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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refreshshow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