local UIBattleWinCtr = class("UIBattleWinCtr", require("UICtrBase")) function UIBattleWinCtr:Init(view) self.view = view end function UIBattleWinCtr:SetData(data) self.asyncIdx = 0 self:InitCfg() if data == nil then return end self:InitData(data) end function UIBattleWinCtr:InitData(data) if self.data == nil then self.data = {} end self.data.BaseExp = 0 self.data.Zeny = 0 self.data.Parter = 0 self.data.JobExp = 0 self.data.Gold = 0 self.data.FreeInvest = 0 for k, v in pairs(data) do --LogError(k.."----------------------"..Inspect(v)) if v.key == 1 then self.data.Zeny = v.value elseif v.key == 2 then self.data.Gold = v.value elseif v.key == 3 then self.data.BaseExp = v.value elseif v.key == 4 then self.data.JobExp = v.value elseif v.key == 5 then self.data.Parter = v.value elseif v.key == 53 then self.data.FreeInvest = v.value end end end function UIBattleWinCtr:GetAsyncIdx() self.asyncIdx = self.asyncIdx + 1 return self.asyncIdx end function UIBattleWinCtr:GetData() return self.data end function UIBattleWinCtr:OnDispose() self.data = nil self.view = nil self.curMapId = nil self.curLevelId = nil self.lastLevelUniqueId = nil self.levelCfgData = nil end function UIBattleWinCtr:InitCfg() self.curMapId, self.curLevelId = ManagerContainer.LuaBattleMgr:GetCurMapAndLevel() self.curLevelId = self.curLevelId - 1 self.lastLevelUniqueId = ManagerContainer.LuaBattleMgr:GetLastLevelUniqueId() --self.levelCfgData = ManagerContainer.CfgMgr:GetLevelDataById(self.lastLevelUniqueId) end function UIBattleWinCtr:GetCurMapAndLevel() return self.curMapId, self.curLevelId end function UIBattleWinCtr:GetCurLevelUniqueId() return self.lastLevelUniqueId end function UIBattleWinCtr:GetLevelCfgData() -- if ManagerContainer.LuaBattleMgr:GetBattleMode() == 1 then -- --LogError("----------------------"..Inspect(self.data)) -- return self.data -- end return self.data --return self.levelCfgData end return UIBattleWinCtr