import GameModel from "../ts/core/GameModel"; cc.Class({ extends: cc.Component, properties: { content: cc.Node, reward_item: cc.Prefab, }, start () { this.initScroll(GameModel.player.chargesum, GameModel.player.rewardrecord); }, initScroll (charge_sum, reward_record) { let reward_list = GameModel.conf_charge_reward; let list = []; for (let i = 1; reward_list[i]; ++i) { let item = reward_list[i]; list.push(item); } list.sort((a, b) => { return a.money - b.money; }); for(let item of list){ let node = cc.instantiate(this.reward_item); node.parent = this.content; let has_gain = ((reward_record&(1<<(item.id-1))) > 0); let logic = node.getComponent('ChargeRewardItem'); let reward = []; if (item.gid1 && item.gid1>0 && item.count1 && item.count1>0){ reward.push({gid: item.gid1, count: item.count1}); } if (item.gid2 && item.gid2>0 && item.count2 && item.count2>0){ reward.push({gid: item.gid2, count: item.count2}); } if (item.gid3 && item.gid3>0 && item.count3 && item.count3>0){ reward.push({gid: item.gid3, count: item.count3}); } if (item.gid4 && item.gid4>0 && item.count4 && item.count4>0){ reward.push({gid: item.gid4, count: item.count4}); } if (item.gid5 && item.gid5>0 && item.count5 && item.count5>0){ reward.push({gid: item.gid5, count: item.count5}); } logic.init(item.money, charge_sum, has_gain, reward, item.id); } }, onButtonClick (event, param) { if (param == 'close') this.node.destroy(); }, });