CSMainAppointRankItem = CSMainAppointRankItem or BaseClass(BaseItem) local CSMainAppointRankItem = CSMainAppointRankItem function CSMainAppointRankItem:__init() self.base_file = "csMain" self.layout_file = "CSMainAppointRankItem" self.model = CSMainModel:getInstance() self:Load() end function CSMainAppointRankItem:Load_callback() self.nodes = { "rankIcon:img:obj", "roleNameCon:obj", "guildNameCon:obj", "roleNameCon/vipCon", "roleNameCon/roleName:tmp", "guildNameCon/guildName:tmp", "rank:tmp", "score:tmp", } self:GetChildren(self.nodes) self.vipItem = RoleVipItem.New(self.vipCon) self:AddEvents() if self.need_refreshData then self:UpdateView() end end function CSMainAppointRankItem:AddEvents( ) end function CSMainAppointRankItem:UpdateView( ) local show_rank_icon_num = 3 if self.rank_type == 1 then--本国团战排行 self.roleNameCon_obj:SetActive(false) self.guildNameCon_obj:SetActive(true) if self.data.empty_data then--虚位以待 self.guildName_tmp.text = "虚位以待" self.score_tmp.text = "暂无" else self.guildName_tmp.text = GetCSLongName(self.data.guild_name,self.data.server_num) self.score_tmp.text = CalUnitNum(self.data.score) end elseif self.rank_type == 2 then--沙盘军功排行 show_rank_icon_num = 4 self.roleNameCon_obj:SetActive(true) self.guildNameCon_obj:SetActive(false) if self.data.empty_data then--虚位以待 self.roleNameCon_obj:SetActive(false) self.guildNameCon_obj:SetActive(true) self.guildName_tmp.text = "虚位以待" self.score_tmp.text = "暂无" else self.vipItem:SetData(self.data.vip,self.data.svip) self.roleName_tmp.text = GetCSLongName(self.data.name,self.data.ser_num) self.score_tmp.text = self.data.score end end if self.data.rank >= 1 and self.data.rank <= show_rank_icon_num then lua_resM:setImageSprite(self, self.rankIcon_img, "csMain_asset","cs_main_rank_"..self.data.rank,true) self.rankIcon_obj:SetActive(true) self.rank_tmp.text = "" else self.rankIcon_obj:SetActive(false) self.rank_tmp.text = self.data.rank end end function CSMainAppointRankItem:SetData( data ,rank_type) self.data = data self.rank_type = rank_type if self.is_loaded then self.need_refreshData = false self:UpdateView() else self.need_refreshData = true end end function CSMainAppointRankItem:__delete( ) if self.vipItem then self.vipItem:DeleteMe() self.vipItem = nil end end