ChildVehicleSkillItem = ChildVehicleSkillItem or BaseClass(BaseItem)
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function ChildVehicleSkillItem:__init()
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self.base_file = "child"
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self.layout_file = "ChildVehicleSkillItem"
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self.is_delay_callback = true
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-- self.use_local_view = true
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self.model = ChildModel:GetInstance()
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self:Load()
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end
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function ChildVehicleSkillItem:Load_callback()
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self.nodes = {
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"txt:tmp","low_bg:obj","lock:obj","bg:obj","icon:img"
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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:UpdateView()
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-- self:SetChosen(self.isChosen)
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end
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end
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function ChildVehicleSkillItem:InitEvent()
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local function onBtnClickHandler(target, x, y)
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if target == self.bg_obj then
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--self.model:Fire(ChildConst.OPEN_CHILD_VEHICLE_SKILL_TIPS_VIEW,true,self.active_skill) 旧自制技能tips
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local data = {
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skill_id = self.active_skill,
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title_name = "技能预览",
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content_2 = ChildConst.VehicleSkillContent[self.active_skill],
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}
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CommonController.Instance:Fire(EventName.OPEN_COMMON_SKILL_TIPS, data)
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--self.callback(self)
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end
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end
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AddClickEvent(self.bg_obj, onBtnClickHandler)
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end
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function ChildVehicleSkillItem:SetData(vehicle_id,stage,nowstage,active_skill,callback)
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self.vehicle_id = vehicle_id or 1
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self.stage = stage or 0
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self.nowstage = nowstage or 0
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self.active_skill = active_skill or 110001
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self.callback = callback or self.callback
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if self.is_loaded then
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self:UpdateView()
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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 ChildVehicleSkillItem:UpdateView( )
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lua_resM:setOutsideImageSprite(self, self.icon_img, GameResPath.GetSkillIcon(self.active_skill),false)
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if self.nowstage < self.stage then
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self.txt_tmp.text = WordManager:getHanZiNumber(self.stage) .."阶解锁"
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self.lock_obj:SetActive(true)
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--self.low_bg_obj:SetActive(true)
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else
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self.txt_tmp.text = "已解锁"
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self.lock_obj:SetActive(false)
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--self.low_bg_obj:SetActive(false)
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end
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end
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--[[
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function ChildVehicleSkillItem:SetChosen(bool)
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self.isChosen = bool
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if self.is_loaded then
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if bool then
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self.chosen_obj:SetActive(true)
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else
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self.chosen_obj:SetActive(false)
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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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