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