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- ChildSkillViewNew = ChildSkillViewNew or BaseClass(BaseView)
- local ChildSkillViewNew = ChildSkillViewNew
-
- -- skillContent 和 SkillItem的参数
- local ITEM_HEIGHT = 118 -- itme的高度
- local SPACE_Y = 8 -- item的间隔
- local SCROLL_HEIGHT = 503 -- 显示的高度
-
-
- function ChildSkillViewNew:__init()
- self.base_file = "child"
- self.layout_file = "ChildSkillViewNew"
- self.layer_name = "UI"
- self.destroy_imm = true
- self.use_background = G_USING_BG --全屏界面默认使用这个参数
- self.hide_maincancas = true --全屏界面需要放开隐藏主UI
- self.change_scene_close = true
- self.append_to_ctl_queue = false --是否要添加进界面堆栈
- self.need_show_money = false --是否要显示顶部的金钱栏
- self.blur_activity_bg = true
- self.close_fog = true
-
- self.model = ChildModel:getInstance()
- self.content_y = 0 -- skillcontent的posy
-
- self.skill_item_list = {}
- self.attr_item_list = {}
- self.attr_item_next_list = {}
- self.select_item = 0
- self.skill_count = TableSize(self.model:GetChildSkillList())
-
- self.load_callback = function ()
- self:LoadSuccess()
- self:AddEvent()
- end
- self.open_callback = function ( )
- self:OpenSuccess()
- end
- self.switch_callback = function(index)
- self:SwitchTab(index)
- end
- self.destroy_callback = function ( )
- self:DestroySuccess()
- end
- end
-
- function ChildSkillViewNew:Open( )
- --self.data = data
- BaseView.Open(self)
- end
-
- function ChildSkillViewNew:LoadSuccess()
- local nodes = {
- "bg:raw",
- -- 技能预览
- "rt_image_show","toggle_play:obj",
- -- downCon
- "downCon/btn_level_up/confirmBtnText:tmp",
- "downCon/btn_level_up/btn_level_up_red_dot:obj",
- "downCon/btn_level_up:obj",
-
- "downCon/img_arrow_fight:obj",
- "downCon/curCon:obj",
- "downCon/curCon/ScrollView_attr/Viewport/content_attr",
- "downCon/curCon/txt_lv:tmp",
- "downCon/curCon/txt_fight:txt",
- "downCon/nextCon:obj",
- "downCon/nextCon/txt_lv_after:tmp",
- "downCon/nextCon/txt_fight_after:txt",
- "downCon/nextCon/ScrollView_attr_after/Viewport/content_attr_after",
-
- "downCon/itemCon:obj",
- "downCon/itemCon/item_parent:obj",
- -- "downCon/itemCon/ui_num_bg/item_num_txt:tmp",
- --技能描述
- "skill_desc_bg/skill_desc_txt2:tmp", "skill_desc_bg/di/skill_icon:img",
- "skill_desc_bg/skill_desc_txt3:tmp", "skill_desc_bg/skill_desc_txt:tmp",
- "skill_desc_bg/skill_desc_txt_name:tmp",
- --左侧技能tab
- "ScrollView_skill/Viewport/skillContent",
- -- 其他
- "none_bg:obj", "close:obj",
- "upBtn:obj", "downBtn:obj", "ScrollView_skill:scroll",
- "skill_bg:img",
- "downBtn/downBtnRed:obj",
- }
- self:GetChildren(nodes)
- self:UpdateBaseView( )
- end
-
- function ChildSkillViewNew:UpdateBaseView( )
- lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("child_skill_bg_1173_647"))
- lua_resM:setOutsideImageSprite(self, self.skill_bg_img, GameResPath.GetChildIcon("child_skill_show_bg"), false)
- -- local close_callback = function()
- -- self:Close()
- -- end
- -- self.tab_win = UITabWindow.New(self.transform, nil, nil,
- -- close_callback, self.background_wnd, nil, UITabWindow.SizeSmallHallNoTab, false,nil,true)
- -- --self.tab_win:SetTitleRes("child_asset","child_title") --标题
- -- self.tab_win:SetBackgroundRes("child_skill_bg_1280_720")
- -- self.tab_win:SetTitleText("宝宝技能")
- -- self.tab_win:ChangeShowFlag("Child")
-
- -- if self.ScrollView_skill_scroll then
- -- self.ScrollView_skill_scroll.onValueChanged:RemoveAllListeners()
- -- self.ScrollView_skill_scroll.onValueChanged:AddListener(function()
- -- self:UpdateArrowObj()
