ChildSkillAttrItem = ChildSkillAttrItem or BaseClass(BaseItem)
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function ChildSkillAttrItem:__init()
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self.base_file = "child"
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self.layout_file = "ChildSkillAttrItem"
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self.is_delay_callback = true
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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 ChildSkillAttrItem:Load_callback()
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self.nodes = {
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"txt_attr_name:tmp","txt_num:tmp",
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"img_icon:img","bg:img:obj",
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}
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self:GetChildren(self.nodes)
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self:InitEvent()
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if self.need_refreshData then
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self:SetData(self.attrId,self.num,self.index, self.need_effect)
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end
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end
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function ChildSkillAttrItem:InitEvent()
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end
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function ChildSkillAttrItem:SetData(attrId,num,index, need_effect)
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self.attrId = attrId or 1
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self.num = num or ""
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self.index = index
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self.need_effect = need_effect
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if self.is_loaded then
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self.txt_num_tmp.text = self.num
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local _, name1, _, val1 = WordManager:GetPropertyInfo(attrId, num)
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self.txt_attr_name_tmp.text = name1
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local ab_name,res_name = GameResPath.GetAttrIcon(attrId)
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lua_resM:setImageSprite(self, self.img_icon_img, ab_name,res_name,true)
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if self.need_effect then
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if not self.is_in_effect then
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self.is_in_effect = true
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local function call_back( )
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self.is_in_effect = false
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end
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self:ClearUIEffect(self.txt_num)
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self:AddUIEffect("ui_jinjieshuxing", self.txt_num, self.layer_name, Vector3(-100,0,0), 0.5, false, 0.75, nil, call_back)
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end
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end
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-- if index and index % 2 == 0 then
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-- self.bg_obj:SetActive(false)
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-- else
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-- self.bg_obj:SetActive(true)
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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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