EquipShowItem = EquipShowItem or BaseClass(AwardItem)
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function EquipShowItem:__init()
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self.model = ChatModel:getInstance()
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end
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function EquipShowItem:Load_callback()
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AwardItem.Load_callback(self)
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if self.need_refreData then
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self:SetData(self.vo)
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end
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end
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function EquipShowItem:__delete()
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end
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function EquipShowItem:SetData(vo)
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self.vo = vo
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if self.is_loaded then
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self.need_refreData = false
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local stren_data = EquipModel:getInstance():GetBagEquipAwaraItemInfo(vo)
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self.stren_data = stren_data
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AwardItem.SetData(self, vo.type_id, vo.goods_num, vo.color, stren_data)
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AwardItem.SetNumLimitVisible(self,vo.pos == GoodsModel.GOODS_POS_TYPE.equip,24)
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self:SetItemSize(78, 78)
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self:SetSelect(false)
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local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(vo.type_id)
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if basic == nil then
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return
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end
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-- if self.vo.level > RoleManager.Instance.mainRoleInfo.level or (self.vo.expire_time > 0 and TimeUtil:getServerTime() > self.goodsVo.expire_time)
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-- or (basic.career_id ~= 0 and basic.career_id ~= RoleManager.Instance.mainRoleInfo.career) then
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-- self:ChangeUnusableState(true)
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-- else
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-- self:ChangeUnusableState(false)
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-- end
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--[[ -- 装备中的icon图
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if self.vo.used == true then
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self:ChangeUseState(true)
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else
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self:ChangeUseState(false)
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end]]
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else
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self.need_refreData = true
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end
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end
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function EquipShowItem:ClickCallFun(target, x, y)
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-- self.model:Fire(ChatModel.SELECT_GOOD_ITEM,self.vo)
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if self.selectImage.activeSelf then
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--UIToolTipMgr:getInstance():AppendEquipTips(self.vo.type_id, x, y,self.vo,nil,true)
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end
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self.model:SelectedGoodItem(self)
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end
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function EquipShowItem:ChangeUnusableState(state)
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if state then
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if self.unusableImg == nil then
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self.unusableImg = UiFactory.createChild(self.transform, UIType.Image, "unusableImg")
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else
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self.unusableImg:SetActive(true)
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end
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local function load_callback()
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self.unusableImg.transform.pivot = Vector2(0, 1)
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self.unusableImg.transform.localPosition = Vector3(5, -5, 0)
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end
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lua_resM:setImageSprite(self, self.unusableImg:GetComponent("Image"), "bag_asset", "bag_ui_6", true, load_callback)
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if self.identifyImg then
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self.identifyImg:SetActive(false)
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end
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else
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if self.unusableImg then
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self.unusableImg:SetActive(false)
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end
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end
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end
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--装备中状态
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function EquipShowItem:ChangeUseState(state)
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if state then
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if self.useImg == nil then
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self.useImg = UiFactory.createChild(self.transform, UIType.Image, "useImg")
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else
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self.useImg:SetActive(true)
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end
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local function load_callback()
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self.useImg.transform.pivot = Vector2(0, 1)
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self.useImg.transform.localPosition = Vector3(5, -5, 0)
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end
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lua_resM:setImageSprite(self, self.useImg:GetComponent("Image"), "chat_asset", "chat_eq_zbz", true, load_callback)
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else
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if self.useImg then
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self.useImg:SetActive(false)
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end
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end
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end
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function EquipShowItem:SetSelect(bool)
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if bool then
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-- SetSizeDelta(self.selectImage.transform,84,84)
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self.selectImage:SetActive(true)
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else
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self.selectImage:SetActive(false)
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end
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end
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function EquipShowItem:SetSelfActive(bool)
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if self.is_loaded then
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-- if type(state) == "boolean" and self.gameObject.activeSelf ~= state then
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self.gameObject:SetActive(state)
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--end
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end
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end
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