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RankEquipItem = RankEquipItem or BaseClass(BaseItem)
function RankEquipItem:__init(parent_wnd, prefab_asset, layer_name)
self.base_file = "rank"
self.layout_file = "RankEquipItem"
self.is_delay_callback = true
self.model = EquipModel:getInstance()
self.mainVo = RoleManager.Instance.mainRoleInfo
self.only_show_strength_tag = false --是否仅显示可强化标识
self.pos_type = false
self.pos_type_visible = false
self.bg_alpha = 1
--self.use_local_view = true
self:Load()
end
function RankEquipItem:Load_callback()
self.equip_conta,self.canStren = GetChildTransforms(self.transform,
{
"equip_conta","canStren"
})
self.strengthText,self.stren = GetChildTexts (self.transform,
{
"strengthText","stren"
})
self.default_conta,self.red_dot,self.selectBg,self.canStrenObj = GetChildGameObjects (self.transform,
{
"default_conta","red_dot","selectBg","canStren"
})
self.pos_type_img, self.default_conta_img = GetChildImages (self.transform,
{
"pos_type", "default_conta"
})
self.stren.text = ""
self.icon_item = AwardItem.New(self.equip_conta)
-- self.icon_item = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.equip_conta)
self.icon_item:SetItemSize(88,88)
-- self.icon_item:SetAnchoredPosition(0,0)
if self.style_cache then
self:SetEquipStyle(self.style_cache)
self.style_cache = nil
end
if self.need_refreshData then
self:SetData(self.data)
self:SetPosType(self.pos_type, self.pos_type_visible)
self:SetBgAlpha(self.bg_alpha)
end
if self.need_set_ring_show then
self:SetRingShow(self.mate_stage,self.mate_star)
end
self.icon_item.ClickCallFun = function (target,target2,x,y) --覆盖AwardItem 的点击方法
self:ClickHandler(target2,x,y)
end
self:InitEvent()
end
function RankEquipItem:InitEvent()
local function click_fun(target,x,y)
self:ClickHandler(target,x,y)
end
AddClickEvent(self.gameObject, click_fun)
local select_fun = function (goods_vo)
if self.data and goods_vo then
if self.data.goods_id == goods_vo.goods_id then
self:SetSelect(true)
else
self:SetSelect(false)
end
end
end
self.event_id = self.model:Bind(EquipModel.EQUIP_ITEM_BE_CLICK, select_fun)
local change_dynamic = function (goods_id)
if self.data then
if self.data.goods_id == goods_id then
self:SetData(self.data, self.only_show_strength_tag)
end
end
end
self.dynamic_event_id = GlobalEventSystem:Bind(GoodsModel.CHANGE_GOODS_DYNAMIC,change_dynamic)
end
function RankEquipItem:ClickHandler(target,x,y)
if self.data then
UIToolTipMgr:getInstance():AppendEquipTips(self.data.type_id, x, y, self.data, nil,nil,nil,"rank_equip", true)
else
if self.is_open_ring then
UIToolTipMgr:getInstance():AppendEquipTips(self.ring_equip_id, x, y, nil, nil,nil,nil,"rank_equip")
end
end
end
function RankEquipItem:SetData(data, only_show_strength_tag, role_id)
self.data = data
self.role_id = role_id or self.role_id
self.only_show_strength_tag = only_show_strength_tag
if self.is_loaded then
self.need_refreshData = false
--设置装备
local callback = function (dynamic)
if self.data and self.data.goods_id == dynamic.goods_id then
if self.gameObject == nil then return end
if self.data.type_id ~= dynamic.type_id then
self.data.type_id = dynamic.type_id
GoodsModel:getInstance():SetBaseInfo(self.data)
end
self.dynamic = dynamic
self:SetDynamic(self.dynamic)
self:ShowCanStrength(self.data.type_id)
if self.icon_item then
self.icon_item:SetVisible(true)
local stren_data = EquipModel:getInstance():GetBagEquipAwaraItemInfo(self.data)
stren_data.equip_key = "RankEquipItem"
stren_data.is_find = true
local hide_color_effect = false
if self.pos_type == EquipModel.EquipType.Guard or self.pos_type == EquipModel.EquipType.Fetter then
hide_color_effect = true
end
-- self.icon_item:SetData(self.data.type_id, self.data.goods_num, self.dynamic.color,stren_data,nil,nil,nil,nil,nil,nil,nil,true)
self.icon_item:SetData(self.data.type_id, self.data.goods_num, self.dynamic.color,stren_data,nil,nil,nil,nil,nil,hide_color_effect)
--是否过期装备
