71 lines
1.8 KiB
Lua
71 lines
1.8 KiB
Lua
-- xx界面
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do
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CLLPSceneManager = {}
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local csSelf = nil;
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local transform = nil;
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local mData;
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local progressBar
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-- 初始化,只会调用一次
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function CLLPSceneManager.init(csObj)
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csSelf = csObj;
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transform = csObj.transform;
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progressBar = getCC(transform, "Progress Bar", "UIProgressBar")
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end
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-- 设置数据
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function CLLPSceneManager.setData(paras)
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mData = paras;
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end
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-- 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
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function CLLPSceneManager.show()
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progressBar.value = 0;
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if mData.mode == GameMode.city then
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CLLPSceneManager.gotoCity()
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end
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end
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-- 刷新
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function CLLPSceneManager.refresh()
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end
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-- 关闭页面
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function CLLPSceneManager.hide()
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end
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-- 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
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function CLLPSceneManager.procNetwork (cmd, succ, msg, paras)
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--[[
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if(succ == 1) then
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if(cmd == "xxx") then
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-- TODO:
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end
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end
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--]]
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end
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-- 处理ui上的事件,例如点击等
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function CLLPSceneManager.uiEventDelegate( go )
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local goName = go.name;
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--[[
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if(goName == "xxx") then
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--TODO:
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end
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--]]
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end
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-- 当按了返回键时,关闭自己(返值为true时关闭)
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function CLLPSceneManager.hideSelfOnKeyBack( )
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return false;
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end
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function CLLPSceneManager.gotoCity()
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CLLCity.init();
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end
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--------------------------------------------
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return CLLPSceneManager;
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end
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