local UIClimbTowerLevelClear = UIViewClass() function UIClimbTowerLevelClear:OnOpened(context) UIManager.ActiveUIModle(false, "UIClimbTowerLevelClear") if BattleDataGetter.CheckCurLevelType(LuaConst.LevelType.ClimbTower) then self.enableNext,self.nextConfig,self.unableContent = CTL.ClimbTower.CanChallengeNextLevel() else self.enableNext,self.nextConfig,self.unableContent = CTL.NationClimbTower.CanChallengeNextLevel() end --定时自动关闭 local closeTime= DataSheetManager.ConstData:GetDataByID("ClimbTowerPassLevelReward").IntValue self:StartRepeatFunc(self.OnUpdateFun, closeTime) self.summaryTemplateEffectHandle1,self.summaryTemplateEffectHandle2 = CTL.LevelSelect.ShowCommonSummaryTemplate(self,true) CTL.Sound.PlayGameSound("UI_victory_v1") end function UIClimbTowerLevelClear:OnUpdateFun() if self.enableNext then self:GoNextLevel() else --退出副本 if BattleDataGetter.CheckCurLevelType(LuaConst.LevelType.ClimbTower) then CTL.ClimbTower.LeaveFuben() elseif BattleDataGetter.CheckCurLevelType(LuaConst.LevelType.NationClimbTower) then CTL.NationClimbTower.LeaveFuben() end end self:CloseView() end function UIClimbTowerLevelClear:GoNextLevel() if self.enableNext then if not MDL.Level.IsCheatCheckFailed() then --挑战下一关 local nextConfig = self.nextConfig if nextConfig then if BattleDataGetter.CheckCurLevelType(LuaConst.LevelType.ClimbTower) then MDL.LevelSelect.EnterFuben(LuaConst.LevelType.ClimbTower, nextConfig.ID, nil, CTL.ClimbTower.GetClimbTowerLevelId(nextConfig.ID)) elseif BattleDataGetter.CheckCurLevelType(LuaConst.LevelType.NationClimbTower) then CTL.NationClimbTower.EnterFuben(nextConfig) end else if BattleDataGetter.CheckCurLevelType(LuaConst.LevelType.ClimbTower) then CTL.ClimbTower.LeaveFuben() elseif BattleDataGetter.CheckCurLevelType(LuaConst.LevelType.NationClimbTower) then CTL.NationClimbTower.LeaveFuben() end end end end end function UIClimbTowerLevelClear:OnClosed() CTL.LevelSelect.RemoveSummaryTemplateEffect(self) UIManager.ActiveUIModle(true, "UIClimbTowerLevelClear") end return UIClimbTowerLevelClear