ReinSucceedSkillItem = ReinSucceedSkillItem or BaseClass(BaseItem) local ReinSucceedSkillItem = ReinSucceedSkillItem function ReinSucceedSkillItem:__init(parent_wnd,prefab_asset,layer_name) self.base_file = "reincarnation" self.layout_file = "ReinSucceedSkillItem" self.parent_wnd = parent_wnd self.layer_name = layer_name self.color_list = { [1] = ColorUtil.WHITE, [2] = ColorUtil.BLUE_DARK, [3] = ColorUtil.PURPLE_DARK, [4] = ColorUtil.ORANGE_DARK, } self.model = ReincarnationModel:getInstance() self:Load() end function ReinSucceedSkillItem:Load_callback() self.nodes = { "bg:obj", "skill_icon:img", "skill_name:tmp", } self:GetChildren(self.nodes) self:AddEvents() if self.need_refreshData then self:UpdateView() end end function ReinSucceedSkillItem:AddEvents( ) local function click_event(target, x, y) if target == self.bg_obj then if self.skill_id then local data = { skill_id = self.skill_id, title_name = "技能预览", } CommonController.Instance:Fire(EventName.OPEN_COMMON_SKILL_TIPS, data) end end end AddClickEvent(self.bg_obj, click_event, LuaSoundManager.SOUND_UI.NONE) end function ReinSucceedSkillItem:UpdateView( ) -- lua_resM:setImageSprite(self, self.skill_icon_img, "mainUI_asset", self.skill_id, false) lua_resM:setOutsideImageSprite(self, self.skill_icon_img, GameResPath.GetSkillIcon(self.skill_id), false) local cfg = ConfigItemMgr.Instance:GetSkillItem(self.skill_id) self.skill_name_tmp.text = HtmlColorTxt(Trim(cfg.name), self.color_list[self.index]) end function ReinSucceedSkillItem:SetData( skill_id, index ) self.skill_id = skill_id self.index = index if self.is_loaded then self.need_refreshData = false self:UpdateView() else self.need_refreshData = true end end function ReinSucceedSkillItem:__delete( ) end