require("Base/BasePanel") SoulPrintUpLevelSuccessPopUp = Inherit(BasePanel) local this=SoulPrintUpLevelSuccessPopUp local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) --初始化组件(用于子类重写) function SoulPrintUpLevelSuccessPopUp:InitComponent() this.spLoader = SpriteLoader.New() this.quality = Util.GetGameObject(self.gameObject, "Bg/itemShow/quality"):GetComponent("Image") this.icon = Util.GetGameObject(self.gameObject, "Bg/itemShow/icon"):GetComponent("Image") this.level = Util.GetGameObject(self.gameObject, "Bg/itemShow/level"):GetComponent("Text") this.name = Util.GetGameObject(self.gameObject, "Bg/itemShow/name"):GetComponent("Text") this.lastLevelText = Util.GetGameObject(self.gameObject, "Bg/itemShow/lastLevelText"):GetComponent("Text") this.nextLevelText = Util.GetGameObject(self.gameObject, "Bg/itemShow/nextLevelText"):GetComponent("Text") this.propertyLeft1=Util.GetGameObject(self.gameObject, "Bg/propertyAddContent/propertyLeft1"):GetComponent("Text") this.propertyLeft2=Util.GetGameObject(self.gameObject, "Bg/propertyAddContent/propertyLeft2"):GetComponent("Text") this.propertyRight1=Util.GetGameObject(self.gameObject, "Bg/propertyAddContent/propertyRight1"):GetComponent("Text") this.propertyRight2=Util.GetGameObject(self.gameObject, "Bg/propertyAddContent/propertyRight2"):GetComponent("Text") this.image2=Util.GetGameObject(self.gameObject, "Bg/propertyAddContent/Image (2)") this.sureBtn=Util.GetGameObject(self.gameObject, "Bg/sureBtn") end --绑定事件(用于子类重写) function SoulPrintUpLevelSuccessPopUp:BindEvent() Util.AddClick(this.sureBtn, function() self:ClosePanel() end) end --添加事件监听(用于子类重写) function SoulPrintUpLevelSuccessPopUp:AddListener() end --移除事件监听(用于子类重写) function SoulPrintUpLevelSuccessPopUp:RemoveListener() end --界面打开时调用(用于子类重写) function SoulPrintUpLevelSuccessPopUp:OnOpen(lastUpLevelItemData,upLevelItemData) this.quality.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(lastUpLevelItemData.quality)) this.icon.sprite = this.spLoader:LoadSprite(lastUpLevelItemData.icon) this.level.text = "+" .. lastUpLevelItemData.level this.name.text = lastUpLevelItemData.name this.lastLevelText.text = lastUpLevelItemData.level this.nextLevelText.text = upLevelItemData.level if(lastUpLevelItemData.level==10) then this.nextLevelText.text=Language[11916] end this.propertyLeft2.text="" this.propertyRight2.text="" this.image2:SetActive(false) local property=SoulPrintManager.GetShowPropertyData(lastUpLevelItemData.property[1][1],lastUpLevelItemData.property[1][2]) this.propertyLeft1.text =property.name..property.num property=SoulPrintManager.GetShowPropertyData(lastUpLevelItemData.property[1][1],upLevelItemData.property[1][2]) this.propertyRight1.text=property.num if (#upLevelItemData.property >= 2) then this.image2:SetActive(true) if(#upLevelItemData.property>=2) then property=SoulPrintManager.GetShowPropertyData(upLevelItemData.property[2][1],upLevelItemData.property[2][2]) this.propertyLeft2.text=property.name..property.num else property=SoulPrintManager.GetShowPropertyData(upLevelItemData.property[2][1],upLevelItemData.property[2][2]) this.propertyLeft2.text=property.name.."+0" end property=SoulPrintManager.GetShowPropertyData(upLevelItemData.property[2][1],upLevelItemData.property[2][2]) this.propertyRight2.text=property.num end end --界面打开或者重新打开后,界面刷新时调用(用于子类重写) function SoulPrintUpLevelSuccessPopUp:OnShow() end --界面关闭时调用(用于子类重写) function SoulPrintUpLevelSuccessPopUp:OnClose() end --界面销毁时调用(用于子类重写) function SoulPrintUpLevelSuccessPopUp:OnDestroy() this.spLoader:Destroy() end return SoulPrintUpLevelSuccessPopUp