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