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- EquipDecomposeView = EquipDecomposeView or BaseClass(BaseView)
-
- function EquipDecomposeView:__init(parent)
- self.base_file = "bag"
- self.layout_file = "EquipDecomposeView"
- self.layer_name = "UI"
- self.destroy_imm = true
- self.use_background = true
- self.change_scene_close = true
- self.is_set_zdepth = true
- --self:AddPreLoadList("common", {"AwardItem"})
-
- self.item_list = {}
- --self.use_local_view = true
- self.load_callback = function()
- self:LoadSuccess()
- self:InitEvent()
- end
-
- self.open_callback = function()
- self:SetData()
- end
-
- self.close_callback = function()
- end
-
- self.destroy_callback = function()
- self:Clear()
- end
- end
-
- function EquipDecomposeView:LoadSuccess()
- self.closeBtn = self:GetChild("Window/windowCloseBtn").gameObject
- self.okBtn = self:GetChild("okBtn").gameObject
- self.item_content = self:GetChild("itemContent")
- self.text = self:GetChild("text"):GetComponent("Text")
-
- self.text.text = "拆解道具后,将获得以下材料哦\n"
- .."<color="..ColorUtil.GREEN..">必得</color>道具一定会获得\n"
- .."<color="..ColorUtil.GREEN..">概率</color>道具会随机获得"
- end
-
- function EquipDecomposeView:InitEvent()
- local function onClickHandler(target)
- if target == self.okBtn then
- GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT, 15019, {[self.vo.goods_id] = 1})
- end
- self:Close()
- end
- AddClickEvent(self.closeBtn,onClickHandler)
- AddClickEvent(self.okBtn,onClickHandler)
- end
-
- function EquipDecomposeView:Open(vo)
- self.vo = vo
- BaseView.Open(self)
- end
-
- function EquipDecomposeView:SetData()
- if not self.vo then return end
- local config = Config.Goodsdecompose[self.vo.type_id]
- if config then
- local regular_mat = ErlangParser:GetInstance():Parse(config.regular_mat)
- local irregular_mat = ErlangParser:GetInstance():Parse(config.irregular_mat)
- for i = 1, config.regular_num do
- self.item_list[i] = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.item_content)
- self.item_list[i]:SetData(regular_mat[i][2], regular_mat[i][3])
- self.item_list[i]:SetRandomDropTip(true,"必得")
- end
- for i= #regular_mat + 1, #regular_mat + #irregular_mat do
- self.item_list[i] = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.item_content)
- self.item_list[i]:SetData(irregular_mat[i - config.regular_num][2])
- self.item_list[i]:SetRandomDropTip(true,"概率")
- end
- end
- end
-
- function EquipDecomposeView:Clear( )
- for i, v in pairs(self.item_list) do
- v:ReleaseObj()
- v = nil
- end
- self.item_list = {}
- end
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