EmpowerResetTipView = EmpowerResetTipView or BaseClass(BaseView) function EmpowerResetTipView:__init() self.base_file = "empower" self.layout_file = "EmpowerResetTipView" self.layer_name = "Top" self.use_background = true self.is_set_zdepth = true self.count = 1 self.model = EmpowerModel:GetInstance() self.load_callback = function () self:LoadSuccess() self:InitEvent() end self.open_callback = function () self:SetData() end self.close_callback = function () self:Remove() end end function EmpowerResetTipView:Remove() end function EmpowerResetTipView:LoadSuccess() local nodes = { "Window:raw", "confirmBtn:obj","number_con","Window/windowCloseBtn:obj","vipBtn:obj","next_can_buy_label:tmp","cost_label:tmp","cur_can_buy_label:tmp","title_label:tmp", "bg_1:raw", "vip_next:img", "vip_cur:img", "label_reword:tmp", } self:GetChildren(nodes) lua_resM:setOutsideRawImage(self, self.Window_raw, GameResPath.GetViewBigBg("tips_comm_bg6")) -- lua_resM:setOutsideRawImage(self, self.bg_1_raw, GameResPath.GetEmpowerIcon("grid_walk_reset_tip_bg1")) end function EmpowerResetTipView:InitEvent() local function onClickHandler(target) if self.confirmBtn_obj == target then self.model:Fire(EmpowerConst.EMPOWER_REQ_EVENT, 41411) self:Close() elseif self.windowCloseBtn_obj == target then self:Close() elseif self.vipBtn_obj == target then OpenFun.Open(158, 0) self:Close() end end AddClickEvent(self.confirmBtn_obj,onClickHandler) AddClickEvent(self.vipBtn_obj,onClickHandler) AddClickEvent(self.windowCloseBtn_obj,onClickHandler) end function EmpowerResetTipView:SetData(data) --data = data or self.model.times_info self.game_info = self.game_info or self.model:GetGridGameInfo() local vip = RoleManager.Instance.mainRoleInfo.vip_flag ----------重置奖励txt: local reset_info = Config.Latticeresetinfo[self.game_info.reset_count+1] or Config.Latticeresetinfo[self.game_info.reset_count] local reset_good_list = stringtotable(reset_info.reward)[1] local goods_name = GoodsModel:getInstance():getGoodsName(reset_good_list[2], true) self.label_reword_tmp.text = "重置奖励:"..goods_name.."X".. reset_good_list[3] ------------重置金额 local resetInfo = stringtotable(Config.Latticekv["reset_lattice_cost"].val) self.reset_cost = resetInfo[self.game_info.reset_count+1] and resetInfo[self.game_info.reset_count+1][2][3] or 100 local color = RoleManager.Instance.mainRoleInfo:GetRealJin() < self.reset_cost and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK self.cost_label_tmp.text = ""..self.reset_cost.."".." 重置升品之路"--钻石 ------------可重置次数 local can_reset_num = 0 local vip_reset_table = stringtotable(Config.Latticekv["lattice_vip_point"].val) for k,v in pairs(vip_reset_table) do if v[1] <= vip and can_reset_num < v[2] then can_reset_num = v[2] end end local left_reset_num = math.max(0, can_reset_num-self.game_info.reset_count) self.title_label_tmp.text = string.format("您今日还可重置%s次 %s", HtmlColorTxt(left_reset_num ,left_reset_num == 0 and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK), HtmlColorTxt("(提升VIP可增加重置次数)", "#d322ff")) ---------中间条 local reset_limit,reset_next_vip,reset_next_limit = self.model:GetResetLimitNumWalk()--重置上限 self.cur_can_buy_label_tmp.text = string.format("每日可重置%s%s次", HtmlColorTxt(left_reset_num ,left_reset_num == 0 and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK), "/" .. can_reset_num) print("============>>> YiRan:EmpowerResetTipView [start:94] can_reset_num :",can_reset_num) print("============>>> YiRan:EmpowerResetTipView [start:95] reset_next_limit :",reset_next_limit) if not reset_next_vip then self.next_can_buy_label_tmp.text = "当前可重置次数已达最大" lua_resM:setImageSprite(self, self.vip_next_img, "vipExtra_asset", "vip_"..vip, true) else self.next_can_buy_label_tmp.text = string.format("每日可重置%s次", HtmlColorTxt(reset_next_limit , ColorUtil.GREEN_DARK) ) lua_resM:setImageSprite(self, self.vip_next_img, "vipExtra_asset", "vip_"..reset_next_vip, true) end lua_resM:setImageSprite(self, self.vip_cur_img, "vipExtra_asset", "vip_"..vip, true) end