local UIMedelLevelUp = UIViewClass() --------------------------- 系统函数 ----------------------------- function UIMedelLevelUp:OnOpened(context) if not context or not context.level then return end CTL.Sound.PlayGameSound("UI_success_upgrade") local level = context.level local formerResonanceCfg = DataSheetManager.ResonanceAll:GetDataByResonanceLevel(level - 1) local curResonanceCfg = DataSheetManager.ResonanceAll:GetDataByResonanceLevel(level) local formerAttrTable = formerResonanceCfg.Attr_Table local curAttrTable = curResonanceCfg.Attr_Table local updateAttrIndex = CTL.FormationResonance.FindUpdateAttrIndex(level - 1) local attrCfg = DataSheetManager.AttrData:GetDataByID(curAttrTable[updateAttrIndex].AttrType) UIUtils.SetLabelText(self.lab_Attr, Const_IDS[attrCfg.Name]) UIUtils.SetLabel(self.txt_AttrOld, attrCfg.Type and formerAttrTable[updateAttrIndex].AttrNum or CTL.FormationResonance.GetPercentStr(formerAttrTable[updateAttrIndex].AttrNum)) UIUtils.SetLabel(self.txt_AttrNew, attrCfg.Type and curAttrTable[updateAttrIndex].AttrNum or CTL.FormationResonance.GetPercentStr(curAttrTable[updateAttrIndex].AttrNum)) UIUtils.SetImageByAssetBundle(self.img_Icon, curResonanceCfg.Icon) UIUtils.SetImageByAssetBundle(self.img_BgIcon, curResonanceCfg.IconUnderframe) UIUtils.SetLabel(self.txt_Level, level) UIUtils.SetLabelText(self.txt_Medal, Const_IDS[curResonanceCfg.ResonanceName]) for i = 1, #self.group_Fire do UIUtils.SetActive(self.group_Fire[i].gameObject, curResonanceCfg and i <= curResonanceCfg.Star or false) end self.effect:PlayUIEffect() end function UIMedelLevelUp:OnButtonClicked(comp) if comp == self.group_Notice then self:CloseView() end end ------------------------------------------------------------------- return UIMedelLevelUp