--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==
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BagEvilItem = BagEvilItem or BaseClass(BaseItem)
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function BagEvilItem:__init(parent_wnd, prefab_asset, layer_name)
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self.base_file = "bag"
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self.layout_file = "BagEvilItem"
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self.is_delay_callback = true
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self.Bag_model = BagModel:getInstance()
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self.model = GoodsModel:getInstance()
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self.cur_layout = lua_viewM.cur_layout or "" --公共组件,要判断是否对应界面
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-- self.use_local_view = true
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self:Load()
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end
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function BagEvilItem:Load_callback()
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local nodes = {
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"roleCon:obj",
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}
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self:GetChildren(nodes)
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if self.need_refreshData then
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self:SetData(self.type_id)
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end
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SetAnchoredPosition(self.roleCon, 0, 10)
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SetLocalScale(self.roleCon, 0.8, 0.8, 0.8)
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self:InitEvent()
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end
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function BagEvilItem:InitEvent()
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end
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function BagEvilItem:SetData(type_id)
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self.type_id = type_id
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if self.is_loaded then
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self.need_refreshData = false
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local evil_id = nil
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if type_id and type_id ~= 0 then
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local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(type_id)
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evil_id = basic.model_id
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end
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if not evil_id or evil_id == 0 then
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self.my_evil_id = false
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self.roleCon.gameObject:SetActive(false)
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else
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if self.my_evil_id == evil_id then return end
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self.my_evil_id = evil_id
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local pos_cfg = EquipConst.EvilModelResPos[evil_id]
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local scale = 150
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local pos = Vector3(0,0,0)
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if pos_cfg then
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scale = pos_cfg.scale
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pos = pos_cfg.pos
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end
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local data = {
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clothe_res_id = self.my_evil_id,
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type = SceneBaseType.Evil,
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on_name_list = {"show"},
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scale = scale,
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position = pos,
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}
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self.roleCon.gameObject:SetActive(true)
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lua_resM:SetRoleModel(self,self.roleCon,data)
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end
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else
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self.need_refreshData = true
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end
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end
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function BagEvilItem:__delete()
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lua_resM:clearRoleMode(self)
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end
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