71 lines
1.8 KiB
Lua
71 lines
1.8 KiB
Lua
|
|
-- 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
|