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PetSupportChooseItem = PetSupportChooseItem or BaseClass(BaseItem)
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local PetSupportChooseItem = PetSupportChooseItem
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function PetSupportChooseItem:__init()
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self.base_file = "pet"
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self.layout_file = "PetSupportChooseItem"
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self.model = PetModel:getInstance()
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self:Load()
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end
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function PetSupportChooseItem:Load_callback()
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self.nodes = {
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"supportType:img","raceIcon:img","petIcon:img","rareBg:img",
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"name:tmp","fight:txt","petLv:tmp",
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"starCon/star1:img","starCon/star5:img","starCon/star3:img","starCon/star2:img","starCon/star4:img",
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"bg:obj:img","bg2:img",
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}
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self:GetChildren(self.nodes)
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lua_resM:setImageSprite(self, self.bg_img, "petExtra_asset","pet_support_choose_item_bg")
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self:AddEvents()
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if self.need_refreshData then
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self:UpdateView()
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end
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end
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function PetSupportChooseItem:AddEvents( )
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local on_click = function ( click_obj )
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if self.bg_obj == click_obj then
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self.click_callback(self.data)
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end
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end
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AddClickEvent(self.bg_obj, on_click,LuaSoundManager.SOUND_UI.NONE)
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end
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function PetSupportChooseItem:UpdateView( )
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--名字
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self.name_tmp.text = Trim(self.cfg.pet_name)
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--战力
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self.fight_txt.text = self.model:GetPetFightById(self.data.pet_id)
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--等级
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self.petLv_tmp.text = "LV."..self.data.pet_lv
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--稀有度bg
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lua_resM:setImageSprite(self,self.rareBg_img,"pet_asset","pet_rare_"..self.cfg.rare_degree)
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lua_resM:setImageSprite(self,self.bg2_img,"pet_asset","pet_rare_bg_"..self.cfg.rare_degree)
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--种族icon
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lua_resM:setImageSprite(self, self.raceIcon_img, "pet_asset", "pet_race_"..self.cfg.pet_race,true)
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--宠物icon
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lua_resM:setOutsideImageSprite(self, self.petIcon_img, GameResPath.GetPetImage("pet_"..self.cfg.pet_id.."_"..self.data.pet_stage),false)
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--声援类型
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local support_data = self.model:GetPetSupportDataByPetId(self.data.pet_id)
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if not support_data then
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lua_resM:setImageSprite(self, self.supportType_img, "pet_asset", "pet_support_choose_type_4",true)
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else
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if support_data.support_slot == 1 then
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lua_resM:setImageSprite(self, self.supportType_img, "pet_asset", "pet_support_choose_type_1",true)
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elseif support_data.support_slot == 2 or support_data.support_slot == 3 then
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lua_resM:setImageSprite(self, self.supportType_img, "pet_asset", "pet_support_choose_type_3",true)
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else
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lua_resM:setImageSprite(self, self.supportType_img, "pet_asset", "pet_support_choose_type_2",true)
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end
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end
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--星数
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local max_star = self.model:GetMaxStarInStage(self.data.pet_id,self.data.pet_star)
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local show_star = self.model:GetNowShowPetStar(self.data.pet_star)
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for i=1,show_star do
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lua_resM:setImageSprite(self, self["star"..i.."_img"], "pet_asset", PetConst.stage_message[self.data.pet_stage].star_res,true)
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self["star"..i.."_img"].gameObject:SetActive(true)
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end
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for i=show_star+1,max_star do
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self["star"..i.."_img"].gameObject:SetActive(false)
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end
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end
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function PetSupportChooseItem:SetData(data,click_callback)
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self.data = data
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self.click_callback = click_callback
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self.cfg = self.model:GetPetCfg(self.data.pet_id, self.data.pet_star)
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if self.is_loaded then
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self.need_refreshData = false
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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 PetSupportChooseItem:__delete( )
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end
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