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84 satır
2.5 KiB

EquipDecomposeView = EquipDecomposeView or BaseClass(BaseView)
function EquipDecomposeView:__init(parent)
self.base_file = "bag"
self.layout_file = "EquipDecomposeView"
self.layer_name = "UI"
self.destroy_imm = true
self.use_background = true
self.change_scene_close = true
self.is_set_zdepth = true
--self:AddPreLoadList("common", {"AwardItem"})
self.item_list = {}
--self.use_local_view = true
self.load_callback = function()
self:LoadSuccess()
self:InitEvent()
end
self.open_callback = function()
self:SetData()
end
self.close_callback = function()
end
self.destroy_callback = function()
self:Clear()
end
end
function EquipDecomposeView:LoadSuccess()
self.closeBtn = self:GetChild("Window/windowCloseBtn").gameObject
self.okBtn = self:GetChild("okBtn").gameObject
self.item_content = self:GetChild("itemContent")
self.text = self:GetChild("text"):GetComponent("Text")
self.text.text = "拆解道具后,将获得以下材料哦\n"
.."<color="..ColorUtil.GREEN..">必得</color>道具一定会获得\n"
.."<color="..ColorUtil.GREEN..">概率</color>道具会随机获得"
end
function EquipDecomposeView:InitEvent()
local function onClickHandler(target)
if target == self.okBtn then
GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT, 15019, {[self.vo.goods_id] = 1})
end
self:Close()
end
AddClickEvent(self.closeBtn,onClickHandler)
AddClickEvent(self.okBtn,onClickHandler)
end
function EquipDecomposeView:Open(vo)
self.vo = vo
BaseView.Open(self)
end
function EquipDecomposeView:SetData()
if not self.vo then return end
local config = Config.Goodsdecompose[self.vo.type_id]
if config then
local regular_mat = ErlangParser:GetInstance():Parse(config.regular_mat)
local irregular_mat = ErlangParser:GetInstance():Parse(config.irregular_mat)
for i = 1, config.regular_num do
self.item_list[i] = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.item_content)
self.item_list[i]:SetData(regular_mat[i][2], regular_mat[i][3])
self.item_list[i]:SetRandomDropTip(true,"必得")
end
for i= #regular_mat + 1, #regular_mat + #irregular_mat do
self.item_list[i] = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.item_content)
self.item_list[i]:SetData(irregular_mat[i - config.regular_num][2])
self.item_list[i]:SetRandomDropTip(true,"概率")
end
end
end
function EquipDecomposeView:Clear( )
for i, v in pairs(self.item_list) do
v:ReleaseObj()
v = nil
end
self.item_list = {}
end