- -- end)
- -- end
-
- -- 设置背景UI放到后面
- local function bg_back_func( ... )
- if self.background_wnd and self.background_wnd:GetComponent("RawImageExtend") then
- self:MoveUIToBack(self.background_wnd:GetComponent("RawImageExtend"))
- end
- -- self:MoveUIToBack(self.tab_win.win_bg)
- self:MoveUIToBack(self.bg_raw)
- self:MoveUIToBack(self.skill_bg_img)
- end
- if self.background_wnd then
- bg_back_func()
- else
- self.bg_back_func = bg_back_func
- end
- end
-
- function ChildSkillViewNew:UpdateArrowObj()
- if self.skill_count > 4 then
- local _, y = GetAnchoredPosition(self.skillContent)
- self.downBtn_obj:SetActive(y < 380)
- self.upBtn_obj:SetActive(y > 100)
- self:UpdateDownBtnRedDot(y)
- else
- self.downBtn_obj:SetActive(false)
- self.upBtn_obj:SetActive(false)
- end
- end
-
- function ChildSkillViewNew:AddEvent()
- local function onBtnClickHandler(target, x, y)
- if target == self.btn_level_up_obj then
- if self.select_item.skill_lv == 0 then
- self.model:Fire(ChildConst.CHILD_REQ_EVENT, 16513,1,self.select_item.skill_id)--
- else
- self.model:Fire(ChildConst.CHILD_REQ_EVENT, 16513,2,self.select_item.skill_id)
- end
- elseif target == self.toggle_play_obj then
- self:UpdateRoleModel()
- elseif target == self.close_obj then
- self:Close()
- elseif target == self.upBtn_obj then
- self.skillContent.localPosition = Vector2(0, 0)
- elseif target == self.downBtn_obj then
- self.skillContent.localPosition = Vector2(0, 495)
- end
- end
- AddClickEvent(self.btn_level_up_obj, onBtnClickHandler)
- AddClickEvent(self.toggle_play_obj, onBtnClickHandler)
- AddClickEvent(self.close_obj, onBtnClickHandler)
- AddClickEvent(self.upBtn_obj, onBtnClickHandler)
- AddClickEvent(self.downBtn_obj, onBtnClickHandler)
-
- -- 红点更新
- local function updata_Child_RED_DOT_VIEW_fun(id)
- if id ~= ChildConst.TabId.ChildSkill then return end
- --logWarn('=======Msh:ChildSkillViewNew.lua[138]=======')
- self:UpdateRedDot()
- self:UpdateRedDotBtn()
- self:UpdateDownBtnRedDot( )
- end
- self.updata_Child_RED_DOT_VIEW_id = self.model:Bind(ChildConst.Child_RED_DOT_VIEW, updata_Child_RED_DOT_VIEW_fun)
-
- -- 激活技能升级
- local function updata_child_skill_info_fun(skill_id,skill_lv)
- local skill_id = skill_id or self.cur_skill_id
- local skill_lv = skill_lv or self.cur_skill_lv
- self:SetSkillCon(skill_id,skill_lv, true)
- self.select_item:SetData(skill_id,skill_lv)
- end
- self.updata_child_skill_info = self.model:Bind(ChildConst.UPDATA_CHILD_SKILL_INFO, updata_child_skill_info_fun,vo)
- end
-
- function ChildSkillViewNew:OpenSuccess()
- self:UpdateView()
- end
-
- function ChildSkillViewNew:UpdateView()
- self:SetIsOpenCon()
- local skill_list = self.model:GetChildSkillList()
- local function callback( item )
- for k,v in pairs(self.skill_item_list) do
- v:SetChosen(false)
- end
- item:SetChosen(true)
- self:SetSkillCon(item.skill_id,item.skill_lv)
- self.select_item = item
- self:UpdateRoleModel()
- self:UpdateRedDot()
- self:UpdateRedDotBtn()
- end
- local item_count = 0
- for k,v in pairs(skill_list) do
- local item = self.skill_item_list[k]
- if item == nil then
- item = ChildSkillItem.New(self.skillContent)
- self.skill_item_list[k] = item
- end
- self.skill_item_list[k]:SetData(v.skill_id,v.skill_lv,callback)
- if k == 1 then
- self:SetSkillCon(v.skill_id,v.skill_lv)
- self.select_item = self.skill_item_list[k]
- self.skill_item_list[k]:SetChosen(true)
- end
- item_count = item_count + 1
- end
- self.item_count = item_count
