local UIWidgetBase = require_ex('Common/Core/UIWidgetBase') PlayInfoCell = HL.Class('PlayInfoCell', UIWidgetBase) PlayInfoCell._OnFirstTimeInit = HL.Override() << function(self) end PlayInfoCell.InitPlayInfoCell = HL.Method() << function(self) self.view.redDot:InitRedDot("NewBusinessCard") self:RegisterMessage(MessageConst.ON_FRIEND_BUSINESS_INFO_CHANGE, function() self:RefreshAdventureInfo() end) self.view.adventureRewardEntryBtn.onClick:AddListener(function() PhaseManager:OpenPhase(PhaseId.AdventureReward) end) self:RefreshAdventureInfo() self.view.rightBtn.onClick:AddListener(function() PhaseManager:OpenPhase(PhaseId.AdventureReward) end) end PlayInfoCell.RefreshAdventureInfo = HL.Method() << function(self) self.view.commonPlayerHead:InitCommonPlayerHeadByRoleId(GameInstance.player.roleId, function() PhaseManager:OpenPhase(PhaseId.Friend) end) self.view.button.onClick:AddListener(function() PhaseManager:OpenPhase(PhaseId.Friend) end) self.view.commonPlayerHead.view.descText.gameObject:SetActive(false) self.view.commonPlayerHead.view.levelTxt.gameObject:SetActive(false) local adventureData = GameInstance.player.adventure.adventureLevelData local fillAmount = adventureData.reachMaxLv and 1 or adventureData.relativeExp / adventureData.relativeLevelUpExp local progressTxt = adventureData.reachMaxLv and Language.LUA_ADVENTURE_MAX_LEVEL_DESC or string.format("%d/%d", adventureData.relativeExp, adventureData.relativeLevelUpExp) self.view.managerLevel.text = string.format(Language.LUA_ADVENTURE_LEVEL_FORMAT, adventureData.lv) self.view.managerName.text = GameInstance.player.playerInfoSystem.playerName self.view.managerNumber.text = string.format("UID:%s", GameInstance.player.playerInfoSystem.roleId) self.view.levelSlider.fillAmount = fillAmount self.view.progressTxt.text = progressTxt end HL.Commit(PlayInfoCell) return PlayInfoCell