修改对面碰吃牌型异常

master
罗家炜 2025-04-08 15:41:54 +08:00
parent b5fb6912da
commit 1679c5edc6
4 changed files with 14 additions and 31 deletions

View File

@ -92,28 +92,14 @@ function M:init(url)
end)
view:GetChild('btn_create').onClick:Add(function()
fgCtr:FG_GroupList(function(res)
local groups = res.Data.groups
if #groups > 0 then
for i = 1, #groups do
if groups[i].name == input_name.text then
fgCtr:FG_RemoveGroup(groups[i].id, function(res)
fgCtr:FG_CreateGroup(input_name.text, 1, 2, function(res)
if res.ReturnCode == 0 then
self.familyType.selectedIndex = 1
self:ConnetFamily(1, DataManager.groups.groupList, true)
end
end)
end)
end
end
else
fgCtr:FG_CreateGroup(input_name.text, 1, 2, function(res)
if res.ReturnCode == 0 then
self.familyType.selectedIndex = 1
self:ConnetFamily(1, DataManager.groups.groupList, true)
ViewUtil.ErrorTip(res.ReturnCode, '创建大联盟失败!')
end
end)
end
end)
end)
end
@ -422,24 +408,21 @@ function M:ConnetFamily(index, groups, isCreate)
ViewUtil:CloseModalWait()
local list_family = self._view:GetChild('list_family')
list_family:SetVirtual()
self._group = DataManager.groups:get(groups[index].id)
print("===================================self._group")
pt(self._group)
self._roomNum = self._group.room_num
if isCreate then
for i = 1, #groups do
local j = i
local child = UIPackage.CreateObjectFromURL('ui://Family/btn_familyName')
child:GetChild('name').text = groups[i].name
child.onClick:Add(function()
list_family.itemRenderer = function(i, obj)
local j = i + 1
obj:GetChild('name').text = groups[j].name
obj.onClick:Add(function()
self:ConnetFamily(j, DataManager.groups.groupList, false)
end)
if i == index then
child:GetController('button').selectedIndex = 1
end
list_family:AddChild(child)
end
list_family.numItems = #groups
end
local fgCtr = ControllerManager.GetController(NewGroupController)

View File

@ -147,7 +147,7 @@ function ViewUtil.CardPos(obj, area, oder, index, offset, isAdd, padding)
if oder == AreaOderType.left_right then
obj.x = index * (obj.width + padding) + offset
elseif oder == AreaOderType.up_down then
obj.y = index * (obj.height + padding) + offset
obj.y = index * (obj.height - padding) + offset
elseif oder == AreaOderType.right_left then
obj.x = (area.width - obj.width) - index * (obj.width + padding) - offset
elseif oder == AreaOderType.down_up then