using System;
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using UnityEngine;
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using UnityEngine.UI;
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namespace vnxbqy.UI
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{
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public class NewYearFairylandCeremonyWin : OneLevelWin
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{
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NewYearFairylandCeremonyModel ceremonyModel { get { return ModelCenter.Instance.GetModel<NewYearFairylandCeremonyModel>(); } }
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protected override void AddListeners()
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{
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base.AddListeners();
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SetFunctionListener(0, ClickRecharge);
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SetFunctionListener(1, ClickFire);
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SetFunctionListener(2, ClickPeopleToHi);
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SetFunctionListener(3, ClickOutOf);
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}
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protected override void OnActived()
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{
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if (!WindowJumpMgr.Instance.IsJumpState && functionOrder == 0)
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{
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if (ceremonyModel.rechargeRedp.state == RedPointState.Simple)
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{
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functionOrder = 0;
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}
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else if (ceremonyModel.peopleRedp.state == RedPointState.Simple)
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{
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functionOrder = 2;
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}
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}
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base.OnActived();
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}
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private void ClickOutOf()
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{
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CloseSubWindows();
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WindowCenter.Instance.Open<NewYearCeremonyOutOfPrintWin>();
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functionOrder = 3;
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}
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private void ClickPeopleToHi()
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{
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CloseSubWindows();
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WindowCenter.Instance.Open<NewYearCeremonyPeopleToHiWin>();
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functionOrder = 2;
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}
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private void ClickFire()
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{
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CloseSubWindows();
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WindowCenter.Instance.Open<NewYearCeremonyFirepartyWin>();
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functionOrder = 1;
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}
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private void ClickRecharge()
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{
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CloseSubWindows();
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WindowCenter.Instance.Open<NewYearCeremonyRechargeGiftWin>();
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functionOrder = 0;
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}
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}
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}
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