源战役客户端
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SoulPowerConditionItem = SoulPowerConditionItem or BaseClass(BaseItem)
local SoulPowerConditionItem = SoulPowerConditionItem
function SoulPowerConditionItem:__init()
self.base_file = "soulPower"
self.layout_file = "SoulPowerConditionItem"
self.model = SoulPowerModel:getInstance()
self:Load()
end
function SoulPowerConditionItem:Load_callback()
self.nodes = {
"state1:img",
"conditionDes:tmp",
"state2:obj",
"goText:obj",
}
self:GetChildren(self.nodes)
self:AddEvents()
if self.need_refreshData then
self:UpdateView()
end
end
function SoulPowerConditionItem:AddEvents( )
local on_click = function ( click_obj )
if self.goText_obj == click_obj then
if self.data[1] == SoulPowerConst.UpGradeConditionType.Lv then
GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
GlobalEventSystem:Fire(EventName.SHOW_MAIN_TASK_TIPS_VIEW, true)
elseif self.data[1] == SoulPowerConst.UpGradeConditionType.DunTower then
GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
OpenFun.Open(610,4)
elseif self.data[1] == SoulPowerConst.UpGradeConditionType.Power then
GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
OpenFun.Open(157,0)
elseif self.data[1] == SoulPowerConst.UpGradeConditionType.DunExp then
GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
-- ExpDunModel:getInstance():Fire(ExpDunModel.OPEN_EXP_DUN_MAIN_VIEW, true)
ExpDunModel:getInstance():Fire(ExpDunModel.OPEN_EXP_HANGUP_MAIN_VIEW, true)
elseif self.data[1] == SoulPowerConst.UpGradeConditionType.WarSoulStar then
GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
OpenFun.Open(143,0)
end
end
end
AddClickEvent(self.goText_obj, on_click)
local update_condition_item = function(red_type)
if red_type ~= SoulPowerConst.RedType.UpGrade then return end
if not self.is_loaded then return end
self:UpdateView()
end
self:BindEvent(self.model, SoulPowerConst.UPDATE_RED_DOT, update_condition_item)
end
function SoulPowerConditionItem:UpdateView( )
local is_arrive = false
if self.data[1] == SoulPowerConst.UpGradeConditionType.Lv then --玩家等级
is_arrive = RoleManager.Instance.mainRoleInfo.level >= self.data[2]
local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
------------------------------
self.conditionDes_tmp.text = string.format("角色等级达到 <%s>%s级</color>", str_color, self.data[2])
elseif self.data[1] == SoulPowerConst.UpGradeConditionType.DunTower then --爬塔层数
local easy_pass_num,diffcult_pass_num = BaseDungeonModel:getInstance():GetOneTowerPassRecord()
is_arrive = easy_pass_num >= self.data[2]
local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
------------------------------
self.conditionDes_tmp.text = string.format("完成无尽回廊 <%s>第%s层</color>", str_color, self.data[2])
elseif self.data[1] == SoulPowerConst.UpGradeConditionType.Power then --玩家战力
is_arrive = RoleManager.Instance.mainRoleInfo.fighting >= self.data[2]
local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
------------------------------
self.conditionDes_tmp.text = string.format("角色战力达到 <%s>%s</color>", str_color, self.data[2])
elseif self.data[1] == SoulPowerConst.UpGradeConditionType.DunExp then --经验副本波数
local cur_assult_wave = ExpDunModel:getInstance():GetCurrentWave()
is_arrive = cur_assult_wave >= self.data[2]
local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
------------------------------
self.conditionDes_tmp.text = string.format("完成放置冒险 <%s>第%s波</color>", str_color, self.data[2])
elseif self.data[1] == SoulPowerConst.UpGradeConditionType.WarSoulStar then --战魂星数
local star_sum_num = WarSoulModel:getInstance():GetAllWarSoulSumStar()
is_arrive = star_sum_num >= self.data[2]
local str_color = is_arrive and ColorUtil.GREEN_TIPS or ColorUtil.RED_DARK
------------------------------
self.conditionDes_tmp.text = string.format("上阵战魂达到 <%s>%s星</color>", str_color, self.data[2])
end
lua_resM:setImageSprite(self, self.state1_img, "soulPower_asset", is_arrive and "soul_power_img_4" or "soul_power_img_3")
self.state2_obj:SetActive(is_arrive)
self.goText_obj:SetActive(not is_arrive)
end
function SoulPowerConditionItem:SetData( data )
self.data = data
if self.is_loaded then
self.need_refreshData = false
self:UpdateView()
else
self.need_refreshData = true
end
end
function SoulPowerConditionItem:__delete( )
end