- self.content_size_y = self.item_count * (ITEM_HEIGHT + SPACE_Y) - SPACE_Y
- self:UpdateRedDotBtn()
- self:UpdateRedDot()
- self:UpdateDownBtnRedDot( )
- --SetSizeDeltaX(self.Content, (135+16.6)*(#skill_list)+20)
- self:UpdateRoleModel()
- end
-
- -- 设置消耗的材料数目
- --[[function ChildSkillViewNew:SetNumText(need_num, have_num)
- local color = have_num >= need_num and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK
- self.item_num_txt_tmp.text = string.format("<color=%s>%s</color>/%s", color,have_num,need_num)
- end--]]
-
- -- 设置宝宝技能数据显示
- function ChildSkillViewNew:SetSkillCon( skill_id,lv, check_effect )
- local skill_id = skill_id or self.cur_skill_id
- self.cur_skill_id = skill_id
- local lv = lv or self.cur_skill_lv
- self.cur_skill_lv = lv
- local selectList = self.model:GetConfigChildSkillInfo(skill_id,lv) -- 当前技能数据
- local selectList_next = self.model:GetConfigChildSkillInfo(skill_id,lv+1) -- 下一级技能数据
-
- local skill_is_max = not (TableSize(selectList_next) > 0)
- -- 消耗材料显示
- if not skill_is_max then -- 技能是否是最高级
- if not self.levelUpAwardItem then -- 升级消耗材料
- self.levelUpAwardItem = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem,self.item_parent)
- self.levelUpAwardItem:SetItemSize(62, 62)
- end
- local active_cost = stringtotable(selectList_next.active_cost)
- if active_cost[1][1] == 0 then
- self.levelUpAwardItem:SetData(active_cost[1][2])
- end
- local have_num = GoodsModel:getInstance():GetTypeGoodsNum(active_cost[1][2]) or 0
- local need_num = active_cost[1][3]
- local get_str = HtmlColorTxt(have_num, have_num < need_num and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK) .."/".. need_num
- self.levelUpAwardItem:SetNumStr("")
- self.levelUpAwardItem:IsGetGoods(true, get_str, true)
-
- --self:SetNumText(active_cost[1][3], hadNum)
- self.itemCon_obj:SetActive(true)
- else
- self.itemCon_obj:SetActive(false) -- 满级就不用显示消耗材料
- end
-
- -- 战斗力及等级
- local is_up = false -- 是否播放进阶特效
- local last_str = self.txt_lv_tmp.text
- self.txt_lv_tmp.text = selectList.level.."级"
-
- if not self.show_fight_effect then self.show_fight_effect = 0 end -- 初始化
- if self.has_init then
- if (self.show_fight_effect <= 0) and check_effect and last_str ~= self.txt_lv_tmp.text then
- is_up = true
- local function call_back( )
- self.show_fight_effect = self.show_fight_effect - 1
- end
- self:ClearUIEffect(self.txt_fight_after)
- self:ClearUIEffect(self.txt_fight)
-
- -- 两个特效正在播
- if not skill_is_max then
- self.show_fight_effect = self.show_fight_effect + 1
- self:AddUIEffect("ui_jinjieshuxing", self.txt_fight_after,
- self.layer_name, Vector3(-160,40,0), 1, false, 0.75, nil, call_back)
- end
- self.show_fight_effect = self.show_fight_effect + 1
- self:AddUIEffect("ui_jinjieshuxing", self.txt_fight,
- self.layer_name, Vector3(-160,40,0), 1, false, 0.75, nil, call_back)
- end
- end
- if not self.has_init then -- 第一次初始化标志
- self.has_init = true
- end
-
- self.txt_fight_txt.text = "f" .. GetFighting(stringtotable(selectList.add_attr_list))
- self.txt_lv_after_tmp.text = skill_is_max and "已满级" or (selectList.level + 1).."级"
- self.txt_fight_after_txt.text = skill_is_max and "" or "f" .. GetFighting(stringtotable(selectList_next.add_attr_list))
-
- -- 按钮描述
- if lv == 0 then
- self.confirmBtnText_tmp.text = "激活技能"
- else
- self.confirmBtnText_tmp.text = "提升等级"
- end
-
- -- 技能属性
- local attr_list = self.model:GetChildSkillShowAttrList(selectList.sequence, selectList.level)
- for i=1,#self.attr_item_list do -- 隐藏一下先
