EquipShowItem = EquipShowItem or BaseClass(AwardItem) function EquipShowItem:__init() self.model = ChatModel:getInstance() end function EquipShowItem:Load_callback() AwardItem.Load_callback(self) if self.need_refreData then self:SetData(self.vo) end end function EquipShowItem:__delete() end function EquipShowItem:SetData(vo) self.vo = vo if self.is_loaded then self.need_refreData = false local stren_data = EquipModel:getInstance():GetBagEquipAwaraItemInfo(vo) self.stren_data = stren_data AwardItem.SetData(self, vo.type_id, vo.goods_num, vo.color, stren_data) AwardItem.SetNumLimitVisible(self,vo.pos == GoodsModel.GOODS_POS_TYPE.equip,24) self:SetItemSize(78, 78) self:SetSelect(false) local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(vo.type_id) if basic == nil then return end -- if self.vo.level > RoleManager.Instance.mainRoleInfo.level or (self.vo.expire_time > 0 and TimeUtil:getServerTime() > self.goodsVo.expire_time) -- or (basic.career_id ~= 0 and basic.career_id ~= RoleManager.Instance.mainRoleInfo.career) then -- self:ChangeUnusableState(true) -- else -- self:ChangeUnusableState(false) -- end --[[ -- 装备中的icon图 if self.vo.used == true then self:ChangeUseState(true) else self:ChangeUseState(false) end]] else self.need_refreData = true end end function EquipShowItem:ClickCallFun(target, x, y) -- self.model:Fire(ChatModel.SELECT_GOOD_ITEM,self.vo) if self.selectImage.activeSelf then --UIToolTipMgr:getInstance():AppendEquipTips(self.vo.type_id, x, y,self.vo,nil,true) end self.model:SelectedGoodItem(self) end function EquipShowItem:ChangeUnusableState(state) if state then if self.unusableImg == nil then self.unusableImg = UiFactory.createChild(self.transform, UIType.Image, "unusableImg") else self.unusableImg:SetActive(true) end local function load_callback() self.unusableImg.transform.pivot = Vector2(0, 1) self.unusableImg.transform.localPosition = Vector3(5, -5, 0) end lua_resM:setImageSprite(self, self.unusableImg:GetComponent("Image"), "bag_asset", "bag_ui_6", true, load_callback) if self.identifyImg then self.identifyImg:SetActive(false) end else if self.unusableImg then self.unusableImg:SetActive(false) end end end --装备中状态 function EquipShowItem:ChangeUseState(state) if state then if self.useImg == nil then self.useImg = UiFactory.createChild(self.transform, UIType.Image, "useImg") else self.useImg:SetActive(true) end local function load_callback() self.useImg.transform.pivot = Vector2(0, 1) self.useImg.transform.localPosition = Vector3(5, -5, 0) end lua_resM:setImageSprite(self, self.useImg:GetComponent("Image"), "chat_asset", "chat_eq_zbz", true, load_callback) else if self.useImg then self.useImg:SetActive(false) end end end function EquipShowItem:SetSelect(bool) if bool then -- SetSizeDelta(self.selectImage.transform,84,84) self.selectImage:SetActive(true) else self.selectImage:SetActive(false) end end function EquipShowItem:SetSelfActive(bool) if self.is_loaded then -- if type(state) == "boolean" and self.gameObject.activeSelf ~= state then self.gameObject:SetActive(state) --end end end