CSGWarBuffItem = CSGWarBuffItem or BaseClass(BaseItem) local CSGWarBuffItem = CSGWarBuffItem function CSGWarBuffItem:__init() self.base_file = "CSGWar" self.layout_file = "CSGWarBuffItem" self.model = CSGWarModel:GetInstance() --王城战buff跟技能走的描述 self.desc = { [6040031] = "闪避几率 +5%", [6040032] = "会心几率 +5%", [6040033] = "暴击几率 +10%", [6040034] = "格挡几率 +10%", } self:Load() end function CSGWarBuffItem:Load_callback() self.nodes = { "bg:img", "name_text:tmp", "desc_text:tmp", } self:GetChildren(self.nodes) self:AddEvents() if self.need_refreshData then self:UpdateView() end end function CSGWarBuffItem:AddEvents( ) end function CSGWarBuffItem:UpdateView( ) local skill_id = SandTableModel:getInstance():GetBuffSkillIdByPoint( self.data.point_id ) if skill_id then lua_resM:setImageSprite(self,self.bg_img,'sandTable_asset', "sandTable_buff_" .. skill_id,false) self.desc_text_tmp.text = self.desc[skill_id] or "" local skill_conf = SkillManager:getInstance():getSkillFromConfig(skill_id) if skill_conf and skill_conf.lvs and skill_conf.lvs[1] then self.name_text_tmp.text = Trim(skill_conf.name) else self.name_text_tmp.text = "" end else self.desc_text_tmp.text = "" self.name_text_tmp.text = "" end end function CSGWarBuffItem:SetData( index, data ) self.index = index self.data = data if self.is_loaded then self.need_refreshData = false self:UpdateView() else self.need_refreshData = true end end function CSGWarBuffItem:__delete( ) end