源战役客户端
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WorldLevelView = WorldLevelView or BaseClass(BaseView)
function WorldLevelView:__init()
self.base_file = "newMainRole"
self.layout_file = "WorldLevelView"
self.layer_name = "Activity"
self.destroy_imm = true
self.is_set_zdepth = true
self.is_delay_callback = false
self.change_scene_close = true
self.append_to_ctl_queue = false
self.blur_activity_bg = true
self.use_background = true
self.mask_open_sound = true
self.mask_close_sound = true
-- self.click_bg_toClose = true
self.not_mainrole = false
-- self.use_local_view = true
self.mainVo = RoleManager.Instance.mainRoleInfo
self.model = NewMainRoleModel:getInstance()
self.load_callback = function ()
self:LoadSuccess()
self:InitEvent()
end
self.open_callback = function ()
if not self.not_mainrole then
self.model:Fire(NewMainRoleModel.RequestWorldLevel)
else
self:UpdateOtherRoleData(self.level, self.turn, self.world_lv, self.add_exp)
end
end
self.close_callback = function ()
end
self.destroy_callback = function ()
self:Clear()
end
end
function WorldLevelView:Open(not_mainrole, level, turn, world_lv, add_exp)
self.not_mainrole = not_mainrole
self.level = level
self.turn = turn
self.world_lv = world_lv
self.add_exp = add_exp
BaseView.Open(self)
end
function WorldLevelView:LoadSuccess()
self.nodes = {
"window:raw", "window/CloseBtn:obj", "intro_1:tmp", "intro_2:tmp",
"cur_expAdd/cur_expAdd_value:tmp", "cur_Lv/cur_Lv_value:tmp", "cur_worldLv/cur_worldLv_value:tmp",
}
self:GetChildren(self.nodes)
self.intro_1_tmp.text = "人物等级达到<color=#fdffc2>150</color>级时,开启世界等级的<color=#fdffc2>经验加成</color>效果"
self.intro_2_tmp.text = "只有低于世界等级一定等级才有<color=#fdffc2>经验加成</color>"
lua_resM:setOutsideRawImage(self, self.window_raw, GameResPath.GetViewBigBg("tips_comm_bg6"))
end
function WorldLevelView:InitEvent()
local function onClickHandler(target)
if target == self.CloseBtn_obj then
self:Close()
end
end
AddClickEvent(self.CloseBtn_obj, onClickHandler, LuaSoundManager.SOUND_UI.NONE)
local function updateWorldLevel()
if not self.not_mainrole then
self:UpdateData()
end
end
self.update_world_level_view_id = GlobalEventSystem:Bind(EventName.UPDATE_WORLD_LEVEL_VIEW, updateWorldLevel)
end
function WorldLevelView:Clear()
if self.update_world_level_view_id then
GlobalEventSystem:UnBind(self.update_world_level_view_id)
end
self.update_world_level_view_id = nil
end
function WorldLevelView:UpdateData()
self.cur_Lv_value_tmp.text = RoleManager:getInstance():GetMainRoleLevel(false, true)
self.cur_worldLv_value_tmp.text = self.mainVo.worldLv
self.cur_expAdd_value_tmp.text = self:NumberFormat(self.mainVo.worldLvExp)
end
-- 几率属性的数值处理,除以100*100%并显示整数
function WorldLevelView:NumberFormat(num)
if num == 0 then
return "0%"
else
return string.format("%d", num) .. "%"
end
end
--非主角
function WorldLevelView:UpdateOtherRoleData(level, turn, world_lv, add_exp)
self.cur_Lv_value_tmp.text = RoleManager:getInstance():GetMainRoleLevel(false, true,level,turn)
self.cur_worldLv_value_tmp.text = world_lv
self.cur_expAdd_value_tmp.text = self:NumberFormat(add_exp)
end