源战役客户端
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--排行榜RankEquipView与此类相同,此类进行修改后请通知作者同步 author:==wq==
BagEvilItem = BagEvilItem or BaseClass(BaseItem)
function BagEvilItem:__init(parent_wnd, prefab_asset, layer_name)
self.base_file = "bag"
self.layout_file = "BagEvilItem"
self.is_delay_callback = true
self.Bag_model = BagModel:getInstance()
self.model = GoodsModel:getInstance()
self.cur_layout = lua_viewM.cur_layout or "" --公共组件,要判断是否对应界面
-- self.use_local_view = true
self:Load()
end
function BagEvilItem:Load_callback()
local nodes = {
"roleCon:obj",
}
self:GetChildren(nodes)
if self.need_refreshData then
self:SetData(self.type_id)
end
SetAnchoredPosition(self.roleCon, 0, 10)
SetLocalScale(self.roleCon, 0.8, 0.8, 0.8)
self:InitEvent()
end
function BagEvilItem:InitEvent()
end
function BagEvilItem:SetData(type_id)
self.type_id = type_id
if self.is_loaded then
self.need_refreshData = false
local evil_id = nil
if type_id and type_id ~= 0 then
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(type_id)
evil_id = basic.model_id
end
if not evil_id or evil_id == 0 then
self.my_evil_id = false
self.roleCon.gameObject:SetActive(false)
else
if self.my_evil_id == evil_id then return end
self.my_evil_id = evil_id
local pos_cfg = EquipConst.EvilModelResPos[evil_id]
local scale = 150
local pos = Vector3(0,0,0)
if pos_cfg then
scale = pos_cfg.scale
pos = pos_cfg.pos
end
local data = {
clothe_res_id = self.my_evil_id,
type = SceneBaseType.Evil,
on_name_list = {"show"},
scale = scale,
position = pos,
}
self.roleCon.gameObject:SetActive(true)
lua_resM:SetRoleModel(self,self.roleCon,data)
end
else
self.need_refreshData = true
end
end
function BagEvilItem:__delete()
lua_resM:clearRoleMode(self)
end