-- <* -- @Author: Saber -- @Description: 圣物系统 装备升星 成功结算界面 -- *> PsionicBreakSuccessView = PsionicBreakSuccessView or BaseClass(BaseView) local PsionicBreakSuccessView = PsionicBreakSuccessView function PsionicBreakSuccessView:__init() self.base_file = "psionic" self.layout_file = "PsionicBreakSuccessView" self.layer_name = "Activity" self.destroy_imm = true self.use_background = true --全屏界面默认使用这个参数,非全屏界面自行设置 self.change_scene_close = true --是否切换场景时关闭(弹出界面使用) self:AddPreLoadList("common", {"PsionicToolTipsItem"}) self.is_set_zdepth = true self.model = PsionicModel:getInstance() self.load_callback = function () self:LoadSuccess() self:AddEvent() end self.open_callback = function ( ) self:UpdateView() end self.destroy_callback = function ( ) self:DestroySuccess() end end function PsionicBreakSuccessView:Open(pre_goods_vo, goods_vo) self.pre_goods_vo = pre_goods_vo self.goods_vo = goods_vo BaseView.Open(self) end function PsionicBreakSuccessView:LoadSuccess() local nodes = { "bg:raw", "title:img", "armor_before", "armor_cur", "comfirm_btn:obj", } self:GetChildren(nodes) lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("ps_break_success_bg")) lua_resM:setImageSprite(self, self.title_img, "psionicExtra_asset", "ps_break_success_title") end function PsionicBreakSuccessView:AddEvent() local function click_event(target) if target == self.comfirm_btn_obj then self:Close() end end AddClickEvent(self.comfirm_btn_obj, click_event) end function PsionicBreakSuccessView:UpdateView() self:UpdateEquipData() end function PsionicBreakSuccessView:UpdateEquipData( ) self.pre_equip_item = self.pre_equip_item or PsionicBreakSuccessItem.New(self.armor_before) self.pre_equip_item:SetAnchoredPosition(0, 0) self.pre_equip_item:SetData(self.pre_goods_vo) self.cur_equip_item = self.cur_equip_item or PsionicBreakSuccessItem.New(self.armor_cur) self.cur_equip_item:SetAnchoredPosition(0, 0) self.cur_equip_item:SetData(self.goods_vo, self.pre_goods_vo) end function PsionicBreakSuccessView:DestroySuccess( ) if self.pre_equip_item ~= nil then self.pre_equip_item:DeleteMe() self.pre_equip_item = nil end if self.cur_equip_item ~= nil then self.cur_equip_item:DeleteMe() self.cur_equip_item = nil end end