import { _decorator, Component, Node } from 'cc'; import { DataSystem } from '../../core/data/DataSystem'; import { WindowOpenMode } from '../../core/ui/window/WindowOpenMode'; import { WindowSystem } from '../../core/ui/window/WindowSystem'; import { UserData } from '../../data/UserData'; import { ReportThinking } from '../../ReportThinking'; import { FightRewardItem } from '../item/FightRewardItem'; const { ccclass, property } = _decorator; @ccclass('FightRewardUI') export class FightRewardUI extends Component { @property({ type: [FightRewardItem], tooltip: "奖励类型Item数组" }) rewardItems: FightRewardItem[] = []; private rewardData: [{ rewardType: number, num: number }]; /** * 初始化 * @param 奖励数据 rewardType 奖励类型 1 粮草 2 元宝 3 红包币 4 威望石 num 奖励数量 */ private onParam(data: [{ rewardType: number, num: number }]) { this.rewardData = data; for (let i = 0; i < data.length; i++) { this.rewardItems[data[i].rewardType - 1].node.active = true; this.rewardItems[data[i].rewardType - 1].txtRewardNum.string = `x${data[i].num > 1000 ? (data[i].num / 1000).toFixed(1) + "k" : data[i].num}`; } } /**获取奖励类型*/ private getRewardType(data: any) { let pNmae = '' switch (data.rewardType) { case 1: pNmae = 'money'; return 1; case 2: pNmae = 'diamond'; return 2; case 3: pNmae = 'bouns'; return 3; case 4: pNmae = 'prestige'; return 7; } let userData = DataSystem.getData(UserData); ReportThinking.currency_increase(pNmae, userData[pNmae], data.num, userData[pNmae] + data.num, 'fightReward'); } onDestroy() { for (let i = 0; i < this.rewardData.length; i++) { WindowSystem.open("prefabs/ui/turntable/prizeFly", WindowOpenMode.NotCloseAndAdd, [{ type: this.getRewardType(this.rewardData[i]), num: this.rewardData[i].num }]); } } }