FirstRechargeItem = FirstRechargeItem or BaseClass(BaseItem) function FirstRechargeItem:__init() self.base_file = "rechargeActivity" self.layout_file = "FirstRechargeItem" self.is_delay_callback = true self.model = RechargeActivityModel:getInstance() --self.use_local_view = true self:Load() end function FirstRechargeItem:Load_callback() self.txtTitle = self:GetChild("name/txtTitle"):GetComponent("Text") self.icon = self:GetChild("icon"):GetComponent("Image") self.clickBg = self:GetChild("clickbg").gameObject self.bg = self:GetChild("bg"):GetComponent("Image") if self.need_refreshData then self:SetData(self.index,self.data) end self:InitEvent() end function FirstRechargeItem:InitEvent() -- local function onBtnClickHandler(target) -- if target == self.clickBg then -- if self.goods_basic then -- self:ClickCallFun() -- end -- end -- end -- AddClickEvent(self.clickBg, onBtnClickHandler) end function FirstRechargeItem:SetData(index,data) self.data = data self.index = index if not self.is_loaded then self.need_refreshData = true return end if self.data[1] and self.data[2] and self.data[3] then self.goods_Id, _ = GoodsModel:getInstance():GetMappingTypeId(self.data[1], self.data[2]) self.goods_basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.goods_Id) if self.goods_basic then lua_resM:setImageSprite(self,self.bg,"rechargeActivity_asset","scyu_pz_"..(self.goods_basic.color+1)) local goods_icon if Config.ConfigGoodsByCareer[tonumber(self.goods_Id)] then goods_icon = Config.ConfigGoodsByCareer[tonumber(self.goods_Id)][RoleManager.Instance.mainRoleInfo.career] else goods_icon = self.goods_basic.goods_icon end lua_resM:setOutsideImageSprite(self,self.icon,GameResPath.GetGoodsIcon(goods_icon)) self.txtTitle.text = "" .. Trim(self.goods_basic.goods_name) .."x"..self.data[3].. "" if index > 3 then self:SetPosition((index - 1) % 3 * 133-65, -111 * math.floor((index - 1) / 3)) else self:SetPosition((index - 1) % 3 * 133, -111 * math.floor((index - 1) / 3)) end end end end function FirstRechargeItem:__delete() end --点击函数,可在子类继承该方法,实现自己需要的效果 function FirstRechargeItem:ClickCallFun(x,y) if self.goods_basic then if self.goods_basic.type == GoodsModel.TYPE.EQUIP then --装备鉴定物 if self.dynamic then --拼接推荐属性 UIToolTipMgr:getInstance():AppendEquipShowTips(self.dynamic, x, y, self.show_type) else UIToolTipMgr:getInstance():AppendEquipTips(self.goods_basic.type_id, x, y) end elseif self.goods_basic.type == 39 then --幻兽装备 if self.dynamic then --拼接推荐属性 UIToolTipMgr:getInstance():AppendBeastShowTips(self.dynamic, x, y, self.show_type) else UIToolTipMgr:getInstance():AppendBeastTips(self.goods_basic.type_id, x, y) end elseif self.goods_basic.type == 13 then --圣印装备 if self.dynamic then --拼接推荐属性 UIToolTipMgr:getInstance():AppendSealShowTips(self.dynamic, x, y, self.show_type) else UIToolTipMgr:getInstance():AppendSealTips(self.goods_basic.type_id, x, y) end elseif self.goods_basic.type == 21 and self.goods_basic.subtype == 1 then --星痕装备 UIToolTipMgr:getInstance():AppendStarShadowTips(self.goods_basic.type_id,self.goods_basic, x, y, true,true) elseif self.goods_basic.type == 16 and self.goods_basic.subtype == 4 then UIToolTipMgr:getInstance():AppendHorseEquipInfoTips(self.type_id, x, y, nil, HorseEquipInfoTips.UNKNOWN, nil, nil) elseif self.goods_basic.type == 52 and self.goods_basic.subtype ~= 4 and self.goods_basic.subtype ~= 5 then --魂珠类型 SoulBeadModel:getInstance():Fire(SoulBeadModel.EventName.OPEN_SOUL_BEAD_TIPS, self.type_id, x, y) else --普通物品 UIToolTipMgr:getInstance():AppendGoodsTips(self.goods_basic.type_id, x, y) end end end