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- LightAttrItem = LightAttrItem or BaseClass(BaseItem)
- local LightAttrItem = LightAttrItem
-
- function LightAttrItem:__init(parent_wnd,prefab_asset,layer_name,layout_file)
- self.parent_wnd = parent_wnd or false -- 父容器
- self.prefab_asset = prefab_asset or false --预制体 如果有传进来就直接通过预制体创建对象 免去加载预制体的过程
- self.layer_name = layer_name or false --需要挂接特效的时候 必须设置
- self.base_file = "light"
- self.layout_file = layout_file or "LightAttrItem"
- self.model = FashionModel:GetInstance()
-
- self:Load()
- end
-
- function LightAttrItem:Load_callback()
- self.nodes = {
- "extra_text:tmp","attr_icon1:img:obj","attr_text1:tmp","bg:obj","attr_icon2:img:obj","attr_text2:tmp",
- "up_image1:obj","add_text2:tmp","add_text1:tmp","up_image2:obj",
- }
- self:GetChildren(self.nodes)
-
-
- self:AddEvents()
- if self.need_refreshData then
- self:UpdateView()
- end
- end
-
- function LightAttrItem:AddEvents( )
-
- end
-
- function LightAttrItem:UpdateView( )
- if self.data then
- local id1 = self.data.attr_id1
- local id2 = self.data.attr_id2
- local value1 = self.data.value1
- local value2 = self.data.value2
- local next_value1 = self.data.next_value1
- local next_value2 = self.data.next_value2
- self.extra_text_tmp.text = ""
- if id1 and value1 then
- local a_name,b_name = GameResPath.GetAttrIcon(id1)
- lua_resM:setImageSprite(self, self.attr_icon1_img, a_name, b_name,true)
- local _, name, _, val = WordManager:GetPropertyInfo(id1, value1)
- local str = string.format("%s: %s", name, val)
- self.attr_text1_tmp.text = str
- self.attr_icon1_obj:SetActive(true)
- else
- self.attr_text1_tmp.text = ""
- self.attr_icon1_obj:SetActive(false)
- end
- if id2 and value2 then
- local a_name,b_name = GameResPath.GetAttrIcon(id2)
- lua_resM:setImageSprite(self, self.attr_icon2_img, a_name, b_name,true)
- local _, name, _, val = WordManager:GetPropertyInfo(id2, value2)
- local str = string.format("%s: %s", name, val)
- self.attr_text2_tmp.text = str
- self.attr_icon2_obj:SetActive(true)
- else
- self.attr_text2_tmp.text = ""
- self.attr_icon2_obj:SetActive(false)
- end
-
- if next_value1 then
- self.up_image1_obj:SetActive(true)
- self.add_text1_tmp.text = HtmlColorTxt(next_value1, ColorUtil.GREEN_DARK)
- else
- self.up_image1_obj:SetActive(false)
- self.add_text1_tmp.text = ""
- end
-
- if next_value2 then
- self.up_image2_obj:SetActive(true)
- self.add_text2_tmp.text = HtmlColorTxt(next_value2, ColorUtil.GREEN_DARK)
- else
- self.up_image2_obj:SetActive(false)
- self.add_text2_tmp.text = ""
- end
- elseif self.special_data then
- local a_name,b_name = GameResPath.GetAttrIcon(self.special_data[1])
- lua_resM:setImageSprite(self, self.attr_icon1_img, a_name, b_name,true)
- local _, name, _, val = WordManager:GetPropertyInfo(self.special_data[1], self.special_data[2])
- local str = string.format("%s: %s", name, val)
- self.attr_text1_tmp.text = HtmlColorTxt(str, ColorUtil.PURPLE_DARK)
- self.attr_text2_tmp.text = ""
- if self.is_active then
- self.extra_text_tmp.text = ""
- else
- self.extra_text_tmp.text = HtmlColorTxt("(解锁全部染色获得)", ColorUtil.PURPLE_DARK)
- end
- self.attr_icon1_obj:SetActive(true)
- self.attr_icon2_obj:SetActive(false)
- self.up_image1_obj:SetActive(false)
- self.add_text1_tmp.text = ""
- self.up_image2_obj:SetActive(false)
- self.add_text2_tmp.text = ""
- end
- self.bg_obj:SetActive(not self.is_active_view)
- end
-
- function LightAttrItem:SetData( index, data, is_active_view )
- self.index = index
- self.data = data
- self.is_active_view = is_active_view or self.is_active_view
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function LightAttrItem:SetSpecialData( i, special_data, active )
- self.index = index
- self.special_data = special_data
- self.is_active = active
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function LightAttrItem:__delete( )
-
- end
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