBar = getCC(transform, "Progress Bar", "UIProgressBar")
end
-- 设置数据
function CLLPSceneManager.setData(paras)
mData = paras;
end
-- 显示,在c#中。show为调用refresh,show和refresh的区别在于,当页面已经显示了的情况,当页面再次出现在最上层时,只会调用refresh
function CLLPSceneManager.show()
progressBar.value = 0;
if mData.mode == GameMode.city then
CLLPSceneManager.gotoCity()
end
end
-- 刷新
function CLLPSceneManager.refresh()
end
-- 关闭页面
function CLLPSceneManager.hide()
end
-- 网络请求的回调;cmd:指命,succ:成功失败,msg:消息;paras:服务器下行数据
function CLLPSceneManager.procNetwork (cmd, succ, msg, paras)
--[[
if(succ == 1) then
if(cmd == "xxx") then
-- TODO:
end
end
--]]
end
-- 处理ui上的事件,例如点击等
function CLLPSceneManager.uiEventDelegate( go )
local goName = go.name;
--[[
if(goName == "xxx") then
--TODO:
end
--]]
end
-- 当按了返回键时,关闭自己(返值为true时关闭)
function CLLPSceneManager.hideSelfOnKeyBack( )
return false;
end
function CLLPSceneManager.gotoCity()
CLLCity.init();
end
--------------------------------------------
return CLLPSceneManager;
end