if self.data.expire_time and self.data.expire_time~=0 and self.data.expire_time - TimeUtil:getServerTime() <= 0 then
self.icon_item:SetExpiredVisible(true)
else
self.icon_item:SetExpiredVisible(false)
end
end
end
end
callback(self.data)
else
self.need_refreshData = true
end
end
--设置一生一世的信息
function RankEquipItem:SetRingShow(mate_stage,mate_star)
self.mate_stage = mate_stage
self.mate_star = mate_star
if self.is_loaded then
self.need_set_ring_show = false
local conf = MateModel:GetInstance():GetShipConf(self.mate_stage, self.mate_star)
local goods_id = conf and conf.goods_id
if goods_id and goods_id > 0 then
--保存数据做tip显示用
EquipModel:getInstance().mate_show_tool_tip_data = {stage = self.mate_stage, star = self.mate_star}
self.ring_equip_id = goods_id
self.icon_item:SetDataWithMapId(goods_id)
self.icon_item:SetVisible(true)
self.is_open_ring = true
else
self.icon_item:SetVisible(false)
self.is_open_ring = false
end
else
self.need_set_ring_show = true
end
end
--是否显示可强化和镶嵌
function RankEquipItem:ShowCanStrength(type_id)
-- local bool = false
-- local equip_cfg = EquipModel:getInstance():GetEquipmentCfg(type_id)
-- -- print("huangcong:EquipItem [start:176] :", type_id)
-- -- PrintTable(equip_cfg)
-- -- print("huangcong:EquipItem [end]")
-- if equip_cfg then
-- bool = EquipModel:getInstance():GetEquipCanStrengthByPos(equip_cfg.series,equip_cfg.equip_type)
-- end
-- print("huangcong:EquipItem [start:180] :", bool)
-- self.red_dot:SetActive(bool)
-- self:showEffect(bool)
end
function RankEquipItem:SetDynamic(dynamic)
if self.gameObject == nil then return end
if dynamic.stren and dynamic.stren > 0 then
self.stren.text = "+" .. dynamic.stren
else
self.stren.text = ""
end
end
function RankEquipItem:SetEquipStyle(style)
self.equip_style = style
if self.is_loaded and style ~= nil then
local str = WordManager:GetEquipStyleStr(style)
self.stren.text = ""
else
self.style_cache = style
end
end
function RankEquipItem:ClearData()
self.data = nil
if self.icon_item then
self.icon_item:SetVisible(false, false)
end
if self.stren then
self.stren.text = ""
end
end
function RankEquipItem:SetSelect(bool)
self.selectBg:SetActive(bool)
end
function RankEquipItem:showEffect(bool)
if bool then
self.canStrenObj:SetActive(true)
if self.is_bag then
self:AddUIEffect("ui_effect_jineng_jiantou1", self.canStren, self.layer_name, nil, nil, true)
else
self:AddUIEffect("ui_effect_jineng_jiantou1", self.canStren, self.layer_name, nil, nil, true)
end
else
self.canStrenObj:SetActive(false)
self:ClearUIEffect(self.canStren)
end
end
function RankEquipItem:__delete()
if self.event_id then
self.model:UnBind(self.event_id)
self.event_id = nil
end
if self.dynamic_event_id then
GlobalEventSystem:UnBind(self.dynamic_event_id)
self.dynamic_event_id = nil
end
self:ClearUIEffect(self.canStren)
if self.icon_item then
self.icon_item:DeleteMe()
-- self.icon_item:ReleaseObj()
self.icon_item = nil
end
end
function RankEquipItem:SetPosType(pos, b)
self.pos_type = pos
self.pos_type_visible = b
if self.is_loaded then
self.need_refreshData = false
self.default_conta:SetActive(self.pos_type and ((self.pos_type == 11 and self.data == nil) or self.pos_type ~= 11))
if self.pos_type then
lua_resM:setImageSprite(self,self.pos_type_img,"common_asset","com_equip_pos_".. self.pos_type, true)
-- lua_resM:setImageSprite(self,self.default_conta_img,"common_asset",self.pos_type >= 11 and "tyui_pz_9" or "tyui_pz_8", true)
lua_resM:setImageSprite(self,self.default_conta_img,"common_asset","tyui_pz_8", true)
end
self.pos_type_img.gameObject:SetActive(self.pos_type_visible)
else
self.need_refreshData = true
end
end
function RankEquipItem:SetBgAlpha(alpha)
self.bg_alpha = alpha
if self.is_loaded then
self.need_refreshData = false
self.icon_item:SetAlpha(self.bg_alpha)
-- if self.bg_alpha == 0 then
-- self.icon_item:SetVisible(false,true)
-- else
-- self.icon_item:SetVisible(true,true)
-- end
else
self.need_refreshData = true
end
end