- self.attr_item_list[i]:SetVisible(false)
- end
- for k,v in pairs(attr_list) do
- local item = self.attr_item_list[k]
- if item == nil then
- item = ChildSkillAttrItem.New(self.content_attr)
- self.attr_item_list[k] = item
- end
- self.attr_item_list[k]:SetData(v.attr_id,v.num_before,k, is_up)
- item:SetVisible(true)
- end
-
- for i=1,#self.attr_item_next_list do
- self.attr_item_next_list[i]:SetVisible(false)
- end
- if not skill_is_max then -- 是否是最高级
- for k,v in pairs(attr_list) do
- local item_next = self.attr_item_next_list[k]
- if item_next == nil then
- item_next = ChildSkillAttrItem.New(self.content_attr_after)
- self.attr_item_next_list[k] = item_next
- end
- self.attr_item_next_list[k]:SetData(v.attr_id,v.num_after,k, is_up) --裂成两个attr
- item_next:SetVisible(true)
- end
- end
-
- -- 技能文本类信息
- local list = ConfigItemMgr.Instance:GetSkillItem(skill_id)
- -- 名字
- local skillLv = stringtotable(selectList.active_skill)
- local skill_lv_num = skillLv and Trim(skillLv[1][2]) or 0
- self.skill_desc_txt_name_tmp.text = Trim(list.name).." Lv."..skill_lv_num
- -- 描述
- local desc_lv = skill_lv_num == 0 and 1 or skill_lv_num
- if list.lvs[tonumber(desc_lv)] then
- self.skill_desc_txt2_tmp.text = ChuanWenManager:getInstance():FormatColorTag(Trim(list.lvs[tonumber(desc_lv)].desc))
- else
- self.skill_desc_txt2_tmp.text = Trim(list.name)
- end
-
- -- 升至下级的提示文本
- if skill_is_max then
- self.skill_desc_txt3_tmp.text = "当前被激活的技能已满级\n"
- else
- local show_str1 = "" -- 觉醒要求
- local show_str2 = "" -- 战力前置
- local show_str3 = "" -- 技能前置
- -- 觉醒技能要求
- local near_up_level = self.model:GetConfigChildSkillNearActiveLevel((skillLv and Trim(skillLv[1][2]) or 0) + 1)
- if near_up_level then
- show_str1 = string.format("觉醒等级 <color=%s>%s</color> 级时升至下级\n","#16ea00",near_up_level)
- else
- show_str1 = "当前被激活的技能已满级\n"
- end
- if skill_lv_num == 0 then -- 未激活时
- show_str1 = string.format("觉醒等级 <color=%s>%s</color> 级时升至下级\n","#16ea00",1)
- end
- -- 战力要求
- local color = ColorUtil.RED
- if RoleManager.Instance.mainRoleInfo.fighting >= selectList_next.need_power then
- color = ColorUtil.GREEN
- end
- show_str2 = string.format("玩家战力达到 <color=%s>%s</color>\n", color, selectList_next.need_power)
-
- -- 技能要求
- local skill_list_open_nearest = self.model:GetOpenSkillNearestId()
- local before_skill_name = ""
- if Config.Childskill[(selectList.sequence - 1).."@1"] then
- before_skill_name = Config.Childskill[(selectList.sequence - 1).."@1"].skill_name
- else
- before_skill_name = "无"
- end
- local isActive = lv > 0
- local color = ColorUtil.RED
- if skill_list_open_nearest and selectList.sequence == skill_list_open_nearest.sequence or isActive then
- color = ColorUtil.GREEN
- end
- show_str3 = string.format("激活前置技能 <color=%s>%s</color>", color, before_skill_name)
-
- self.skill_desc_txt3_tmp.text = show_str1 .. show_str2 .. show_str3
- end
-
- -- 技能图标 selectList.active_skill and
- if skill_id then
- lua_resM:setOutsideImageSprite(self, self.skill_icon_img, GameResPath.GetSkillIcon(skill_id), true)
- end
-
- -- 主动/被动技能描述
- if list and list.type == 1 then
- self.skill_desc_txt_tmp.text = "宝宝主动技能"
- else
- self.skill_desc_txt_tmp.text = "宝宝被动技能"
- end
-
- if skill_is_max then
- self.confirmBtnText_tmp.text = "已满级"
- self.img_arrow_fight_obj:SetActive(false)
- -- SetLocalPositionX(self.txt_fight, -10)
- -- SetLocalPositionX(self.ScrollView_attr, 35.1)
- self.nextCon_obj:SetActive(false)
- --self.ScrollView_attr_after_obj:SetActive(false)
