local HonorOrder_Controller = {} local private = {} local HERO_RENDER_ID = 1000001 function HonorOrder_Controller.OnStartup() private.ActivityType = MDL.OperationActivity.ActivityType.HonorOrder end function HonorOrder_Controller.OpenHonorOrderBasePanel() MDL.HonorOrder.HonorOrderGetTaskListRequest() UIManager.OpenAndPushAll(Const_UI_Lua.UIEnum.UIPayMallBasePanel,{tabId = CTL.PayMall.ShopTabType.PreferentialOrder, childTabId = CTL.PayMall.ShopChildTabType.HonorOrder}) MDL.RedPoint.RemoveEnterWorldRedPoint(MDL.RedPoint.EnterWorldRedPointType.HonorOrder) end function HonorOrder_Controller.GetHonorOrderActive() return CTL.OperationActivity.IsOperationActivityTypeOpen(private.ActivityType) and CTL.OperationActivity.IsOperationActivityTypeUnlock(private.ActivityType) and MDL.Unlock.IsUnlock(MDL.Unlock.FunctionType.HonorOrder) end function HonorOrder_Controller.Show3DModel(renderModel, constData) local modelPath, equipTable, modelScale, lightPath, heroEffectPath if constData.GrandType == MDL.HonorOrder.GrandType.Fashion then local heroAppearanceID = constData.GrandValue1 --主将外观 local weaponAppearanceID = constData.GrandValue2 local heroAppearanceCfg = DataSheetManager.HeroAppearance:GetDataByID(heroAppearanceID) --展示3D模型 local heroInfo = { starLevel = 0, isMagicWeaponActive = true, magicWeaponLevel = 0, curWeaponAppearanceId = weaponAppearanceID, --武器外观 curAppearanceId = heroAppearanceID, } modelPath, equipTable, modelScale, lightPath, heroEffectPath = UTL.UIRender.LoadShowHero(heroAppearanceCfg.HeroID, false, heroInfo, true) else modelPath, equipTable, modelScale, lightPath, heroEffectPath = UTL.UIRender.LoadShowHero(constData.PromotionalModel, nil, nil, true) end renderModel:ShowHeroModel(HERO_RENDER_ID, modelPath, equipTable, modelScale, lightPath, nil, heroEffectPath) end return HonorOrder_Controller