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82 righe
2.6 KiB

-- <*
-- @Author: Saber
-- @Description: 圣物系统 装备升星 成功结算界面
-- *>
PsionicBreakSuccessView = PsionicBreakSuccessView or BaseClass(BaseView)
local PsionicBreakSuccessView = PsionicBreakSuccessView
function PsionicBreakSuccessView:__init()
self.base_file = "psionic"
self.layout_file = "PsionicBreakSuccessView"
self.layer_name = "Activity"
self.destroy_imm = true
self.use_background = true --全屏界面默认使用这个参数,非全屏界面自行设置
self.change_scene_close = true --是否切换场景时关闭(弹出界面使用)
self:AddPreLoadList("common", {"PsionicToolTipsItem"})
self.is_set_zdepth = true
self.model = PsionicModel:getInstance()
self.load_callback = function ()
self:LoadSuccess()
self:AddEvent()
end
self.open_callback = function ( )
self:UpdateView()
end
self.destroy_callback = function ( )
self:DestroySuccess()
end
end
function PsionicBreakSuccessView:Open(pre_goods_vo, goods_vo)
self.pre_goods_vo = pre_goods_vo
self.goods_vo = goods_vo
BaseView.Open(self)
end
function PsionicBreakSuccessView:LoadSuccess()
local nodes = {
"bg:raw",
"title:img",
"armor_before", "armor_cur",
"comfirm_btn:obj",
}
self:GetChildren(nodes)
lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("ps_break_success_bg"))
lua_resM:setImageSprite(self, self.title_img, "psionicExtra_asset", "ps_break_success_title")
end
function PsionicBreakSuccessView:AddEvent()
local function click_event(target)
if target == self.comfirm_btn_obj then
self:Close()
end
end
AddClickEvent(self.comfirm_btn_obj, click_event)
end
function PsionicBreakSuccessView:UpdateView()
self:UpdateEquipData()
end
function PsionicBreakSuccessView:UpdateEquipData( )
self.pre_equip_item = self.pre_equip_item or PsionicBreakSuccessItem.New(self.armor_before)
self.pre_equip_item:SetAnchoredPosition(0, 0)
self.pre_equip_item:SetData(self.pre_goods_vo)
self.cur_equip_item = self.cur_equip_item or PsionicBreakSuccessItem.New(self.armor_cur)
self.cur_equip_item:SetAnchoredPosition(0, 0)
self.cur_equip_item:SetData(self.goods_vo, self.pre_goods_vo)
end
function PsionicBreakSuccessView:DestroySuccess( )
if self.pre_equip_item ~= nil then
self.pre_equip_item:DeleteMe()
self.pre_equip_item = nil
end
if self.cur_equip_item ~= nil then
self.cur_equip_item:DeleteMe()
self.cur_equip_item = nil
end
end