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SkillUpLevelPreView = SkillUpLevelPreView or BaseClass(BaseView)
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local SkillUpLevelPreView = SkillUpLevelPreView
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function SkillUpLevelPreView:__init()
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self.base_file = "skillUI"
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self.layout_file = "SkillUpLevelPreView"
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self.layer_name = "Activity"
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self.model = SkillManager:getInstance()
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self.skillui_model = SkillUIModel:getInstance()
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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.click_bg_toClose = true
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self.change_scene_close = true
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self.destroy_imm = true
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self.is_set_zdepth = true
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self.skill_vo = false
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self.detail_item = false
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self.load_callback = function ()
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self:LoadSuccess()
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self:InitEvent()
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end
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self.open_callback = function ()
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end
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self.close_callback = function ()
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self:Remove()
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end
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end
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function SkillUpLevelPreView:Remove()
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if self.detail_item then
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self.detail_item:DeleteMe()
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self.detail_item = false
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end
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end
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function SkillUpLevelPreView:InitView()
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end
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function SkillUpLevelPreView:LoadSuccess()
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local nodes = {
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"contain/detail_item_con",
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}
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self:GetChildren(nodes)
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if self.need_refreshData then
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self:SetData(self.skill_vo)
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end
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--lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetSkillViewBg("skill_ui_bg_1"), false)
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end
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function SkillUpLevelPreView:InitEvent()
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end
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function SkillUpLevelPreView:SetData(vo)
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self.skill_vo = vo
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if self.is_loaded then
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self:UpdateView()
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else
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self.need_refreshData = true
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end
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end
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function SkillUpLevelPreView:UpdateView()
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if not self.detail_item then
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self.detail_item = SkillUIDetailItem.New(self.detail_item_con)
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end
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self.detail_item:SetData(self.skill_vo)
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end
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