local UIEquipmentQuickStrengthen = UIViewClass() function UIEquipmentQuickStrengthen:OnOpened(context) self:UpdateInfo(context.equipInfos) local hint self.hintToggle, hint = MDL.Equipment.GetSkipHintToggle() --如果是0,说明没有值,默认为勾选true,小于0为主动取消了勾选false if hint >= 0 then self.toggle_resolutionHigh.isOn = true elseif hint < 0 then self.toggle_resolutionHigh.isOn = false end end function UIEquipmentQuickStrengthen:UpdateInfo(equipInfos) self.heroId = MDL.Equipment.GetEquipHeroId(equipInfos[1].ID) local needCostTable = nil self.strengthDir, needCostTable = CTL.Equipment.GetEquipmentStrengthDirAndCost(equipInfos) local index = 0 for i = 1, #equipInfos do local times = self.strengthDir[equipInfos[i].EquipData.ID] if times then index = index + 1 UIUtils.SetActive(self.group_Equip[index].gameObject, true) UIUtils.SetLabel(self.group_Equip[index].txt_EquipName, UTL.Color.FormatQualityText(UIUtils.GetLocalizedTxt(Const_IDS[equipInfos[i].ItemData.Name]), equipInfos[i].ItemData.Color)) CTL.Equipment.SetEquipShow(self.group_Equip[index].img_Equip, self.group_Equip[index].img_equipQuality, equipInfos[i].ItemData) local heroInfo, enhanceLevel = MDL.Equipment.GetEquipHeroInfo(equipInfos[i].ID) if heroInfo then self.group_Equip[index].txt_LVBefore.text = UTL.Item.GetNobilityByTeamLevel(enhanceLevel) -- 爵位转换 self.group_Equip[index].txt_LVAfter.text = UTL.Item.GetNobilityByTeamLevel(enhanceLevel + times) -- 爵位转换 else self.group_Equip[index].txt_LVBefore.text = 0 self.group_Equip[index].txt_LVAfter.text = UTL.Item.GetNobilityByTeamLevel(times) -- 爵位转换 end UIUtils.SetActive(self.group_Equip[index].img_UP,true) end end for i = index + 1, #self.group_Equip do UIUtils.SetActive(self.group_Equip[i].gameObject, false) end self.btn_1:SetText(Const_IDS.IDS_Equip_Enchance_Button) UIUtils.SetLabelText(self.UICommonPopUp.txt_Title, Const_IDS.IDS_Equip_Enchance_OneClickEnhancement_Button) self:SetCostItem(needCostTable) end --还没有用到,要先改进计算总量的方法返回的数据,再用该数据进行显示 function UIEquipmentQuickStrengthen:SetCostItem(itemTable) for i, v in ipairs(self.group_Cost) do local itemData = itemTable[i] if itemData then UIUtils.SetActive(v.gameObject, true) local itemId = itemData.ItemID local itemNum = itemData.ItemNum if MDL.Currency.IsMoneyTypeByItemID(itemId) then local count = MDL.Currency.GetMoneyCount(itemId) count = count >= itemNum and itemNum or UTL.Color.FormatRedColor(itemNum) UTL.Item.MoneyIcon(v.icon_Cost, itemId) v.txt_Cost.text = count else local count = MDL.Bag.GetItemCount(itemId) or 0 if count >= itemNum then count = count .."/".. itemNum else count = UTL.Color.FormatRedColor(count) .."/".. itemNum end UTL.Item.ItemIconWithoutBg(v.icon_Cost, itemId) end else UIUtils.SetActive(v.gameObject, false) end end end function UIEquipmentQuickStrengthen:OnBackButtonPressed() self:OnButtonClicked(self.UICommonPopUp.btn_Close) end function UIEquipmentQuickStrengthen:OnButtonClicked(comp) if comp == self.btn_2 or comp == self.UICommonPopUp.btn_Close then self:CloseView() elseif (comp == self.btn_1) then MDL.Equipment.QuickStrengthenEquipRequest(self.heroId, self.strengthDir) MDL.Equipment.SetSkipHintToggle(self.hintToggle) self:CloseView() end end function UIEquipmentQuickStrengthen:OnValueChanged(comp, state) if comp == self.toggle_resolutionHigh then self.hintToggle = comp.isOn end end return UIEquipmentQuickStrengthen