--[[ <* @Author: Saber @Description: 申请社团设置界面 *> ]] GuildApplySettingView = GuildApplySettingView or BaseClass(BaseView) local GuildApplySettingView = GuildApplySettingView function GuildApplySettingView:__init() self.base_file = "guild" self.layout_file = "GuildApplySettingView" self.layer_name = "Activity" self.destroy_imm = true self.use_background = true self.blur_activity_bg = true self.use_show_anim = true self.use_hide_anim = true self.model = GuildModel:getInstance() self.approve_type = 0 self.auto_approve_lv = 0 self.auto_approve_power = 0 self.load_callback = function () self:LoadSuccess() self:AddEvent() -- 请求自动审批信息 self.model:Fire(GuildModel.REQUEST_CCMD_EVENT, 40010) end self.open_callback = function ( ) self:OpenSuccess() end self.destroy_callback = function ( ) self:DestroySuccess() end end function GuildApplySettingView:Open( ) --self.data = data BaseView.Open(self) end function GuildApplySettingView:LoadSuccess() local nodes = { "window:raw", "window/close:obj", "comfirm_btn:obj", "reset_btn:obj", "auto_join:tog:obj", "num_comp_power", "num_comp_level", } self:GetChildren(nodes) lua_resM:setOutsideRawImage(self, self.window_raw, GameResPath.GetViewBigBg("tips_comm_bg6")) -- 创建数值组件 self.level_addNumComponent = AddNumberComponent.New(self.num_comp_level) self.level_addNumComponent:SetComponentWidth(300) self.level_addNumComponent:SetVisibleCalcBtn(false) self.power_addNumComponent = AddNumberComponent.New(self.num_comp_power) self.power_addNumComponent:SetComponentWidth(300) self.power_addNumComponent:SetVisibleCalcBtn(false) end function GuildApplySettingView:AddEvent() local function click_event(target) if target == self.close_obj then -- 关闭界面 self:Close() elseif target == self.comfirm_btn_obj then -- 确认修改 self:ComfirmBtnClick() self:Close() elseif target == self.reset_btn_obj then -- 重置设置 self:UpdateView(true) end end AddClickEvent(self.close_obj, click_event, LuaSoundManager.SOUND_UI.NONE) AddClickEvent(self.comfirm_btn_obj, click_event, LuaSoundManager.SOUND_UI.NONE) AddClickEvent(self.reset_btn_obj, click_event) local function update_apply_setting() self:UpdateView() end self:BindEvent(self.model, GuildModel.RefreshApplySettingViewStateEvt, update_apply_setting) end function GuildApplySettingView:OpenSuccess() self:UpdateView() end -- reset:重置为默认 function GuildApplySettingView:UpdateView(reset) self.approve_type, self.auto_approve_lv, self.auto_approve_power = self.model:GetAutoApproveData() self.auto_join_tog.isOn = reset or self.approve_type == 0 self.level_addNumComponent:InitData(0, 999, 1, reset and 0 or self.auto_approve_lv, 4, 300) self.power_addNumComponent:InitData(0, 2000000000, 100000, reset and 0 or self.auto_approve_power, 3, 300) end function GuildApplySettingView:ComfirmBtnClick( ) self.approve_type = self.auto_join_tog.isOn and 0 or 1 self.auto_approve_lv = self.level_addNumComponent:GetCurrCount() self.auto_approve_power = self.power_addNumComponent:GetCurrCount() self.model:Fire(GuildModel.RequestApplySettingConditionEvt, self.approve_type, self.auto_approve_lv, self.auto_approve_power) end function GuildApplySettingView:DestroySuccess( ) if self.level_addNumComponent then self.level_addNumComponent:DeleteMe() self.level_addNumComponent = nil end if self.power_addNumComponent then self.power_addNumComponent:DeleteMe() self.power_addNumComponent = nil end end