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- ReinSucceedSkillItem = ReinSucceedSkillItem or BaseClass(BaseItem)
- local ReinSucceedSkillItem = ReinSucceedSkillItem
-
- function ReinSucceedSkillItem:__init(parent_wnd,prefab_asset,layer_name)
- self.base_file = "reincarnation"
- self.layout_file = "ReinSucceedSkillItem"
- self.parent_wnd = parent_wnd
- self.layer_name = layer_name
- self.color_list = {
- [1] = ColorUtil.WHITE,
- [2] = ColorUtil.BLUE_DARK,
- [3] = ColorUtil.PURPLE_DARK,
- [4] = ColorUtil.ORANGE_DARK,
- }
- self.model = ReincarnationModel:getInstance()
- self:Load()
- end
-
- function ReinSucceedSkillItem:Load_callback()
- self.nodes = {
- "bg:obj", "skill_icon:img", "skill_name:tmp",
- }
- self:GetChildren(self.nodes)
-
- self:AddEvents()
- if self.need_refreshData then
- self:UpdateView()
- end
- end
-
- function ReinSucceedSkillItem:AddEvents( )
- local function click_event(target, x, y)
- if target == self.bg_obj then
- if self.skill_id then
- local data = {
- skill_id = self.skill_id,
- title_name = "技能预览",
- }
- CommonController.Instance:Fire(EventName.OPEN_COMMON_SKILL_TIPS, data)
- end
- end
- end
- AddClickEvent(self.bg_obj, click_event, LuaSoundManager.SOUND_UI.NONE)
- end
-
- function ReinSucceedSkillItem:UpdateView( )
- -- lua_resM:setImageSprite(self, self.skill_icon_img, "mainUI_asset", self.skill_id, false)
- lua_resM:setOutsideImageSprite(self, self.skill_icon_img, GameResPath.GetSkillIcon(self.skill_id), false)
-
- local cfg = ConfigItemMgr.Instance:GetSkillItem(self.skill_id)
- self.skill_name_tmp.text = HtmlColorTxt(Trim(cfg.name), self.color_list[self.index])
- end
-
- function ReinSucceedSkillItem:SetData( skill_id, index )
- self.skill_id = skill_id
- self.index = index
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function ReinSucceedSkillItem:__delete( )
-
- end
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