- --self.txt_fight_after_obj:SetActive(false)
- --self.show_need_con_obj:SetActive(false)
- --SetLocalPositionX(self.btn_level_up, 34.8)
- else
- self.img_arrow_fight_obj:SetActive(true)
- self.nextCon_obj:SetActive(true)
- -- SetLocalPositionX(self.txt_fight, -254.3)
- -- SetLocalPositionX(self.ScrollView_attr, -206.3)
- --self.ScrollView_attr_after_obj:SetActive(true)
- --self.txt_fight_after_obj:SetActive(true)
- --self.show_need_con_obj:SetActive(true)
- --SetLocalPositionX(self.btn_level_up, 357.8)
- end
- end
-
- -- 刷新技能预览
- function ChildSkillViewNew:UpdateRoleModel( )
- if not self.toggle_play_obj or not self.rt_image_show then
- return
- end
-
- self.toggle_play_obj:SetActive(false)
- self:CancelSkillAnimation()
- local function delay()
- self.toggle_play_obj:SetActive(true)
- end
- self.effect_time_id = GlobalTimerQuest:AddDelayQuest(delay,2)
- self:SetRoleData(true)
- end
-
- function ChildSkillViewNew:SetRoleData()
- local skill_vo = SkillManager:getInstance():GetFightSkillMovie(self.cur_skill_id)
- if not (skill_vo and skill_vo.particles and skill_vo.particles[1] and skill_vo.particles[1].res) then
- return
- end
- local effect_name = skill_vo.particles[1].res
- local skill_cfg = ChildConst.SKILL_EFFECT_SHOW_CFG[effect_name] or {}
- local show_figure_id = false
- if self.model:GetChildCurState() < ChildConst.BABY_STATE.YOUNG then
- show_figure_id = self.model:GetBaseChildModelID( ChildConst.BABY_STATE.YOUNG,
- self.model.childInfo.child_sex )
- else
- show_figure_id = self.model:GetChildCloth()
- end
- self.show_figure_id = show_figure_id
- local res_data = {
- father_node = self,
- transform = self.rt_image_show,
- fashion_type = FuncOpenModel.TypeId.Child,
- figure_id = show_figure_id,
- ui_model_type = UIModelCommon.ModelType.Model,
- can_rotate = false,
- action_name_list = {"skill"},
- scale = 150,
- position = skill_cfg.position or Vector3(-50, -160, 0),
- rotate = skill_cfg.rotate or Vector3(-5, 45, 0),
- show_baby_attack_effect = effect_name,
- }
- FuncOpenModel:getInstance():SetModelRes(res_data)
- -- print('Msh:ChildSkillViewNew.lua[456] data', effect_name)
- end
-
- -- 更新向下箭头红点
- function ChildSkillViewNew:UpdateDownBtnRedDot( content_y )
- if not self.item_count then return end
- local content_y = content_y or self.content_y
- self.content_y = content_y
- local hide_size_y = self.content_size_y - content_y - SCROLL_HEIGHT -- 处于下方的隐藏中content的高度
-
- local hide_count = math.floor( hide_size_y / (ITEM_HEIGHT + SPACE_Y) )
-
- -- 检查红点 隐藏中的Item的红点
- local bool = false
- for i = self.item_count - hide_count + 1, self.item_count do
- if self.skill_item_list[i]:GetRedDot() then
- bool = true
- break
- end
- end
- self.downBtnRed_obj:SetActive(bool)
- end
-
- -- 更新技能页签红点
- function ChildSkillViewNew:UpdateRedDot( )
- if self.model:IsCanUpSkill() then
- local skillList = self.model:GetChildSkillList( )
- local skill_list_open_nearest = self.model:GetOpenSkillNearestId()
- --logWarn('=======Msh:ChildSkillViewNew.lua[460]=======')
- for k,v in pairs(skillList) do
- local skill_list_next = self.model:GetConfigChildSkillInfo(v.skill_id,v.skill_lv+1)
- if TableSize(skill_list_next) > 0 then -- 是否是最高级
- local active_cost = stringtotable(skill_list_next.active_cost)
- if active_cost[1][1] == 0 then
- local hadNum = GoodsModel:getInstance():GetTypeGoodsNum(active_cost[1][2]) or 0
- local isNearst = (not skill_list_open_nearest) or ( v.sequence <= skill_list_open_nearest.sequence)
