slot0 = class("JiuJiuExpeditionPage", import("...base.BaseActivityPage")) function slot0.OnInit(slot0) slot0.bg = slot0:findTF("AD") slot0.slider = slot0:findTF("slider", slot0.bg) slot0.step = slot0:findTF("step", slot0.bg) slot0.progress = slot0:findTF("progress", slot0.bg) slot0.awardTF = slot0:findTF("award", slot0.bg) slot0.battleBtn = slot0:findTF("battle_btn", slot0.bg) slot0.getBtn = slot0:findTF("get_btn", slot0.bg) slot0.gotBtn = slot0:findTF("got_btn", slot0.bg) slot0.help = slot0:findTF("help", slot0.bg) slot0.book = slot0:findTF("book", slot0.bg) slot0.startGame = slot0:findTF("startGame", slot0.bg) slot0.desc = slot0:findTF("desc", slot0.bg) end function slot0.OnDataSetting(slot0) slot0.taskIDList = _.flatten(slot0.activity:getConfig("config_data")) slot0.dropList = {} slot0.descs = {} for slot5, slot6 in ipairs(slot0.taskIDList) do table.insert(slot0.dropList, Clone(pg.task_data_template[slot6].award_display[1])) table.insert(slot0.descs, pg.task_data_template[slot6].desc) end return updateActivityTaskStatus(slot0.activity) end function slot0.OnFirstFlush(slot0) onButton(slot0, slot0.battleBtn, function () if uv0.curTaskVO then uv0:emit(ActivityMediator.ON_TASK_GO, uv0.curTaskVO) end end, SFX_PANEL) onButton(slot0, slot0.getBtn, function () uv0:emit(ActivityMediator.ON_TASK_SUBMIT, uv0.curTaskVO) end, SFX_PANEL) onButton(slot0, slot0.help, function () pg.MsgboxMgr.GetInstance():ShowMsgBox({ type = MSGBOX_TYPE_HELP, helps = pg.gametip.jiujiu_expedition_help.tip }) end, SFX_PANEL) if PLATFORM_CODE ~= PLATFORM_JP then setActive(slot0.book, false) else slot1, slot2, slot3, slot4 = JiuJiuExpeditionCollectionMediator.GetCollectionData() setActive(findTF(slot0.book, "tip"), slot4 < slot3) onButton(slot0, slot0.book, function () uv0:emit(ActivityMediator.OPEN_LAYER, Context.New({ viewComponent = JiuJiuExpeditionCollectionLayer, mediator = JiuJiuExpeditionCollectionMediator })) end, SFX_PANEL) end onButton(slot0, slot0.startGame, function () uv0:emit(ActivityMediator.EVENT_GO_SCENE, SCENE.JIUJIU_EXPEDITION) end, SFX_PANEL) end function slot0.OnUpdateFlush(slot0) slot1, slot2 = getActivityTask(slot0.activity) slot0.curTaskVO = slot2 setText(slot0.desc, slot0.curTaskVO:getConfig("desc")) slot3 = slot2:getConfig("award_display")[1] updateDrop(slot0.awardTF, { type = slot3[1], id = slot3[2], count = slot3[3] }) onButton(slot0, slot0.awardTF, function () uv0:emit(BaseUI.ON_DROP, uv1) end, SFX_PANEL) setText(slot0.progress, (slot2:getConfig("target_num") <= slot2:getProgress() and setColorStr(slot5, COLOR_GREEN) or slot5) .. "/" .. slot6) setSlider(slot0.slider, 0, slot6, slot5) setText(slot0.step, table.indexof(slot0.taskIDList, slot1, 1) .. "/" .. #slot0.taskIDList) setActive(slot0.battleBtn, slot2:getTaskStatus() == 0) setActive(slot0.getBtn, slot8 == 1) setActive(slot0.gotBtn, slot8 == 2) if slot8 == 2 then slot0.finishedIndex = slot7 else slot0.finishedIndex = slot7 - 1 end end function slot0.OnDestroy(slot0) end return slot0