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- 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 }]);
- }
- }
- }
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