- --logWarn('=======Msh:ChildSkillViewNew.lua[468]=======')
- --print('Msh:ChildSkillViewNew.lua[469] hadNum', hadNum, active_cost[1][3], isNearst, k)
- if self.skill_item_list[k] then
- self.skill_item_list[k]:SetRedDot(hadNum >= active_cost[1][3] and isNearst)
- end
- end
- end
- end
- end
- end
-
- -- 更新按钮红点
- function ChildSkillViewNew:UpdateRedDotBtn( )
- if self.model:IsCanUpSkill() then
- local skill_list_open_nearest = self.model:GetOpenSkillNearestId()
- local select_sequence = self.model:GetConfigChildSkillInfo(self.select_item.skill_id,1).sequence --死取一级的名字
- local skill_list_next = self.model:GetConfigChildSkillInfo(self.select_item.skill_id, self.select_item.skill_lv+1)
- --logWarn('=======Msh:ChildSkillViewNew.lua[480]=======')
- --print('Msh:ChildSkillViewNew.lua[481] data', self.select_item.skill_id)
- --print('Msh:ChildSkillViewNew.lua[481] data', select_sequence)
- --print('Msh:ChildSkillViewNew.lua[481] data', self.select_item.skill_lv)
- --PrintTable(skill_list_next)
- if TableSize(skill_list_next) > 0 then -- 是否是最高级
- local active_cost = stringtotable(skill_list_next.active_cost)
- if active_cost[1][1] == 0 then
- local hadNum = GoodsModel:getInstance():GetTypeGoodsNum(active_cost[1][2]) or 0
- local isNearst = (not skill_list_open_nearest) or ( select_sequence <= skill_list_open_nearest.sequence)
- --logWarn('=======Msh:ChildSkillViewNew.lua[484]=======')
- --print('Msh:ChildSkillViewNew.lua[485] data', hadNum, active_cost[1][3], isNearst)
- self.btn_level_up_red_dot_obj:SetActive(hadNum >= active_cost[1][3] and isNearst)
- end
- else
- --logWarn('=======Msh:ChildSkillViewNew.lua[489]=======')
- self.btn_level_up_red_dot_obj:SetActive(false)
- end
- end
- end
-
- -- 设置界面锁定状态
- function ChildSkillViewNew:SetIsOpenCon( )
- local child_list = self.model:GetChildInfo()
- local limit_num = self.model:GetConfigChildKvVal("skill_open_stage")
- if self.none_bg_obj and self.text_limit_txt then
- self.none_bg_obj:SetActive(not(child_list.child_age_month >= limit_num))
- self.text_limit_txt.text = string.format("成长达<color=%s>%s</color>月开启","#f4adff",limit_num)
- end
- end
-
- function ChildSkillViewNew:SwitchTab( index )
-
- end
-
- function ChildSkillViewNew:CancelSkillAnimation( )
- if self.effect_time_id then
- GlobalTimerQuest:CancelQuest(self.effect_time_id)
- self.effect_time_id = nil
- end
- end
-
- function ChildSkillViewNew:DestroySuccess( )
- self:CancelSkillAnimation()
- for i, v in ipairs(self.attr_item_list) do
- v:DeleteMe()
- v = nil
- end
- self.attr_item_list = {}
-
- for i, v in ipairs(self.attr_item_next_list) do
- v:DeleteMe()
- v = nil
- end
- self.attr_item_next_list = {}
-
- for i, v in ipairs(self.skill_item_list) do
- v:DeleteMe()
- v = nil
- end
- self.skill_item_list = {}
-
-
- if self.updata_child_skill_info then
- self.model:UnBind(self.updata_child_skill_info)
- self.updata_child_skill_info = nil
- end
-
- if self.updata_Child_RED_DOT_VIEW_id then
- self.model:UnBind(self.updata_Child_RED_DOT_VIEW_id)
- self.updata_Child_RED_DOT_VIEW_id = nil
- end
-
-
- UIObjPool:getInstance():PushItem(UIObjPool.UIType.AwardItem, self.levelUpAwardItem)
- self.levelUpAwardItem = nil
-
- if self.tab_win then
- self.tab_win:DeleteMe()
- self.tab_win = nil
- end
-
- if self.updata_Child_RED_DOT_VIEW_id then
- self.model:UnBind(self.updata_Child_RED_DOT_VIEW_id)
- self.updata_Child_RED_DOT_VIEW_id = nil
- end
- end
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