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- CSGWarRewardItem = CSGWarRewardItem or BaseClass(BaseItem)
- local CSGWarRewardItem = CSGWarRewardItem
-
- function CSGWarRewardItem:__init()
- self.base_file = "CSGWar"
- self.layout_file = "CSGWarRewardItem"
- self.model = CSGWarModel:GetInstance()
- self.item_list = {}
- self:Load()
- end
-
- function CSGWarRewardItem:Load_callback()
- self.nodes = {
- "name_text:tmp", "item_scroll", "item_scroll/Viewport/item_con",
- }
- self:GetChildren(self.nodes)
- self:AddEvents()
- if self.need_refreshData then
- self:UpdateView()
- end
- end
-
- function CSGWarRewardItem:AddEvents( )
-
- end
-
- function CSGWarRewardItem:UpdateView( )
- local data = self.data == "left" and CSGWarConst.LEFT_REWARD or CSGWarConst.RIGHT_REWARD
- local cfg = data[self.index]
- local x_offset = 90
- self.name_text_tmp.text = cfg.name
- for i,v in ipairs(cfg.reward) do
- local item = self.item_list[i]
- if not item then
- item = UIObjPool:PopItem(UIObjPool.UIType.AwardItem, self.item_con)
- item:SetItemSize(84,84)
- item:SetPosition((i-1)*x_offset, 0)
- self.item_list[i] = item
- end
- item:SetData(v[2],v[3])
- --是否有主副战区标识
- -- if v[4] == 1 then
- -- item:SetNumLimitVisible(true,10)
- -- elseif v[4] == 2 then
- -- item:SetNumLimitVisible(true,11)
- -- else
- -- item:SetNumLimitVisible(false)
- -- end
- end
- SetSizeDeltaX(self.item_con, #cfg.reward * x_offset)
- end
-
- function CSGWarRewardItem:SetData( data,index )
- self.data = data
- self.index = index
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function CSGWarRewardItem:__delete( )
- for i,v in ipairs(self.item_list) do
- UIObjPool:PushItem(UIObjPool.UIType.AwardItem, v)
- v = nil
- end
- self.item_list = {}
- end
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