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- WorldLevelView = WorldLevelView or BaseClass(BaseView)
-
- function WorldLevelView:__init()
- self.base_file = "newMainRole"
- self.layout_file = "WorldLevelView"
- self.layer_name = "Activity"
- self.destroy_imm = true
- self.is_set_zdepth = true
- self.is_delay_callback = false
- self.change_scene_close = true
- self.append_to_ctl_queue = false
- self.blur_activity_bg = true
- self.use_background = true
- self.mask_open_sound = true
- self.mask_close_sound = true
-
- -- self.click_bg_toClose = true
- self.not_mainrole = false
- -- self.use_local_view = true
- self.mainVo = RoleManager.Instance.mainRoleInfo
- self.model = NewMainRoleModel:getInstance()
- self.load_callback = function ()
- self:LoadSuccess()
- self:InitEvent()
- end
- self.open_callback = function ()
- if not self.not_mainrole then
- self.model:Fire(NewMainRoleModel.RequestWorldLevel)
- else
- self:UpdateOtherRoleData(self.level, self.turn, self.world_lv, self.add_exp)
- end
-
- end
- self.close_callback = function ()
-
- end
- self.destroy_callback = function ()
- self:Clear()
- end
- end
- function WorldLevelView:Open(not_mainrole, level, turn, world_lv, add_exp)
- self.not_mainrole = not_mainrole
- self.level = level
- self.turn = turn
- self.world_lv = world_lv
- self.add_exp = add_exp
- BaseView.Open(self)
- end
-
- function WorldLevelView:LoadSuccess()
- self.nodes = {
- "window:raw", "window/CloseBtn:obj", "intro_1:tmp", "intro_2:tmp",
- "cur_expAdd/cur_expAdd_value:tmp", "cur_Lv/cur_Lv_value:tmp", "cur_worldLv/cur_worldLv_value:tmp",
- }
- self:GetChildren(self.nodes)
-
- self.intro_1_tmp.text = "人物等级达到<color=#fdffc2>150</color>级时,开启世界等级的<color=#fdffc2>经验加成</color>效果"
- self.intro_2_tmp.text = "只有低于世界等级一定等级才有<color=#fdffc2>经验加成</color>"
- lua_resM:setOutsideRawImage(self, self.window_raw, GameResPath.GetViewBigBg("tips_comm_bg6"))
- end
-
- function WorldLevelView:InitEvent()
- local function onClickHandler(target)
- if target == self.CloseBtn_obj then
- self:Close()
- end
- end
- AddClickEvent(self.CloseBtn_obj, onClickHandler, LuaSoundManager.SOUND_UI.NONE)
-
- local function updateWorldLevel()
- if not self.not_mainrole then
- self:UpdateData()
- end
- end
- self.update_world_level_view_id = GlobalEventSystem:Bind(EventName.UPDATE_WORLD_LEVEL_VIEW, updateWorldLevel)
- end
-
- function WorldLevelView:Clear()
- if self.update_world_level_view_id then
- GlobalEventSystem:UnBind(self.update_world_level_view_id)
- end
- self.update_world_level_view_id = nil
- end
-
- function WorldLevelView:UpdateData()
- self.cur_Lv_value_tmp.text = RoleManager:getInstance():GetMainRoleLevel(false, true)
- self.cur_worldLv_value_tmp.text = self.mainVo.worldLv
- self.cur_expAdd_value_tmp.text = self:NumberFormat(self.mainVo.worldLvExp)
- end
-
- -- 几率属性的数值处理,除以100*100%并显示整数
- function WorldLevelView:NumberFormat(num)
- if num == 0 then
- return "0%"
- else
- return string.format("%d", num) .. "%"
- end
- end
-
- --非主角
- function WorldLevelView:UpdateOtherRoleData(level, turn, world_lv, add_exp)
- self.cur_Lv_value_tmp.text = RoleManager:getInstance():GetMainRoleLevel(false, true,level,turn)
- self.cur_worldLv_value_tmp.text = world_lv
- self.cur_expAdd_value_tmp.text = self:NumberFormat(add_exp)
- end
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