goodsTooltipsAttrItem = goodsTooltipsAttrItem or BaseClass(BaseItem)
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function goodsTooltipsAttrItem:__init(parent_wnd, prefab_asset, layer_name)
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self.base_file = "common"
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self.layout_file = "goodsTooltipsAttrItem"
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self.layer_name = "Top"
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self:Load()
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end
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function goodsTooltipsAttrItem:Load_callback()
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self.name,
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self.value
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= GetChildTexts(self.transform, {
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"name",
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"value"
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})
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self.signImg = self:GetChild("sign"):GetComponent("Image")
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self.bg = self:GetChild("bg").gameObject
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if self.need_refreshData then
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self:SetData(self.id, self.now_value,self.boolBgActive)
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end
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end
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function goodsTooltipsAttrItem:SetData(id, now_value,boolBgActive)
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self.id = id
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self.now_value = now_value
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self.boolBgActive = boolBgActive
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if self.is_loaded then
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local _, name, _, value = WordManager:GetPropertyInfo(tonumber(id), now_value,nil,nil, Config.ConfigItemAttr.Module.Dress)
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self.name.text = name..":"
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self.value.text = value
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local ab_name,res_name = GameResPath.GetAttrIcon(tonumber(id))
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lua_resM:setImageSprite(self, self.signImg, ab_name,res_name,true)
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self.bg:SetActive(self.boolBgActive)
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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 goodsTooltipsAttrItem:__delete()
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end
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