local uiCtrl = require_ex('UI/Panels/Base/UICtrl') local PANEL_ID = PanelId.WeaponExhibitBreakPopup WeaponExhibitBreakPopupCtrl = HL.Class('WeaponExhibitBreakPopupCtrl', uiCtrl.UICtrl) WeaponExhibitBreakPopupCtrl.s_messages = HL.StaticField(HL.Table) << { } WeaponExhibitBreakPopupCtrl.OnCreate = HL.Override(HL.Any) << function(self, arg) local weaponInfo = arg.weaponInfo local fromBreakthroughLevel = arg.fromLevel local toBreakthroughLevel = arg.toLevel self:_InitActionEvent() local fromBreakthroughCfg = CharInfoUtils.getWeaponBreakthroughInfo(weaponInfo.weaponInstId, fromBreakthroughLevel) local toBreakthroughCfg = CharInfoUtils.getWeaponBreakthroughInfo(weaponInfo.weaponInstId, toBreakthroughLevel) local weaponExhibitInfo = CharInfoUtils.getWeaponExhibitBasicInfo(weaponInfo.weaponTemplateId, weaponInfo.weaponInstId) self.view.fromLevel.text = string.format(Language.LUA_WEAPON_EXHIBIT_BREAK_FROM_LEVEL, weaponExhibitInfo.curLv, fromBreakthroughCfg.breakthroughLv) self.view.toLevel.text = string.format(Language.LUA_WEAPON_EXHIBIT_BREAK_TO_LEVEL, weaponExhibitInfo.curLv, toBreakthroughCfg.breakthroughLv) self.view.levelBreakNode:InitLevelBreakNode(fromBreakthroughLevel) self.view.weaponUpgradeAttributeNode:InitWeaponUpgradeAttributeNode({ fromLv = weaponExhibitInfo.curLv, fromBreakthroughLv = fromBreakthroughLevel, toLv = weaponExhibitInfo.curLv, toBreakthroughLv = toBreakthroughLevel, weaponInstId = weaponInfo.weaponInstId, }) self.view.controllerHintPlaceholder:InitControllerHintPlaceholder({self.view.inputGroup.groupId}) end WeaponExhibitBreakPopupCtrl._InitActionEvent = HL.Method() << function(self, arg) self.view.continueButton.onClick:AddListener(function() self:PlayAnimationOutWithCallback(function() self:Close() end) end) end HL.Commit(WeaponExhibitBreakPopupCtrl)