UISuccessTipsView.lua 3.0 KB

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  1. local UISuccessTipsView = require("UICommonTips/UISuccessTipsView_Generate")
  2. function UISuccessTipsView:OnAwake(data)
  3. self.controller = require("UICommonTips/UISuccessTipsCtr"):new()
  4. self.controller:Init(self)
  5. self.controller:SetData(data)
  6. end
  7. function UISuccessTipsView:AddEventListener()
  8. end
  9. function UISuccessTipsView:FillContent(data, uiBase)
  10. self.uiBase = uiBase
  11. local gameObject = self.uiBase:GetRoot()
  12. if gameObject ~= nil then
  13. self.gameObject = gameObject
  14. self.transform = gameObject.transform
  15. end
  16. self:InitGenerate(self.transform, data)
  17. self:Init()
  18. end
  19. function UISuccessTipsView:Init()
  20. self:RefreshContent()
  21. end
  22. function UISuccessTipsView:RemoveEventListener()
  23. ManagerContainer.LuaEventMgr:Unregister(self.uiData.name)
  24. end
  25. function UISuccessTipsView:AddUIEventListener()
  26. ManagerContainer.LuaEventMgr:RegisterUIEvent(self.uiData.name)
  27. self.uiBase:AddButtonUniqueEventListener(self.alpha.button, self, self.OnClickAlphaBtn)
  28. end
  29. function UISuccessTipsView:OnHide()
  30. end
  31. function UISuccessTipsView:OnShow(data)
  32. self.controller:SetData(data)
  33. self:Init()
  34. end
  35. function UISuccessTipsView:OnClose()
  36. end
  37. function UISuccessTipsView:OnDispose()
  38. end
  39. function UISuccessTipsView:OnClickAlphaBtn()
  40. local isHasNext = self.controller:RemoveCurShowData()
  41. if isHasNext then
  42. self.gameObject:SetActive(false)
  43. self:RefreshContent()
  44. self.gameObject:SetActive(true)
  45. else
  46. self:UIClose()
  47. end
  48. end
  49. function UISuccessTipsView:RefreshContent()
  50. local type, data = self.controller:GetShowData()
  51. if type == 1 then -- 技能
  52. self.title.text.text = I18N.SetLanguageValue('TitleNewSkill')
  53. self.skillItem:SetActive(true)
  54. local skillType = data.skillType
  55. local skillId = data.skillId
  56. local skillData = ManagerContainer.CfgMgr:GetSkillCfgByType(skillType, skillId, 1)
  57. self.skillItem.icon.image.sprite = nil
  58. if skillData then
  59. CommonUtil.LoadIcon(self, skillData.Icon, function (sprite)
  60. self.skillItem.icon.image.sprite = sprite
  61. end, self, "IconAsyncIdx")
  62. self.skillItem.num.text.text = string.formatbykey('Lv') .. '1'
  63. self.skillItem.num:SetActive(false)
  64. self.nameTxt.text.text = string.formatbykey(skillData.Name)
  65. else
  66. self.nameTxt.text.text = ''
  67. self.skillItem.num:SetActive(false)
  68. end
  69. local skillTreeCfgData
  70. local IsLeaderHero = math.floor(skillId / 10000) == 1
  71. if IsLeaderHero then
  72. skillTreeCfgData = ManagerContainer.CfgMgr:GetSkillTreeCfgById(skillId)
  73. else
  74. skillTreeCfgData = ManagerContainer.CfgMgr:GetParterSkillTreeCfgById(skillId)
  75. end
  76. local quality = skillTreeCfgData and skillTreeCfgData.SkillQuality or 0
  77. if quality ~= 0 then
  78. CommonUtil.LoadIcon(self, Constant.Quality_Frame_Icons[quality], function (sprite)
  79. self.skillItem.frame.image.sprite = sprite
  80. end)
  81. else
  82. CommonUtil.LoadIcon(self, "FrameNew/frame_item_gray", function (sprite)
  83. self.skillItem.frame.image.sprite = sprite
  84. end)
  85. end
  86. else
  87. self.title.text.text = ''
  88. self.skillItem:SetActive(false)
  89. self.nameTxt.text.text = ''
  90. end
  91. end
  92. return UISuccessTipsView