EquipExamUpgradeAttrView = EquipExamUpgradeAttrView or BaseClass(BaseView)
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local EquipExamUpgradeAttrView = EquipExamUpgradeAttrView
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--[[
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EquipExamUpgradeAttrView.TabData = {
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[1] = {name = "人物", level = MainRoleModel.TabOpenLevel[1]},
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}
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--]]
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function EquipExamUpgradeAttrView:__init()
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self.base_file = "equipCollect"
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self.layout_file = "EquipExamUpgradeAttrView"
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self.layer_name = "Activity"
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self.destroy_imm = true
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self.use_background = true --全屏界面默认使用这个参数
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--self.hide_maincancas = true --全屏界面需要放开隐藏主UI
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self.change_scene_close = true
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self.append_to_ctl_queue = false --是否要添加进界面堆栈
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self.need_show_money = false --是否要显示顶部的金钱栏
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self.click_bg_toClose = true
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self.model = EquipCollectModel:getInstance()
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self.load_callback = function ()
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self:LoadSuccess()
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self:AddEvent()
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end
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self.open_callback = function ( )
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self:OpenSuccess()
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end
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self.switch_callback = function(index)
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self:SwitchTab(index)
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end
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self.destroy_callback = function ( )
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self:DestroySuccess()
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end
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end
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function EquipExamUpgradeAttrView:Open( )
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--self.data = data
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BaseView.Open(self)
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end
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function EquipExamUpgradeAttrView:LoadSuccess()
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local nodes = {
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"item_scroll/Viewport/item_con", "bg:raw", "close_btn:obj", "item_scroll", "name_text:tmp",
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}
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self:GetChildren(nodes)
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lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("equip_collect_attr_bg"),false)
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end
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function EquipExamUpgradeAttrView:AddEvent()
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local function on_close( )
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self:Close()
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end
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AddClickEvent(self.close_btn_obj, on_close)
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end
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function EquipExamUpgradeAttrView:OpenSuccess()
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self:UpdateView()
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end
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function EquipExamUpgradeAttrView:UpdateView()
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local cfg_list = Config.Equipmentstartotal
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self.real_star = EquipModel:getInstance().equip_activie_stars--当前激活星级
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self.server_data = self.model:GetEquipExamSkillInfo()
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local item_data = {}
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--总属性
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if self.real_star == 0 then
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self.power_text_txt.text = 0
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else
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if self.real_star > TableSize(cfg_list) then
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self.real_star = TableSize(cfg_list)
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end
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local total_attr = stringtotable(cfg_list[self.real_star].attr)
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--以下是算技能战力
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for k,v in pairs(self.server_data) do
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if cfg_list[v.id] then
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local skill_data = stringtotable(cfg_list[v.id].branch)
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for ii,vv in ipairs(total_attr) do
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if skill_data[v.choice][2][1][1] == vv[1] then
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vv[2] = skill_data[v.choice][2][1][2] + vv[2]
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end
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end
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end
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end
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for i,v in ipairs(total_attr) do
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if v[2] > 0 then
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table.insert(item_data, v)
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end
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end
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end
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self.name_text_tmp.text = string.format("%s 星共鸣", self.real_star)
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self.item_list_creator = self.item_list_creator or self:AddUIComponent(UI.ItemListCreator)
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local info = {
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data_list = item_data,
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item_con = self.item_con,
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scroll_view = self.item_scroll,
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item_class = EquipExamUpgradeAttrItem,
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item_height = 30,
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start_x = 0,
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start_y = 0,
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space_x = 0,
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space_y = 10,
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create_frequency = 0.01,
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on_update_item = function(item, i, v)
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item:SetData(v, i)
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end,
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}
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self.item_list_creator:UpdateItems(info)
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end
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function EquipExamUpgradeAttrView:SwitchTab( index )
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end
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function EquipExamUpgradeAttrView:DestroySuccess( )
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end
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