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  1. --[[
  2. <*
  3. @Author: Saber
  4. @Description:
  5. *>
  6. ]]
  7. GuildApplySettingView = GuildApplySettingView or BaseClass(BaseView)
  8. local GuildApplySettingView = GuildApplySettingView
  9. function GuildApplySettingView:__init()
  10. self.base_file = "guild"
  11. self.layout_file = "GuildApplySettingView"
  12. self.layer_name = "Activity"
  13. self.destroy_imm = true
  14. self.use_background = true
  15. self.blur_activity_bg = true
  16. self.use_show_anim = true
  17. self.use_hide_anim = true
  18. self.model = GuildModel:getInstance()
  19. self.approve_type = 0
  20. self.auto_approve_lv = 0
  21. self.auto_approve_power = 0
  22. self.load_callback = function ()
  23. self:LoadSuccess()
  24. self:AddEvent()
  25. -- 请求自动审批信息
  26. self.model:Fire(GuildModel.REQUEST_CCMD_EVENT, 40010)
  27. end
  28. self.open_callback = function ( )
  29. self:OpenSuccess()
  30. end
  31. self.destroy_callback = function ( )
  32. self:DestroySuccess()
  33. end
  34. end
  35. function GuildApplySettingView:Open( )
  36. --self.data = data
  37. BaseView.Open(self)
  38. end
  39. function GuildApplySettingView:LoadSuccess()
  40. local nodes = {
  41. "window:raw",
  42. "window/close:obj", "comfirm_btn:obj", "reset_btn:obj",
  43. "auto_join:tog:obj", "num_comp_power", "num_comp_level",
  44. }
  45. self:GetChildren(nodes)
  46. lua_resM:setOutsideRawImage(self, self.window_raw, GameResPath.GetViewBigBg("tips_comm_bg6"))
  47. -- 创建数值组件
  48. self.level_addNumComponent = AddNumberComponent.New(self.num_comp_level)
  49. self.level_addNumComponent:SetComponentWidth(300)
  50. self.level_addNumComponent:SetVisibleCalcBtn(false)
  51. self.power_addNumComponent = AddNumberComponent.New(self.num_comp_power)
  52. self.power_addNumComponent:SetComponentWidth(300)
  53. self.power_addNumComponent:SetVisibleCalcBtn(false)
  54. end
  55. function GuildApplySettingView:AddEvent()
  56. local function click_event(target)
  57. if target == self.close_obj then -- 关闭界面
  58. self:Close()
  59. elseif target == self.comfirm_btn_obj then -- 确认修改
  60. self:ComfirmBtnClick()
  61. self:Close()
  62. elseif target == self.reset_btn_obj then -- 重置设置
  63. self:UpdateView(true)
  64. end
  65. end
  66. AddClickEvent(self.close_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
  67. AddClickEvent(self.comfirm_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
  68. AddClickEvent(self.reset_btn_obj, click_event)
  69. local function update_apply_setting()
  70. self:UpdateView()
  71. end
  72. self:BindEvent(self.model, GuildModel.RefreshApplySettingViewStateEvt, update_apply_setting)
  73. end
  74. function GuildApplySettingView:OpenSuccess()
  75. self:UpdateView()
  76. end
  77. -- reset:重置为默认
  78. function GuildApplySettingView:UpdateView(reset)
  79. self.approve_type, self.auto_approve_lv, self.auto_approve_power = self.model:GetAutoApproveData()
  80. self.auto_join_tog.isOn = reset or self.approve_type == 0
  81. self.level_addNumComponent:InitData(0, 999, 1, reset and 0 or self.auto_approve_lv, 4, 300)
  82. self.power_addNumComponent:InitData(0, 2000000000, 100000, reset and 0 or self.auto_approve_power, 3, 300)
  83. end
  84. function GuildApplySettingView:ComfirmBtnClick( )
  85. self.approve_type = self.auto_join_tog.isOn and 0 or 1
  86. self.auto_approve_lv = self.level_addNumComponent:GetCurrCount()
  87. self.auto_approve_power = self.power_addNumComponent:GetCurrCount()
  88. self.model:Fire(GuildModel.RequestApplySettingConditionEvt, self.approve_type, self.auto_approve_lv, self.auto_approve_power)
  89. end
  90. function GuildApplySettingView:DestroySuccess( )
  91. if self.level_addNumComponent then
  92. self.level_addNumComponent:DeleteMe()
  93. self.level_addNumComponent = nil
  94. end
  95. if self.power_addNumComponent then
  96. self.power_addNumComponent:DeleteMe()
  97. self.power_addNumComponent = nil
  98. end
  99. end