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129 行
4.0 KiB

SoulPowerChargeView = SoulPowerChargeView or BaseClass(BaseView)
local SoulPowerChargeView = SoulPowerChargeView
function SoulPowerChargeView:__init()
self.base_file = "soulPower"
self.layout_file = "SoulPowerChargeView"
self.layer_name = "Activity"
self.destroy_imm = true
self.use_background = true
self.change_scene_close = true
self.hide_maincancas = true --是否隐藏主界面
self.append_to_ctl_queue = false --是否要添加进界面堆栈
self.need_show_money = false --是否要显示顶部的金钱栏
self.blur_activity_bg = true
self.use_show_anim = true
self.use_hide_anim = true
self.jump_close = true
self.model = SoulPowerModel:getInstance()
self.load_callback = function ()
self:LoadSuccess()
self:AddEvent()
end
self.open_callback = function ( )
self:OpenSuccess()
end
self.destroy_callback = function ( )
self:DestroySuccess()
end
end
function SoulPowerChargeView:Open(sp_grade, sp_lv)
self.sp_grade = sp_grade
self.sp_lv = sp_lv
BaseView.Open(self)
end
function SoulPowerChargeView:LoadSuccess()
local nodes = {
"bg:raw",
"close:obj",
"confirmBtn:obj",
"chargeTip:tmp",
"leftTime:tmp",
"costNum:tmp",
}
self:GetChildren(nodes)
lua_resM:setOutsideRawImage(self,self.bg_raw,GameResPath.GetViewBigBg("tips_comm_bg6"))
end
function SoulPowerChargeView:AddEvent()
local on_click = function ( click_obj )
if self.close_obj == click_obj then
self:Close()
elseif self.confirmBtn_obj == click_obj then
if not self.left_time then return end
if self.left_time < 60 then
Message.show("您即将完成充能,无需快速充能!")
else
self:DoCharge()
end
end
end
AddClickEvent(self.close_obj, on_click)
AddClickEvent(self.confirmBtn_obj, on_click)
local update_soul_power_left_time = function()
if not self.is_loaded then return end
self:UpdateLeftTime()
end
self:BindEvent(self.model, SoulPowerConst.UPDATE_SOUL_POWER_LEFT_TIME, update_soul_power_left_time)
end
function SoulPowerChargeView:DoCharge( )
local function ok_callback( ... )
self.model:Fire(SoulPowerConst.REQUEST_CCMD_EVENT,14403)
self:Close()
end
local function toggle_function( flag )
self.model._charge_no_double_check = flag
end
local function use_function( toggle_tip_data,call_fun_sum )
if not self.model._charge_no_double_check and self.need_cost ~= 0 then
GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, toggle_tip_data)
else
call_fun_sum()
end
end
local buy_tip_data = {
gold_type = 1,--货币类型
cost_price = self.need_cost,--消耗金额
ok_callback = ok_callback,--成功
toggle_function = toggle_function,--多选
togglePriceStr = string.format("<#fdffc2>%s</color> 完成充能",self.need_cost),--提示语
use_function = use_function,--最终调用
}
CustomActivityModel:getInstance():BuyTips(buy_tip_data)
end
function SoulPowerChargeView:OpenSuccess()
local sp_grade_condition_cfg = self.model:GetSoulPowerGradeCfgByGrade(self.sp_grade) --当前阶数的额外配置
self.chargeTip_tmp.text = string.format("当前正在充能 <#fdffc2>%s%s层</color>", Trim(sp_grade_condition_cfg.name), self.sp_lv+1)
self:UpdateLeftTime()
end
function SoulPowerChargeView:UpdateLeftTime( )
local time_head, time_tail = self.model:GetSoulPowerTimeHeadTail()
local next_lv_total_time = self.model:GetSoulPowerNextLvNeedTotalTime(self.sp_grade, self.sp_lv)
self.left_time = time_tail - next_lv_total_time - TimeUtil:getServerTime()
if self.left_time < 0 then self.left_time = 0 end
self.leftTime_tmp.text = string.format("剩余时间:<color=#2CF86F>%s</color>",TimeUtil:timeConvert(self.left_time, "hh:mm:ss"))
--充能:剩余时间小于60s时不给充, 充能需求 彩钻 * 向上取整(剩余秒数/300),即5分钟1彩钻
self.need_cost = math.ceil(self.left_time/300)
self.costNum_tmp.text = string.format("确认消耗 %s<#2CF86F>%s</color> 直接完成充能吗?", WordManager:GetMoneyFaceStr(1), self.need_cost)
end
function SoulPowerChargeView:DestroySuccess( )
end