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