local EventSystem = require('Event/EventSystem') local Reward_Controller = {} local private = {} function Reward_Controller.ShowRewardPanel(rewards) local isDisplay = Reward_Controller.IsDisplayReward(rewards) if not isDisplay then return end if #rewards > 0 then UIManager.OpenView(Const_UI_Lua.UIEnum.UIRewardGainPanel, rewards) end end --判断是否需要显示通用的奖励 --isNeedDelayShow是否需要延迟显示 function Reward_Controller.IsDisplayReward(rewards) --只判断是否显示的 local isDisplay = CTL.DrawCard.IsDisplayGetItemUI(rewards) and CTL.DemonGod.IsDisplayReward(rewards) if not isDisplay then return isDisplay end --延迟显示的情况,需要缓存 local isNeedDelayShow = CTL.SuperGoldLottery.IsDelayDisplayReward() or MDL.AnniversaryPrepare.IsDelayDisplayReward() or MDL.Bag.IsNeedDelayShowHeroSubstituteReward or CTL.Turntable.IsDelayDisplayReward() if isNeedDelayShow then private.CacheRewards = rewards return false end return isDisplay end --显示延迟的奖励信息 function Reward_Controller.ShowDelayReward() if private.CacheRewards and #private.CacheRewards > 0 then UIManager.OpenView(Const_UI_Lua.UIEnum.UIRewardGainPanel, private.CacheRewards) private.CacheRewards = nil end end return Reward_Controller