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