SkillUpLevelPreView = SkillUpLevelPreView or BaseClass(BaseView) local SkillUpLevelPreView = SkillUpLevelPreView function SkillUpLevelPreView:__init() self.base_file = "skillUI" self.layout_file = "SkillUpLevelPreView" self.layer_name = "Activity" self.model = SkillManager:getInstance() self.skillui_model = SkillUIModel:getInstance() self.use_background = true -- self.blur_activity_bg = true -- self.use_show_anim = true -- self.use_hide_anim = true self.click_bg_toClose = true self.change_scene_close = true self.destroy_imm = true self.is_set_zdepth = true self.skill_vo = false self.detail_item = false self.load_callback = function () self:LoadSuccess() self:InitEvent() end self.open_callback = function () end self.close_callback = function () self:Remove() end end function SkillUpLevelPreView:Remove() if self.detail_item then self.detail_item:DeleteMe() self.detail_item = false end end function SkillUpLevelPreView:InitView() end function SkillUpLevelPreView:LoadSuccess() local nodes = { "contain/detail_item_con", } self:GetChildren(nodes) if self.need_refreshData then self:SetData(self.skill_vo) end --lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetSkillViewBg("skill_ui_bg_1"), false) end function SkillUpLevelPreView:InitEvent() end function SkillUpLevelPreView:SetData(vo) self.skill_vo = vo if self.is_loaded then self:UpdateView() else self.need_refreshData = true end end function SkillUpLevelPreView:UpdateView() if not self.detail_item then self.detail_item = SkillUIDetailItem.New(self.detail_item_con) end self.detail_item:SetData(self.skill_vo) end