local CommonFormationUI = class("CommonFormationUI", BaseUI) function CommonFormationUI:showCommonBG() return false end function CommonFormationUI:getPrefabPath() return "assets/prefabs/ui/common/common_formation_ui.prefab" end function CommonFormationUI:getCurrencyParams() if self.currencyParams == nil then self.currencyParams = { itemIds = { GConst.ItemConst.ITEM_ID_GEM, }, showType = GConst.CURRENCY_TYPE.HORIZONTAL } end return self.currencyParams end function CommonFormationUI:ctor(params) self.formationType = params.formationType end function CommonFormationUI:onLoadRootComplete() local uiMap = self.root:genAllChildren() uiMap["common_formation_ui.banner.btn_ok.tx_ok"]:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_24)) uiMap["common_formation_ui.banner.btn_ok"]:addClickListener(function() local formation = DataManager.FormationData:getFormation(self.formationType) if not formation then self:closeUI() return end if self.formationType == GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON then -- 武器副本 ModuleManager.DungeonWeaponManager:reqFormation(formation) elseif self.formationType == GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR then ModuleManager.DungeonArmorManager:reqFormation(formation) elseif self.formationType == GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH then ModuleManager.ActBossRushManager:reqFormation(formation) elseif self.formationType == GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE then ModuleManager.DungeonRuneManager:reqFormation(formation) else self:closeUI() end end) local heroUI = uiMap["common_formation_ui.hero_ui"] heroUI:initPrefabHelper() heroUI:genAllChildren() self.heroComp = heroUI:addLuaComponent("app/ui/hero/hero_comp") self:bind(DataManager.HeroData, "isDirty", function() self:onRefresh() end) self:bind(DataManager.BagData.ItemData, "dirty", function() self:onRefresh() end) self:addEventListener(EventManager.CUSTOM_EVENT.GO_SHOP, function() self:closeUI() end) self:addEventListener(EventManager.CUSTOM_EVENT.FORMATION_CHANGE, function() self:closeUI() end) end function CommonFormationUI:onRefresh() self.heroComp:refresh(self.formationType) end return CommonFormationUI