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- SoulPowerConditionItem = SoulPowerConditionItem or BaseClass(BaseItem)
- local SoulPowerConditionItem = SoulPowerConditionItem
-
- function SoulPowerConditionItem:__init()
- self.base_file = "soulPower"
- self.layout_file = "SoulPowerConditionItem"
- self.model = SoulPowerModel:getInstance()
-
- self:Load()
- end
-
- function SoulPowerConditionItem:Load_callback()
- self.nodes = {
- "state1:img",
- "conditionDes:tmp",
- "state2:obj",
- "goText:obj",
- }
- self:GetChildren(self.nodes)
-
-
- self:AddEvents()
- if self.need_refreshData then
- self:UpdateView()
- end
- end
-
- function SoulPowerConditionItem:AddEvents( )
- local on_click = function ( click_obj )
- if self.goText_obj == click_obj then
- if self.data[1] == SoulPowerConst.UpGradeConditionType.Lv then
- GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
- GlobalEventSystem:Fire(EventName.SHOW_MAIN_TASK_TIPS_VIEW, true)
- elseif self.data[1] == SoulPowerConst.UpGradeConditionType.DunTower then
- GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
- OpenFun.Open(610,4)
- elseif self.data[1] == SoulPowerConst.UpGradeConditionType.Power then
- GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
- OpenFun.Open(157,0)
- elseif self.data[1] == SoulPowerConst.UpGradeConditionType.DunExp then
- GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
- -- ExpDunModel:getInstance():Fire(ExpDunModel.OPEN_EXP_DUN_MAIN_VIEW, true)
- ExpDunModel:getInstance():Fire(ExpDunModel.OPEN_EXP_HANGUP_MAIN_VIEW, true)
- elseif self.data[1] == SoulPowerConst.UpGradeConditionType.WarSoulStar then
- GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
- OpenFun.Open(143,0)
- end
- end
- end
- AddClickEvent(self.goText_obj, on_click)
-
- local update_condition_item = function(red_type)
- if red_type ~= SoulPowerConst.RedType.UpGrade then return end
- if not self.is_loaded then return end
- self:UpdateView()
- end
- self:BindEvent(self.model, SoulPowerConst.UPDATE_RED_DOT, update_condition_item)
-
- end
-
- function SoulPowerConditionItem:UpdateView( )
- local is_arrive = false
- if self.data[1] == SoulPowerConst.UpGradeConditionType.Lv then --玩家等级
- is_arrive = RoleManager.Instance.mainRoleInfo.level >= self.data[2]
- local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
- ------------------------------
- self.conditionDes_tmp.text = string.format("角色等级达到 <%s>%s级</color>", str_color, self.data[2])
-
- elseif self.data[1] == SoulPowerConst.UpGradeConditionType.DunTower then --爬塔层数
- local easy_pass_num,diffcult_pass_num = BaseDungeonModel:getInstance():GetOneTowerPassRecord()
- is_arrive = easy_pass_num >= self.data[2]
- local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
- ------------------------------
- self.conditionDes_tmp.text = string.format("完成无尽回廊 <%s>第%s层</color>", str_color, self.data[2])
-
- elseif self.data[1] == SoulPowerConst.UpGradeConditionType.Power then --玩家战力
- is_arrive = RoleManager.Instance.mainRoleInfo.fighting >= self.data[2]
- local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
- ------------------------------
- self.conditionDes_tmp.text = string.format("角色战力达到 <%s>%s</color>", str_color, self.data[2])
-
- elseif self.data[1] == SoulPowerConst.UpGradeConditionType.DunExp then --经验副本波数
- local cur_assult_wave = ExpDunModel:getInstance():GetCurrentWave()
- is_arrive = cur_assult_wave >= self.data[2]
- local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
- ------------------------------
- self.conditionDes_tmp.text = string.format("完成放置冒险 <%s>第%s波</color>", str_color, self.data[2])
-
- elseif self.data[1] == SoulPowerConst.UpGradeConditionType.WarSoulStar then --战魂星数
- local star_sum_num = WarSoulModel:getInstance():GetAllWarSoulSumStar()
- is_arrive = star_sum_num >= self.data[2]
- local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
- ------------------------------
- self.conditionDes_tmp.text = string.format("上阵战魂达到 <%s>%s星</color>", str_color, self.data[2])
-
- end
-
- lua_resM:setImageSprite(self, self.state1_img, "soulPower_asset", is_arrive and "soul_power_img_4" or "soul_power_img_3")
- self.state2_obj:SetActive(is_arrive)
- self.goText_obj:SetActive(not is_arrive)
-
- end
-
- function SoulPowerConditionItem:SetData( data )
- self.data = data
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function SoulPowerConditionItem:__delete( )
-
- end
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