local DemonGod_Controller = {} local private = {} --为了解决结算时候,优先执行的奖励逻辑弹出的界面会被结算界面关掉,这里缓存奖励数据,在结算界面之后打开 private.cacheRewards = nil function DemonGod_Controller.OpenDemonGodView() if UIManager.IsViewOpened(Const_UI_Lua.UIEnum.UIDemonGodResult) then -- 校验无效关闭结算界面 UIManager.CloseView(Const_UI_Lua.UIEnum.UIDemonGodResult) end UIManager.OpenAndPushAll(Const_UI_Lua.UIEnum.UIDemonGodMain) MDL.DemonGod.IsRefreshCurRankList = true MDL.DemonGod.CheckDemonGodRed() end local DelayTiming = 0.5 function DemonGod_Controller.ShowBattleSummary(msg) CTL.HomeMain.CloseOpenView() local heroId = BattleDataGetter.GetMainPlayerCharacterID() local heroData = DataSheetManager.HeroNum:GetDataByID(heroId) local delayTime if heroData then delayTime = heroData.PoseTime / 1000 + DelayTiming else delayTime = 1 logging.error(LTAG.ERROR, "没有在HeroNum表里面找到武将ID:", heroId, "的数据,请检查!!!") end TimerUtil.Interval(function() UIManager.OpenView(Const_UI_Lua.UIEnum.UIDemonGodResult, msg) end, delayTime, 1) end function DemonGod_Controller.ShowRewards() if private.cacheRewards then UIManager.OpenView(Const_UI_Lua.UIEnum.UIRewardGainPanel, private.cacheRewards) private.cacheRewards = nil end end function DemonGod_Controller.IsDisplayReward(rewards) if BattleDataGetter.CheckCurLevelType(LuaConst.LevelType.DemonGod) then private.cacheRewards = rewards return false else private.cacheRewards = nil return true end end return DemonGod_Controller