ChildVehicleSkillItem = ChildVehicleSkillItem or BaseClass(BaseItem) function ChildVehicleSkillItem:__init() self.base_file = "child" self.layout_file = "ChildVehicleSkillItem" self.is_delay_callback = true -- self.use_local_view = true self.model = ChildModel:GetInstance() self:Load() end function ChildVehicleSkillItem:Load_callback() self.nodes = { "txt:tmp","low_bg:obj","lock:obj","bg:obj","icon:img" } self:GetChildren(self.nodes) self:InitEvent() if self.need_refreshData then self:UpdateView() -- self:SetChosen(self.isChosen) end end function ChildVehicleSkillItem:InitEvent() local function onBtnClickHandler(target, x, y) if target == self.bg_obj then --self.model:Fire(ChildConst.OPEN_CHILD_VEHICLE_SKILL_TIPS_VIEW,true,self.active_skill) 旧自制技能tips local data = { skill_id = self.active_skill, title_name = "技能预览", content_2 = ChildConst.VehicleSkillContent[self.active_skill], } CommonController.Instance:Fire(EventName.OPEN_COMMON_SKILL_TIPS, data) --self.callback(self) end end AddClickEvent(self.bg_obj, onBtnClickHandler) end function ChildVehicleSkillItem:SetData(vehicle_id,stage,nowstage,active_skill,callback) self.vehicle_id = vehicle_id or 1 self.stage = stage or 0 self.nowstage = nowstage or 0 self.active_skill = active_skill or 110001 self.callback = callback or self.callback if self.is_loaded then self:UpdateView() else self.need_refreshData = true end end function ChildVehicleSkillItem:UpdateView( ) lua_resM:setOutsideImageSprite(self, self.icon_img, GameResPath.GetSkillIcon(self.active_skill),false) if self.nowstage < self.stage then self.txt_tmp.text = WordManager:getHanZiNumber(self.stage) .."阶解锁" self.lock_obj:SetActive(true) --self.low_bg_obj:SetActive(true) else self.txt_tmp.text = "已解锁" self.lock_obj:SetActive(false) --self.low_bg_obj:SetActive(false) end end --[[ function ChildVehicleSkillItem:SetChosen(bool) self.isChosen = bool if self.is_loaded then if bool then self.chosen_obj:SetActive(true) else self.chosen_obj:SetActive(false) end else self.need_refreshData = true end end]]